public void NonIntersectingLinesShouldReturnNone_v2(Vector3 position, Vector3 forward, Vector3 up) { var line = new Edge3(new Vector3(-1, -2, -3) * 0.001, new Vector3(-1, -2, -3)); var plane = new PointDirection3(Vector3.Zero, Vector3.UnitX); var transform = Matrix4x4.CreateWorld(position, forward, up); var tline = line.ApplyTransform(transform); var tplane = plane.ApplyTransform(transform); tline.IntersectPlane(tplane).IsSome.Should().BeFalse(); }
public void IntersectingLineWithPlaneShouldReturnIntersectionPoint(Vector3 position, Vector3 forward, Vector3 up) { var line = new Edge3(new Vector3(1, 2, 3), new Vector3(-1, -2, -3)); var plane = new PointDirection3(Vector3.Zero, Vector3.UnitX); var transform = Matrix4x4.CreateWorld(position, forward, up); var tline = line.ApplyTransform(transform); var tplane = plane.ApplyTransform(transform); var intersectPlane = tline.IntersectPlane(tplane).__Value__(); var intersectPlaneExpectedValue = Vector3.Transform(Vector3.Zero, transform); intersectPlane.Should().BeApproximately(intersectPlaneExpectedValue, 1e-6); }