示例#1
0
        public void TestHit2()
        {
            double ta, tb;
            RenderItem ria, rib;
            for(int i = 0; i < TestParameters.BuildTest; i++) {
                int nt = Math.Max(2, Maths.Random(i));
                List<RenderItem> ris = new List<RenderItem>();
                for(int j = 0x00; j < nt; j++) {
                    ris.Add(new Triangle(Point3.Random(), Point3.Random(), Point3.Random(), null, null, null, null, null, null, null));
                }
                NaiveAccelerator ga = new NaiveAccelerator(ris);
                OctTreeAccelerator oa = new OctTreeAccelerator(ris);
                for(int k = 0; k < TestParameters.RayTest; k++) {
                    Ray ray = Ray.Random();
                    ria = ga.CalculateHit(ray, out ta, double.PositiveInfinity);
                    rib = oa.CalculateHit(ray, out tb, double.PositiveInfinity);
                    TestParameters.TestRIEqual(ray, ta, tb, ris, ria, rib);
                }

            }
        }
示例#2
0
 public void TestHit1()
 {
     Matrix4 M = new Matrix4();
     M.Shift(0.0d, 0.0d, 10.0d);
     LoaderObj lo = new LoaderObj();
     FileStream fs = File.Open("triceratops.obj", FileMode.Open, FileAccess.Read);
     lo.Load(null, fs);
     fs.Close();
     List<RenderItem> ris = new List<RenderItem>();
     lo.Inject(ris, M);
     NaiveAccelerator ga = new NaiveAccelerator(ris);
     OctTreeAccelerator oa = new OctTreeAccelerator(ris);
     double ta, tb;
     RenderItem ria, rib;
     for(int i = 0x00; i < 0x10000000; i++) {
         Ray ray = Ray.Random();
         ray.NormalizeDirection();
         ria = ga.CalculateHit(ray, out ta, double.PositiveInfinity);
         rib = oa.CalculateHit(ray, out tb, double.PositiveInfinity);
         TestParameters.TestRIEqual(ray, ta, tb, ris, ria, rib);
     }
 }
示例#3
0
 public void TestHit3()
 {
     List<RenderItem> ris = new List<RenderItem>();
     ris.Add(new Sphere(new Point3(-3.0d, 0.0d, 20.0d), 2.0d, null));
     ris.Add(new Sphere(new Point3(3.0d, 0.0d, 30.0d), 2.0d, null));
     ris.Add(new Triangle(new Point3(-20.0d, -10.0d, -20.0d), new Point3(-20.0d, -10.0d, 100.0d), new Point3(20.0d, -10.0d, 100.0d), Material.DefaultMaterial));
     ris.Add(new Triangle(new Point3(-20.0d, -10.0d, -20.0d), new Point3(20.0d, -10.0d, 100.0d), new Point3(20.0d, -10.0d, -20.0d), Material.DefaultMaterial));
     ris.Add(new Triangle(new Point3(20.0d, 10.0d, -20.0d), new Point3(20.0d, 10.0d, 100.0d), new Point3(-20.0d, 10.0d, 100.0d), null));
     ris.Add(new Triangle(new Point3(20.0d, 10.0d, -20.0d), new Point3(-20.0d, 10.0d, 100.0d), new Point3(-20.0d, 10.0d, -20.0d), null));
     ris.Add(new Triangle(new Point3(-20.0d, -10.0d, -20.0d), new Point3(-20.0d, 10.0d, -20.0d), new Point3(-20.0d, 10.0d, 100.0d), null));
     ris.Add(new Triangle(new Point3(-20.0d, -10.0d, -20.0d), new Point3(-20.0d, 10.0d, 100.0d), new Point3(-20.0d, -10.0d, 100.0d), null));
     ris.Add(new Triangle(new Point3(100.0d, 10.0d, -20.0d), new Point3(100.0d, -10.0d, -20.0d), new Point3(100.0d, -10.0d, 100.0d), null));
     ris.Add(new Triangle(new Point3(100.0d, 10.0d, -20.0d), new Point3(100.0d, -10.0d, 100.0d), new Point3(100.0d, 10.0d, 100.0d), null));
     NaiveAccelerator na = new NaiveAccelerator(ris);
     OctTreeAccelerator oa = new OctTreeAccelerator(ris);
     double ta, tb;
     RenderItem ria, rib;
     for(int i = 0x00; i < int.MaxValue; i++) {
         Ray ray = Ray.Random();
         ray.NormalizeDirection();
         ria = na.CalculateHit(ray, out ta, double.PositiveInfinity);
         rib = oa.CalculateHit(ray, out tb, double.PositiveInfinity);
         TestParameters.TestRIEqual(ray, ta, tb, ris, ria, rib);
     }
 }