use super::*;
const NUM_RAYS: usize = 10000;
#[test]
fn no_self_intersect() {
let mesh = TriangleMesh {
vertices: vec![Point::ZERO, Point::X, Point::X + Point::NEG_Z],
normals: vec![],
uvs: vec![],
};
let t = Triangle::new(Arc::new(mesh), (0, 1, 2), None, None);
let r = Ray::new(Point::new(0.5, 0.0, -0.25), Direction::Y);
assert!(t.hit(&r, 0.0, crate::INF).is_none());
}
#[test]
fn no_hit_behind() {
let mesh = TriangleMesh {
vertices: vec![Point::ZERO, Point::X, Point::X + Point::NEG_Z],
normals: vec![],
uvs: vec![],
};
let t = Triangle::new(Arc::new(mesh), (0, 1, 2), None, None);
let r = Ray::new(Point::new(0.5, 0.1, -0.25), Direction::Y);
assert!(t.hit(&r, 0.0, crate::INF).is_none());
}
#[test]
fn sampled_rays_hit() {
let mesh = TriangleMesh {
vertices: vec![Point::ZERO, Point::X, Point::X + Point::Y],
normals: vec![],
uvs: vec![],
};
let tri = Triangle::new(Arc::new(mesh), (0, 1, 2), None, None);
let xo = 5.0 * Point::Z;
for _ in 0..NUM_RAYS {
let wi = tri.sample_towards(xo, rand_utils::unit_square());
let ri = Ray::new(xo, wi);
let (p, _) = tri.sample_towards_pdf(&ri);
assert!(p > 0.0);
}
}