MOAB: Mesh Oriented datABase  (version 5.4.1)
GeomUtilTests.cpp
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00001 #include "moab/Core.hpp"
00002 #include "moab/GeomUtil.hpp"
00003 
00004 using namespace moab;
00005 using namespace moab::GeomUtil;
00006 
00007 #include <iostream>
00008 
00009 #include "TestUtil.hpp"
00010 const double TOL = 1e-6;
00011 #define ASSERT_VECTORS_EQUAL( A, B ) assert_vectors_equal( ( A ), ( B ), #A, #B, __LINE__ )
00012 #define ASSERT_DOUBLES_EQUAL( A, B ) CHECK_REAL_EQUAL( A, B, TOL )
00013 #define ASSERT( B )                  CHECK( B )
00014 
00015 void assert_vectors_equal( const CartVect& a, const CartVect& b, const char* sa, const char* sb, int lineno )
00016 {
00017     if( fabs( a[0] - b[0] ) > TOL || fabs( a[1] - b[1] ) > TOL || fabs( a[2] - b[2] ) > TOL )
00018     {
00019         std::cerr << "Assertion failed at line " << lineno << std::endl
00020                   << "\t" << sa << " == " << sb << std::endl
00021                   << "\t[" << a[0] << ", " << a[1] << ", " << a[2] << "] == [" << b[0] << ", " << b[1] << ", " << b[2]
00022                   << "]" << std::endl;
00023         FLAG_ERROR;
00024     }
00025 }
00026 
00027 void test_box_plane_norm( CartVect norm, CartVect min, CartVect max )
00028 {
00029     CartVect c_lower = min;
00030     CartVect c_upper = max;
00031     for( int i = 0; i < 3; ++i )
00032         if( norm[i] < 0.0 ) std::swap( c_lower[i], c_upper[i] );
00033 
00034     CartVect p_below = c_lower - norm;
00035     CartVect p_lower = c_lower + norm;
00036     CartVect p_upper = c_upper - norm;
00037     CartVect p_above = c_upper + norm;
00038 
00039     double below = -( p_below % norm );
00040     double lower = -( p_lower % norm );
00041     double upper = -( p_upper % norm );
00042     double above = -( p_above % norm );
00043 
00044     ASSERT( !box_plane_overlap( norm, below, min, max ) );
00045     ASSERT( box_plane_overlap( norm, lower, min, max ) );
00046     ASSERT( box_plane_overlap( norm, upper, min, max ) );
00047     ASSERT( !box_plane_overlap( norm, above, min, max ) );
00048 }
00049 
00050 void test_box_plane_axis( int axis, double ns, const CartVect& min, const CartVect& max )
00051 {
00052     CartVect norm( 0.0 );
00053     norm[axis] = ns;
00054     test_box_plane_norm( norm, min, max );
00055 }
00056 
00057 void test_box_plane_edge( int axis1, int axis2, bool flip_axis2, CartVect min, CartVect max )
00058 {
00059     CartVect norm( 0.0 );
00060     norm[axis1] = max[axis1] - min[axis1];
00061     if( flip_axis2 )
00062         norm[axis2] = min[axis2] - max[axis2];
00063     else
00064         norm[axis2] = max[axis2] - min[axis2];
00065     norm.normalize();
00066 
00067     test_box_plane_norm( norm, min, max );
00068 }
00069 
00070 void test_box_plane_corner( int xdir, int ydir, int zdir, CartVect min, CartVect max )
00071 {
00072     CartVect norm( max - min );
00073     norm[0] *= xdir;
00074     norm[1] *= ydir;
00075     norm[2] *= zdir;
00076     test_box_plane_norm( norm, min, max );
00077 }
00078 
00079 void test_box_plane_overlap()
00080 {
00081     const CartVect min( -1, -2, -3 );
00082     const CartVect max( 6, 4, 2 );
00083 
00084     // test with planes orthogonal to Z axis
00085     test_box_plane_axis( 2, 2.0, min, max );
00086     // test with planes orthogonal to X axis
00087     test_box_plane_axis( 1, -2.0, min, max );
00088     // test with planes orthogonal to Y axis
00089     test_box_plane_axis( 1, 1.0, min, max );
00090 
00091     // test with plane orthogonal to face diagonals
00092     test_box_plane_edge( 0, 1, true, min, max );
00093     test_box_plane_edge( 0, 1, false, min, max );
00094     test_box_plane_edge( 0, 2, true, min, max );
00095     test_box_plane_edge( 0, 2, false, min, max );
00096     test_box_plane_edge( 2, 1, true, min, max );
00097     test_box_plane_edge( 2, 1, false, min, max );
00098 
00099     // test with plane orthogonal to box diagonals
00100     test_box_plane_corner( 1, 1, 1, min, max );
00101     test_box_plane_corner( 1, 1, -1, min, max );
00102     test_box_plane_corner( 1, -1, -1, min, max );
00103     test_box_plane_corner( 1, -1, 1, min, max );
00104 }
00105 
00106 class ElemOverlapTest
00107 {
00108   public:
00109     virtual bool operator()( const CartVect* coords, const CartVect& box_center, const CartVect& box_dims ) const = 0;
00110 };
00111 class LinearElemOverlapTest : public ElemOverlapTest
00112 {
00113   public:
00114     const EntityType type;
00115     LinearElemOverlapTest( EntityType t ) : type( t ) {}
00116     bool operator()( const CartVect* coords, const CartVect& box_center, const CartVect& box_dims ) const
00117     {
00118         return box_linear_elem_overlap( coords, type, box_center, box_dims );
00119     }
00120 };
00121 class TypeElemOverlapTest : public ElemOverlapTest
00122 {
00123   public:
00124     bool ( *func )( const CartVect*, const CartVect&, const CartVect& );
00125     TypeElemOverlapTest( bool ( *f )( const CartVect*, const CartVect&, const CartVect& ) ) : func( f ) {}
00126     bool operator()( const CartVect* coords, const CartVect& box_center, const CartVect& box_dims ) const
00127     {
00128         return ( *func )( coords, box_center, box_dims );
00129     }
00130 };
00131 
00132 void general_box_tri_overlap_test( const ElemOverlapTest& overlap )
00133 {
00134     CartVect coords[3];
00135     CartVect center, dims;
00136 
00137     // test box projection within triangle, z-plane
00138     coords[0] = CartVect( 0, 0, 0 );
00139     coords[1] = CartVect( 0, 4, 0 );
00140     coords[2] = CartVect( -4, 0, 0 );
00141     center    = CartVect( -2, 1, 0 );
00142     dims      = CartVect( 1, 0.5, 3 );
00143     ASSERT( overlap( coords, center, dims ) );
00144     // move box below plane of triangle
00145     center[2] = -4;
00146     ASSERT( !overlap( coords, center, dims ) );
00147     // move box above plane of triangle
00148     center[2] = 4;
00149     ASSERT( !overlap( coords, center, dims ) );
00150 
00151     // test box projection within triangle, x-plane
00152     coords[0] = CartVect( 3, 3, 0 );
00153     coords[1] = CartVect( 3, 3, 1 );
00154     coords[2] = CartVect( 3, 0, 0 );
00155     center    = CartVect( 3, 2.5, .25 );
00156     dims      = CartVect( 0.001, 0.4, .2 );
00157     ASSERT( overlap( coords, center, dims ) );
00158     // move box below plane of triangle
00159     center[0] = 2;
00160     ASSERT( !overlap( coords, center, dims ) );
00161     // move box above plane of triangle
00162     center[0] = 4;
00163     ASSERT( !overlap( coords, center, dims ) );
00164 
00165     // test tri slices corner at +x,+y,+z
00166     coords[0] = CartVect( 3, 1, 1 );
00167     coords[1] = CartVect( 1, 3, 1 );
00168     coords[2] = CartVect( 1, 1, 3 );
00169     ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00170     // test with tri above the corner
00171     ASSERT( !overlap( coords, CartVect( 0, 0, 0 ), CartVect( 1, 1, 1 ) ) );
00172     // test tri slices corner at -x,-y,-z
00173     coords[0] = CartVect( -1, 1, 1 );
00174     coords[1] = CartVect( 1, -1, 1 );
00175     coords[2] = CartVect( 1, 1, -1 );
00176     ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00177     // test with tri below the corner
00178     ASSERT( !overlap( coords, CartVect( 2, 2, 2 ), CartVect( 1, 1, 1 ) ) );
00179 
00180     // test tri slices corner at -x,+y,+z
00181     coords[0] = CartVect( 0.5, 0.0, 2.5 );
00182     coords[1] = CartVect( 0.5, 2.5, 0.0 );
00183     coords[2] = CartVect( -0.5, 0.0, 0.0 );
00184     ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00185     // test with tri above the corner
00186     ASSERT( !overlap( coords, CartVect( 2, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00187 
00188     // test tri slices corner at +x,-y,-z
00189     coords[0] = CartVect( 0.5, 0.0, -1.5 );
00190     coords[1] = CartVect( 0.5, -1.5, 0.0 );
00191     coords[2] = CartVect( 1.5, 0.0, 0.0 );
00192     ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00193     // test with tri above the corner
00194     ASSERT( !overlap( coords, CartVect( 0, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00195 
00196     // test tri slices corner at +x,-y,+z
00197     coords[0] = CartVect( 1.0, 1.0, 2.5 );
00198     coords[1] = CartVect( 2.5, 1.0, 1.0 );
00199     coords[2] = CartVect( 1.0, -0.5, 1.0 );
00200     ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00201     // test with tri above the corner
00202     ASSERT( !overlap( coords, CartVect( -1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00203 
00204     // test tri slices corner at -x,+y,-z
00205     coords[0] = CartVect( 1.0, 1.0, -0.5 );
00206     coords[1] = CartVect( -0.5, 1.0, 1.0 );
00207     coords[2] = CartVect( 1.0, 2.5, 1.0 );
00208     ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00209     // test with tri above the corner
00210     ASSERT( !overlap( coords, CartVect( 3, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00211 
00212     // test tri slices corner at +x,+y,-z
00213     coords[0] = CartVect( -0.1, 1.0, 1.0 );
00214     coords[1] = CartVect( 1.0, -0.1, 1.0 );
00215     coords[2] = CartVect( 1.0, 1.0, -0.1 );
00216     ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00217     // test with tri outside box
00218     ASSERT( !overlap( coords, CartVect( 1, 1, 3 ), CartVect( 1, 1, 1 ) ) );
00219 
00220     // test tri slices corner at -x,-y,+z
00221     coords[0] = CartVect( 2.1, 1.0, 1.0 );
00222     coords[1] = CartVect( 1.0, 2.1, 1.0 );
00223     coords[2] = CartVect( 1.0, 1.0, 2.1 );
00224     ASSERT( box_tri_overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00225     // test with tri outside box
00226     ASSERT( !overlap( coords, CartVect( 1, 1, -1 ), CartVect( 1, 1, 1 ) ) );
00227 
00228     // box edge parallel to x at +y,+z passes through triangle
00229     coords[0] = CartVect( 1.0, 1.0, 3.0 );
00230     coords[1] = CartVect( 1.0, 3.0, 3.0 );
00231     coords[2] = CartVect( 1.0, 3.0, 1.0 );
00232     ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00233     // test with tri outside box
00234     ASSERT( !overlap( coords, CartVect( 1, 1, 0.3 ), CartVect( 1, 1, 1 ) ) );
00235 
00236     // box edge parallel to x at +y,-z passes through triangle
00237     coords[0] = CartVect( 1.0, 3.0, 1.0 );
00238     coords[1] = CartVect( 1.0, 3.0, -1.0 );
00239     coords[2] = CartVect( 1.0, 1.0, -1.0 );
00240     ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00241     // test with tri outside box
00242     ASSERT( !overlap( coords, CartVect( 1, 1, 1.7 ), CartVect( 1, 1, 1 ) ) );
00243 
00244     // box edge parallel to x at -y,-z passes through triangle
00245     coords[0] = CartVect( 1.0, -1.0, 1.0 );
00246     coords[1] = CartVect( 1.0, -1.0, -1.0 );
00247     coords[2] = CartVect( 1.0, 1.0, -1.0 );
00248     ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00249     // test with tri outside box
00250     ASSERT( !overlap( coords, CartVect( 1, 1, 1.7 ), CartVect( 1, 1, 1 ) ) );
00251 
00252     // box edge parallel to x at -y,+z passes through triangle
00253     coords[0] = CartVect( 1.0, -1.0, 1.0 );
00254     coords[1] = CartVect( 1.0, -1.0, 3.0 );
00255     coords[2] = CartVect( 1.0, 1.0, 3.0 );
00256     ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00257     // test with tri outside box
00258     ASSERT( !overlap( coords, CartVect( 1, 1, 0.3 ), CartVect( 1, 1, 1 ) ) );
00259 
00260     // box edge parallel to y at +x,+z passes through triangle
00261     coords[0] = CartVect( 1.0, 1.0, 3.0 );
00262     coords[1] = CartVect( 3.0, 1.0, 3.0 );
00263     coords[2] = CartVect( 3.0, 1.0, 1.0 );
00264     ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00265     // test with tri outside box
00266     ASSERT( !overlap( coords, CartVect( 1, 1, 0.3 ), CartVect( 1, 1, 1 ) ) );
00267 
00268     // box edge parallel to y at -x,+z passes through triangle
00269     coords[0] = CartVect( 1.0, 1.0, 3.0 );
00270     coords[1] = CartVect( -1.0, 1.0, 3.0 );
00271     coords[2] = CartVect( -1.0, 1.0, 1.0 );
00272     ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00273     // test with tri outside box
00274     ASSERT( !overlap( coords, CartVect( 1, 1, 0.3 ), CartVect( 1, 1, 1 ) ) );
00275 
00276     // box edge parallel to y at +x,-z passes through triangle
00277     coords[0] = CartVect( 1.0, 1.0, -1.0 );
00278     coords[1] = CartVect( 3.0, 1.0, -1.0 );
00279     coords[2] = CartVect( 3.0, 1.0, 1.0 );
00280     ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00281     // test with tri outside box
00282     ASSERT( !overlap( coords, CartVect( 1, 1, 1.7 ), CartVect( 1, 1, 1 ) ) );
00283 
00284     // box edge parallel to y at -x,-z passes through triangle
00285     coords[0] = CartVect( 1.0, 1.0, -1.0 );
00286     coords[1] = CartVect( -1.0, 1.0, -1.0 );
00287     coords[2] = CartVect( -1.0, 1.0, 1.0 );
00288     ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00289     // test with tri outside box
00290     ASSERT( !overlap( coords, CartVect( 1, 1, 1.7 ), CartVect( 1, 1, 1 ) ) );
00291 
00292     // box edge parallel to z at +x,+y passes through triangle
00293     coords[0] = CartVect( 1.0, 3.0, 1.0 );
00294     coords[1] = CartVect( 3.0, 3.0, 1.0 );
00295     coords[2] = CartVect( 3.0, 1.0, 1.0 );
00296     ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00297     // test with tri outside box
00298     ASSERT( !overlap( coords, CartVect( 0.3, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00299 
00300     // box edge parallel to z at +x,-y passes through triangle
00301     coords[0] = CartVect( 1.0, -1.0, 1.0 );
00302     coords[1] = CartVect( 3.0, -1.0, 1.0 );
00303     coords[2] = CartVect( 3.0, 1.0, 1.0 );
00304     ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00305     // test with tri outside box
00306     ASSERT( !overlap( coords, CartVect( 0.3, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00307 
00308     // box edge parallel to z at -x,+y passes through triangle
00309     coords[0] = CartVect( 1.0, 3.0, 1.0 );
00310     coords[1] = CartVect( -1.0, 3.0, 1.0 );
00311     coords[2] = CartVect( -1.0, 1.0, 1.0 );
00312     ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00313     // test with tri outside box
00314     ASSERT( !overlap( coords, CartVect( 1.7, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00315 
00316     // box edge parallel to z at -x,-y passes through triangle
00317     coords[0] = CartVect( 1.0, -1.0, 1.0 );
00318     coords[1] = CartVect( -1.0, -1.0, 1.0 );
00319     coords[2] = CartVect( -1.0, 1.0, 1.0 );
00320     ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00321     // test with tri outside box
00322     ASSERT( !overlap( coords, CartVect( 1.7, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00323 
00324     // triangle penetrates +x face
00325     coords[0] = CartVect( 2.0, 2.0, 2.0 );
00326     coords[1] = CartVect( 5.0, 3.0, 2.0 );
00327     coords[2] = CartVect( 5.0, 1.0, 2.0 );
00328     ASSERT( overlap( coords, CartVect( 2, 2, 2 ), CartVect( 2, 2, 2 ) ) );
00329     // test with tri outside box
00330     ASSERT( !overlap( coords, CartVect( -1, 2, 2 ), CartVect( 2, 2, 2 ) ) );
00331 
00332     // triangle penetrates -x face
00333     coords[0] = CartVect( 2.0, 2.0, 2.0 );
00334     coords[1] = CartVect( -1.0, 3.0, 2.0 );
00335     coords[2] = CartVect( -1.0, 1.0, 2.0 );
00336     ASSERT( overlap( coords, CartVect( 2, 2, 2 ), CartVect( 2, 2, 2 ) ) );
00337     // test with tri outside box
00338     ASSERT( !overlap( coords, CartVect( 5, 2, 2 ), CartVect( 2, 2, 2 ) ) );
00339 
00340     // triangle penetrates +y face
00341     coords[0] = CartVect( 2.0, 2.0, 2.0 );
00342     coords[1] = CartVect( 3.0, 5.0, 2.0 );
00343     coords[2] = CartVect( 1.0, 5.0, 2.0 );
00344     ASSERT( overlap( coords, CartVect( 2, 2, 2 ), CartVect( 2, 2, 2 ) ) );
00345     // test with tri outside box
00346     ASSERT( !overlap( coords, CartVect( 2, -1, 2 ), CartVect( 2, 2, 2 ) ) );
00347 
00348     // triangle penetrates -y face
00349     coords[0] = CartVect( 2.0, 2.0, 2.0 );
00350     coords[1] = CartVect( 3.0, -1.0, 2.0 );
00351     coords[2] = CartVect( 1.0, -1.0, 2.0 );
00352     ASSERT( overlap( coords, CartVect( 2, 2, 2 ), CartVect( 2, 2, 2 ) ) );
00353     // test with tri outside box
00354     ASSERT( !overlap( coords, CartVect( 2, 5, 2 ), CartVect( 2, 2, 2 ) ) );
00355 
00356     // triangle penetrates +z face
00357     coords[0] = CartVect( 2.0, 2.0, 2.0 );
00358     coords[1] = CartVect( 2.0, 3.0, 5.0 );
00359     coords[2] = CartVect( 2.0, 1.0, 5.0 );
00360     ASSERT( overlap( coords, CartVect( 2, 2, 2 ), CartVect( 2, 2, 2 ) ) );
00361     // test with tri outside box
00362     ASSERT( !overlap( coords, CartVect( 2, 2, -1 ), CartVect( 2, 2, 2 ) ) );
00363 
00364     // triangle penetrates -z face
00365     coords[0] = CartVect( 2.0, 2.0, 2.0 );
00366     coords[1] = CartVect( 2.0, 3.0, -1.0 );
00367     coords[2] = CartVect( 2.0, 1.0, -1.0 );
00368     ASSERT( overlap( coords, CartVect( 2, 2, 2 ), CartVect( 2, 2, 2 ) ) );
00369     // test with tri outside box
00370     ASSERT( !overlap( coords, CartVect( 2, 2, 5 ), CartVect( 2, 2, 2 ) ) );
00371 }
00372 
00373 void general_box_hex_overlap_test( const ElemOverlapTest& overlap )
00374 {
00375     CartVect coords[8];
00376 
00377     // test against axis-aligned rectilinear hex
00378     coords[0] = CartVect( -0.5, -0.5, -0.5 );
00379     coords[1] = CartVect( 0.5, -0.5, -0.5 );
00380     coords[2] = CartVect( 0.5, 0.5, -0.5 );
00381     coords[3] = CartVect( -0.5, 0.5, -0.5 );
00382     coords[4] = CartVect( -0.5, -0.5, 0.5 );
00383     coords[5] = CartVect( 0.5, -0.5, 0.5 );
00384     coords[6] = CartVect( 0.5, 0.5, 0.5 );
00385     coords[7] = CartVect( -0.5, 0.5, 0.5 );
00386 
00387     ASSERT( overlap( coords, CartVect( 0, 0, 0 ), CartVect( 1, 1, 1 ) ) );
00388 
00389     ASSERT( overlap( coords, CartVect( 1, 0, 0 ), CartVect( 1, 1, 1 ) ) );
00390     ASSERT( overlap( coords, CartVect( 0, 1, 0 ), CartVect( 1, 1, 1 ) ) );
00391     ASSERT( overlap( coords, CartVect( 0, 0, 1 ), CartVect( 1, 1, 1 ) ) );
00392     ASSERT( overlap( coords, CartVect( -1, 0, 0 ), CartVect( 1, 1, 1 ) ) );
00393     ASSERT( overlap( coords, CartVect( 0, -1, 0 ), CartVect( 1, 1, 1 ) ) );
00394     ASSERT( overlap( coords, CartVect( 0, 0, -1 ), CartVect( 1, 1, 1 ) ) );
00395 
00396     ASSERT( overlap( coords, CartVect( 1, 1, 0 ), CartVect( 1, 1, 1 ) ) );
00397     ASSERT( overlap( coords, CartVect( -1, 1, 0 ), CartVect( 1, 1, 1 ) ) );
00398     ASSERT( overlap( coords, CartVect( -1, -1, 0 ), CartVect( 1, 1, 1 ) ) );
00399     ASSERT( overlap( coords, CartVect( 1, -1, 0 ), CartVect( 1, 1, 1 ) ) );
00400     ASSERT( overlap( coords, CartVect( 1, 0, 1 ), CartVect( 1, 1, 1 ) ) );
00401     ASSERT( overlap( coords, CartVect( -1, 0, 1 ), CartVect( 1, 1, 1 ) ) );
00402     ASSERT( overlap( coords, CartVect( -1, 0, -1 ), CartVect( 1, 1, 1 ) ) );
00403     ASSERT( overlap( coords, CartVect( 1, 0, -1 ), CartVect( 1, 1, 1 ) ) );
00404     ASSERT( overlap( coords, CartVect( 0, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00405     ASSERT( overlap( coords, CartVect( 0, -1, 1 ), CartVect( 1, 1, 1 ) ) );
00406     ASSERT( overlap( coords, CartVect( 0, -1, -1 ), CartVect( 1, 1, 1 ) ) );
00407     ASSERT( overlap( coords, CartVect( 0, 1, -1 ), CartVect( 1, 1, 1 ) ) );
00408 
00409     ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00410     ASSERT( overlap( coords, CartVect( -1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
00411     ASSERT( overlap( coords, CartVect( -1, -1, 1 ), CartVect( 1, 1, 1 ) ) );
00412     ASSERT( overlap( coords, CartVect( 1, -1, 1 ), CartVect( 1, 1, 1 ) ) );
00413     ASSERT( overlap( coords, CartVect( 1, 1, -1 ), CartVect( 1, 1, 1 ) ) );
00414     ASSERT( overlap( coords, CartVect( -1, 1, -1 ), CartVect( 1, 1, 1 ) ) );
00415     ASSERT( overlap( coords, CartVect( -1, -1, -1 ), CartVect( 1, 1, 1 ) ) );
00416     ASSERT( overlap( coords, CartVect( 1, -1, -1 ), CartVect( 1, 1, 1 ) ) );
00417 
00418     ASSERT( !overlap( coords, CartVect( 3, 0, 0 ), CartVect( 1, 1, 1 ) ) );
00419     ASSERT( !overlap( coords, CartVect( 0, 3, 0 ), CartVect( 1, 1, 1 ) ) );
00420     ASSERT( !overlap( coords, CartVect( 0, 0, 3 ), CartVect( 1, 1, 1 ) ) );
00421     ASSERT( !overlap( coords, CartVect( -3, 0, 0 ), CartVect( 1, 1, 1 ) ) );
00422     ASSERT( !overlap( coords, CartVect( 0, -3, 0 ), CartVect( 1, 1, 1 ) ) );
00423     ASSERT( !overlap( coords, CartVect( 0, 0, -3 ), CartVect( 1, 1, 1 ) ) );
00424 
00425     ASSERT( !overlap( coords, CartVect( 3, 3, 0 ), CartVect( 1, 1, 1 ) ) );
00426     ASSERT( !overlap( coords, CartVect( -3, 3, 0 ), CartVect( 1, 1, 1 ) ) );
00427     ASSERT( !overlap( coords, CartVect( -3, -3, 0 ), CartVect( 1, 1, 1 ) ) );
00428     ASSERT( !overlap( coords, CartVect( 3, -3, 0 ), CartVect( 1, 1, 1 ) ) );
00429     ASSERT( !overlap( coords, CartVect( 3, 0, 3 ), CartVect( 1, 1, 1 ) ) );
00430     ASSERT( !overlap( coords, CartVect( -3, 0, 3 ), CartVect( 1, 1, 1 ) ) );
00431     ASSERT( !overlap( coords, CartVect( -3, 0, -3 ), CartVect( 1, 1, 1 ) ) );
00432     ASSERT( !overlap( coords, CartVect( 3, 0, -3 ), CartVect( 1, 1, 1 ) ) );
00433     ASSERT( !overlap( coords, CartVect( 0, 3, 3 ), CartVect( 1, 1, 1 ) ) );
00434     ASSERT( !overlap( coords, CartVect( 0, -3, 3 ), CartVect( 1, 1, 1 ) ) );
00435     ASSERT( !overlap( coords, CartVect( 0, -3, -3 ), CartVect( 1, 1, 1 ) ) );
00436     ASSERT( !overlap( coords, CartVect( 0, 3, -3 ), CartVect( 1, 1, 1 ) ) );
00437 
00438     ASSERT( !overlap( coords, CartVect( 3, 3, 3 ), CartVect( 1, 1, 1 ) ) );
00439     ASSERT( !overlap( coords, CartVect( -3, 3, 3 ), CartVect( 1, 1, 1 ) ) );
00440     ASSERT( !overlap( coords, CartVect( -3, -3, 3 ), CartVect( 1, 1, 1 ) ) );
00441     ASSERT( !overlap( coords, CartVect( 3, -3, 3 ), CartVect( 1, 1, 1 ) ) );
00442     ASSERT( !overlap( coords, CartVect( 3, 3, -3 ), CartVect( 1, 1, 1 ) ) );
00443     ASSERT( !overlap( coords, CartVect( -3, 3, -3 ), CartVect( 1, 1, 1 ) ) );
00444     ASSERT( !overlap( coords, CartVect( -3, -3, -3 ), CartVect( 1, 1, 1 ) ) );
00445     ASSERT( !overlap( coords, CartVect( 3, -3, -3 ), CartVect( 1, 1, 1 ) ) );
00446 
00447     // test against rectilinear hex rotated 45 degrees about z axis
00448     const double r = sqrt( 2.0 ) / 2.0;
00449     coords[0]      = CartVect( r, 0, -0.5 );
00450     coords[1]      = CartVect( 0, r, -0.5 );
00451     coords[2]      = CartVect( -r, 0, -0.5 );
00452     coords[3]      = CartVect( 0, -r, -0.5 );
00453     coords[4]      = CartVect( r, 0, 0.5 );
00454     coords[5]      = CartVect( 0, r, 0.5 );
00455     coords[6]      = CartVect( -r, 0, 0.5 );
00456     coords[7]      = CartVect( 0, -r, 0.5 );
00457 
00458     ASSERT( overlap( coords, CartVect( 1, 0, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );
00459     ASSERT( overlap( coords, CartVect( -1, 0, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );
00460     ASSERT( overlap( coords, CartVect( 0, 1, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );
00461     ASSERT( overlap( coords, CartVect( 0, -1, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );
00462 
00463     ASSERT( !overlap( coords, CartVect( 1, 0, 2 ), CartVect( 0.5, 0.5, 0.5 ) ) );
00464     ASSERT( !overlap( coords, CartVect( -1, 0, 2 ), CartVect( 0.5, 0.5, 0.5 ) ) );
00465     ASSERT( !overlap( coords, CartVect( 0, 1, 2 ), CartVect( 0.5, 0.5, 0.5 ) ) );
00466     ASSERT( !overlap( coords, CartVect( 0, -1, 2 ), CartVect( 0.5, 0.5, 0.5 ) ) );
00467 
00468     ASSERT( !overlap( coords, CartVect( 2, 0, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );
00469     ASSERT( !overlap( coords, CartVect( -2, 0, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );
00470     ASSERT( !overlap( coords, CartVect( 0, 2, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );
00471     ASSERT( !overlap( coords, CartVect( 0, -2, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );
00472 
00473     ASSERT( !overlap( coords, CartVect( 1, 1, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );
00474     ASSERT( !overlap( coords, CartVect( -1, 1, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );
00475     ASSERT( !overlap( coords, CartVect( -1, -1, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );
00476     ASSERT( !overlap( coords, CartVect( 1, -1, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );
00477 
00478     ASSERT( overlap( coords, CartVect( 1, 1, 0 ), CartVect( 0.75, 0.75, 0.5 ) ) );
00479     ASSERT( overlap( coords, CartVect( -1, 1, 0 ), CartVect( 0.75, 0.75, 0.5 ) ) );
00480     ASSERT( overlap( coords, CartVect( -1, -1, 0 ), CartVect( 0.75, 0.75, 0.5 ) ) );
00481     ASSERT( overlap( coords, CartVect( 1, -1, 0 ), CartVect( 0.75, 0.75, 0.5 ) ) );
00482 }
00483 
00484 void general_box_tet_overlap_test( const ElemOverlapTest& overlap )
00485 {
00486     CartVect coords[4];
00487 
00488     // Octant I
00489     coords[0] = CartVect( 0, 0, 0 );
00490     coords[1] = CartVect( 1, 0, 0 );
00491     coords[2] = CartVect( 0, 1, 0 );
00492     coords[3] = CartVect( 0, 0, 1 );
00493     // tet entirely within box
00494     ASSERT( overlap( coords, CartVect( -1, -1, -1 ), CartVect( 3, 3, 3 ) ) );
00495     // box entirely within tet
00496     ASSERT( overlap( coords, CartVect( 0.2, 0.2, 0.2 ), CartVect( 0.1, 0.1, 0.1 ) ) );
00497     // box corner penetrates tet face
00498     ASSERT( overlap( coords, CartVect( 0.5, 0.5, 0.5 ), CartVect( 0.2, 0.2, 0.2 ) ) );
00499     // box corner does not penetrate face
00500     ASSERT( !overlap( coords, CartVect( 0.5, 0.5, 0.5 ), CartVect( 0.15, 0.15, 0.15 ) ) );
00501 
00502     // Octant II
00503     coords[0] = CartVect( 0, 1, 0 );
00504     coords[1] = CartVect( -1, 0, 0 );
00505     coords[2] = CartVect( 0, 0, 0 );
00506     coords[3] = CartVect( 0, 0, 1 );
00507     // tet entirely within box
00508     ASSERT( overlap( coords, CartVect( 1, -1, -1 ), CartVect( 3, 3, 3 ) ) );
00509     // box entirely within tet
00510     ASSERT( overlap( coords, CartVect( -0.2, 0.2, 0.2 ), CartVect( 0.1, 0.1, 0.1 ) ) );
00511     // box corner penetrates tet face
00512     ASSERT( overlap( coords, CartVect( -0.5, 0.5, 0.5 ), CartVect( 0.2, 0.2, 0.2 ) ) );
00513     // box corner does not penetrate face
00514     ASSERT( !overlap( coords, CartVect( -0.5, 0.5, 0.5 ), CartVect( 0.15, 0.15, 0.15 ) ) );
00515 
00516     // Octant III
00517     coords[0] = CartVect( 0, -1, 0 );
00518     coords[1] = CartVect( 0, 0, 0 );
00519     coords[2] = CartVect( -1, 0, 0 );
00520     coords[3] = CartVect( 0, 0, 1 );
00521     // tet entirely within box
00522     ASSERT( overlap( coords, CartVect( 1, 1, -1 ), CartVect( 3, 3, 3 ) ) );
00523     // box entirely within tet
00524     ASSERT( overlap( coords, CartVect( -0.2, -0.2, 0.2 ), CartVect( 0.1, 0.1, 0.1 ) ) );
00525     // box corner penetrates tet face
00526     ASSERT( overlap( coords, CartVect( -0.5, -0.5, 0.5 ), CartVect( 0.2, 0.2, 0.2 ) ) );
00527     // box corner does not penetrate face
00528     ASSERT( !overlap( coords, CartVect( -0.5, -0.5, 0.5 ), CartVect( 0.15, 0.15, 0.15 ) ) );
00529 
00530     // Octant IV
00531     coords[0] = CartVect( 1, 0, 0 );
00532     coords[1] = CartVect( 0, -1, 0 );
00533     coords[2] = CartVect( 0, 0, 1 );
00534     coords[3] = CartVect( 0, 0, 0 );
00535     // tet entirely within box
00536     ASSERT( overlap( coords, CartVect( -1, 1, -1 ), CartVect( 3, 3, 3 ) ) );
00537     // box entirely within tet
00538     ASSERT( overlap( coords, CartVect( 0.2, -0.2, 0.2 ), CartVect( 0.1, 0.1, 0.1 ) ) );
00539     // box corner penetrates tet face
00540     ASSERT( overlap( coords, CartVect( 0.5, -0.5, 0.5 ), CartVect( 0.2, 0.2, 0.2 ) ) );
00541     // box corner does not penetrate face
00542     ASSERT( !overlap( coords, CartVect( 0.5, -0.5, 0.5 ), CartVect( 0.15, 0.15, 0.15 ) ) );
00543 
00544     // Octant V
00545     coords[0] = CartVect( 0, 0, 0 );
00546     coords[1] = CartVect( 0, 1, 0 );
00547     coords[2] = CartVect( 1, 0, 0 );
00548     coords[3] = CartVect( 0, 0, -1 );
00549     // tet entirely within box
00550     ASSERT( overlap( coords, CartVect( -1, -1, 1 ), CartVect( 3, 3, 3 ) ) );
00551     // box entirely within tet
00552     ASSERT( overlap( coords, CartVect( 0.2, 0.2, -0.2 ), CartVect( 0.1, 0.1, 0.1 ) ) );
00553     // box corner penetrates tet face
00554     ASSERT( overlap( coords, CartVect( 0.5, 0.5, -0.5 ), CartVect( 0.2, 0.2, 0.2 ) ) );
00555     // box corner does not penetrate face
00556     ASSERT( !overlap( coords, CartVect( 0.5, 0.5, -0.5 ), CartVect( 0.15, 0.15, 0.15 ) ) );
00557 
00558     // Octant VI
00559     coords[0] = CartVect( -1, 0, 0 );
00560     coords[1] = CartVect( 0, 1, 0 );
00561     coords[2] = CartVect( 0, 0, 0 );
00562     coords[3] = CartVect( 0, 0, -1 );
00563     // tet entirely within box
00564     ASSERT( overlap( coords, CartVect( 1, -1, 1 ), CartVect( 3, 3, 3 ) ) );
00565     // box entirely within tet
00566     ASSERT( overlap( coords, CartVect( -0.2, 0.2, -0.2 ), CartVect( 0.1, 0.1, 0.1 ) ) );
00567     // box corner penetrates tet face
00568     ASSERT( overlap( coords, CartVect( -0.5, 0.5, -0.5 ), CartVect( 0.2, 0.2, 0.2 ) ) );
00569     // box corner does not penetrate face
00570     ASSERT( !overlap( coords, CartVect( -0.5, 0.5, -0.5 ), CartVect( 0.15, 0.15, 0.15 ) ) );
00571 
00572     // Octant VII
00573     coords[0] = CartVect( 0, 0, 0 );
00574     coords[1] = CartVect( 0, -1, 0 );
00575     coords[2] = CartVect( -1, 0, 0 );
00576     coords[3] = CartVect( 0, 0, -1 );
00577     // tet entirely within box
00578     ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 3, 3, 3 ) ) );
00579     // box entirely within tet
00580     ASSERT( overlap( coords, CartVect( -0.2, -0.2, -0.2 ), CartVect( 0.1, 0.1, 0.1 ) ) );
00581     // box corner penetrates tet face
00582     ASSERT( overlap( coords, CartVect( -0.5, -0.5, -0.5 ), CartVect( 0.2, 0.2, 0.2 ) ) );
00583     // box corner does not penetrate face
00584     ASSERT( !overlap( coords, CartVect( -0.5, -0.5, -0.5 ), CartVect( 0.15, 0.15, 0.15 ) ) );
00585 
00586     // Octant VIII
00587     coords[0] = CartVect( 0, -1, 0 );
00588     coords[1] = CartVect( 1, 0, 0 );
00589     coords[2] = CartVect( 0, 0, -1 );
00590     coords[3] = CartVect( 0, 0, 0 );
00591     // tet entirely within box
00592     ASSERT( overlap( coords, CartVect( -1, 1, 1 ), CartVect( 3, 3, 3 ) ) );
00593     // box entirely within tet
00594     ASSERT( overlap( coords, CartVect( 0.2, -0.2, -0.2 ), CartVect( 0.1, 0.1, 0.1 ) ) );
00595     // box corner penetrates tet face
00596     ASSERT( overlap( coords, CartVect( 0.5, -0.5, -0.5 ), CartVect( 0.2, 0.2, 0.2 ) ) );
00597     // box corner does not penetrate face
00598     ASSERT( !overlap( coords, CartVect( 0.5, -0.5, -0.5 ), CartVect( 0.15, 0.15, 0.15 ) ) );
00599 
00600     // Box edge -x,-z
00601     coords[0] = CartVect( 0, 0, 0 );
00602     coords[1] = CartVect( 2, -1, 0 );
00603     coords[2] = CartVect( 2, 1, 0 );
00604     coords[3] = CartVect( 0, 0, 2 );
00605     // box edge passes through tet
00606     ASSERT( overlap( coords, CartVect( 1.5, 0.0, 1.5 ), CartVect( 1, 1, 1 ) ) );
00607     // box edge does not pass through tet
00608     ASSERT( !overlap( coords, CartVect( 2.5, 0.0, 2.5 ), CartVect( 1, 1, 1 ) ) );
00609 
00610     // Box edge -y,-z
00611     coords[0] = CartVect( 1, 2, 0 );
00612     coords[1] = CartVect( -1, 2, 0 );
00613     coords[2] = CartVect( 0, 0, 0 );
00614     coords[3] = CartVect( 0, 0, 2 );
00615     // box edge passes through tet
00616     ASSERT( overlap( coords, CartVect( 0.0, 1.5, 1.5 ), CartVect( 1, 1, 1 ) ) );
00617     // box edge does not pass through tet
00618     ASSERT( !overlap( coords, CartVect( 0.0, 2.5, 2.5 ), CartVect( 1, 1, 1 ) ) );
00619 
00620     // Box edge +x,-z
00621     coords[0] = CartVect( -2, -1, 0 );
00622     coords[1] = CartVect( -2, 1, 0 );
00623     coords[2] = CartVect( 0, 0, 2 );
00624     coords[3] = CartVect( 0, 0, 0 );
00625     // box edge passes through tet
00626     ASSERT( overlap( coords, CartVect( -1.5, 0.0, 1.5 ), CartVect( 1, 1, 1 ) ) );
00627     // box edge does not pass through tet
00628     ASSERT( !overlap( coords, CartVect( -2.5, 0.0, 2.5 ), CartVect( 1, 1, 1 ) ) );
00629 
00630     // Box edge +y,-z
00631     coords[0] = CartVect( 2, -1, 0 );
00632     coords[1] = CartVect( 0, 0, 0 );
00633     coords[2] = CartVect( -2, -1, 0 );
00634     coords[3] = CartVect( 0, 0, 2 );
00635     // box edge passes through tet
00636     ASSERT( overlap( coords, CartVect( 0.0, -1.5, 1.5 ), CartVect( 1, 1, 1 ) ) );
00637     // box edge does not pass through tet
00638     ASSERT( !overlap( coords, CartVect( 0.0, -2.5, 2.5 ), CartVect( 1, 1, 1 ) ) );
00639 
00640     // Box edge -x,+z
00641     coords[0] = CartVect( 2, -1, 0 );
00642     coords[1] = CartVect( 0, 0, 0 );
00643     coords[2] = CartVect( 2, 1, 0 );
00644     coords[3] = CartVect( 0, 0, -2 );
00645     // box edge passes through tet
00646     ASSERT( overlap( coords, CartVect( 1.5, 0.0, -1.5 ), CartVect( 1, 1, 1 ) ) );
00647     // box edge does not pass through tet
00648     ASSERT( !overlap( coords, CartVect( 2.5, 0.0, -2.5 ), CartVect( 1, 1, 1 ) ) );
00649 
00650     // Box edge -y,+z
00651     coords[0] = CartVect( -1, 2, 0 );
00652     coords[1] = CartVect( 1, 2, 0 );
00653     coords[2] = CartVect( 0, 0, 0 );
00654     coords[3] = CartVect( 0, 0, -2 );
00655     // box edge passes through tet
00656     ASSERT( overlap( coords, CartVect( 0.0, 1.5, -1.5 ), CartVect( 1, 1, 1 ) ) );
00657     // box edge does not pass through tet
00658     ASSERT( !overlap( coords, CartVect( 0.0, 2.5, -2.5 ), CartVect( 1, 1, 1 ) ) );
00659 
00660     // Box edge +x,+z
00661     coords[0] = CartVect( -2, 1, 0 );
00662     coords[1] = CartVect( -2, -1, 0 );
00663     coords[2] = CartVect( 0, 0, -2 );
00664     coords[3] = CartVect( 0, 0, 0 );
00665     // box edge passes through tet
00666     ASSERT( overlap( coords, CartVect( -1.5, 0.0, -1.5 ), CartVect( 1, 1, 1 ) ) );
00667     // box edge does not pass through tet
00668     ASSERT( !overlap( coords, CartVect( -2.5, 0.0, -2.5 ), CartVect( 1, 1, 1 ) ) );
00669 
00670     // Box edge +y,+z
00671     coords[0] = CartVect( 0, 0, 0 );
00672     coords[1] = CartVect( 2, -1, 0 );
00673     coords[2] = CartVect( -2, -1, 0 );
00674     coords[3] = CartVect( 0, 0, -2 );
00675     // box edge passes through tet
00676     ASSERT( overlap( coords, CartVect( 0.0, -1.5, -1.5 ), CartVect( 1, 1, 1 ) ) );
00677     // box edge does not pass through tet
00678     ASSERT( !overlap( coords, CartVect( 0.0, -2.5, -2.5 ), CartVect( 1, 1, 1 ) ) );
00679 
00680     // Box edge -x,-y
00681     coords[0] = CartVect( 0, 0, 0 );
00682     coords[1] = CartVect( 0, 2, -1 );
00683     coords[2] = CartVect( 0, 2, 1 );
00684     coords[3] = CartVect( 2, 0, 0 );
00685     // box edge passes through tet
00686     ASSERT( overlap( coords, CartVect( 1.5, 1.5, 0.0 ), CartVect( 1, 1, 1 ) ) );
00687     // box edge does not pass through tet
00688     ASSERT( !overlap( coords, CartVect( 2.5, 2.5, 0.0 ), CartVect( 1, 1, 1 ) ) );
00689 
00690     // Box edge +x,-y
00691     coords[0] = CartVect( 0, 2, -1 );
00692     coords[1] = CartVect( 0, 0, 0 );
00693     coords[2] = CartVect( 0, 2, 1 );
00694     coords[3] = CartVect( -2, 0, 0 );
00695     // box edge passes through tet
00696     ASSERT( overlap( coords, CartVect( -1.5, 1.5, 0.0 ), CartVect( 1, 1, 1 ) ) );
00697     // box edge does not pass through tet
00698     ASSERT( !overlap( coords, CartVect( -2.5, 2.5, 0.0 ), CartVect( 1, 1, 1 ) ) );
00699 
00700     // Box edge -x,+y
00701     coords[0] = CartVect( 0, -2, 1 );
00702     coords[1] = CartVect( 0, -2, -1 );
00703     coords[2] = CartVect( 0, 0, 0 );
00704     coords[3] = CartVect( 2, 0, 0 );
00705     // box edge passes through tet
00706     ASSERT( overlap( coords, CartVect( 1.5, -1.5, 0.0 ), CartVect( 1, 1, 1 ) ) );
00707     // box edge does not pass through tet
00708     ASSERT( !overlap( coords, CartVect( 2.5, -2.5, 0.0 ), CartVect( 1, 1, 1 ) ) );
00709 
00710     // Box edge +x,+y
00711     coords[0] = CartVect( 0, -2, -1 );
00712     coords[1] = CartVect( -2, 0, 0 );
00713     coords[2] = CartVect( 0, -2, 1 );
00714     coords[3] = CartVect( 0, 0, 0 );
00715     // box edge passes through tet
00716     ASSERT( overlap( coords, CartVect( -1.5, -1.5, 0.0 ), CartVect( 1, 1, 1 ) ) );
00717     // box edge does not pass through tet
00718     ASSERT( !overlap( coords, CartVect( -2.5, -2.5, 0.0 ), CartVect( 1, 1, 1 ) ) );
00719 
00720     // Test tet edge through box
00721     coords[0] = CartVect( -0.13369421660900116, -2.9871494770050049, 0.0526076555252075 );
00722     coords[1] = CartVect( -0.00350524857640266, -3.3236153125762939, 0.2924639880657196 );
00723     coords[2] = CartVect( 0.16473215818405151, -2.9966945648193359, -0.1936169415712357 );
00724     coords[3] = CartVect( 0.26740345358848572, -2.8492588996887207, 0.1519143134355545 );
00725     ASSERT( overlap( coords, CartVect( -2.5, -2.8, -2.5 ), CartVect( 2.5, 0.31, 2.5 ) ) );
00726 }
00727 
00728 void test_box_tri_overlap()
00729 {
00730     general_box_tri_overlap_test( TypeElemOverlapTest( &box_tri_overlap ) );
00731 }
00732 
00733 void test_box_linear_elem_overlap_tri()
00734 {
00735     general_box_tri_overlap_test( LinearElemOverlapTest( MBTRI ) );
00736 }
00737 
00738 void test_box_hex_overlap()
00739 {
00740     general_box_hex_overlap_test( TypeElemOverlapTest( &box_hex_overlap ) );
00741 }
00742 
00743 void test_box_linear_elem_overlap_hex()
00744 {
00745     general_box_hex_overlap_test( LinearElemOverlapTest( MBHEX ) );
00746 }
00747 
00748 void test_box_tet_overlap()
00749 {
00750     general_box_tet_overlap_test( TypeElemOverlapTest( &box_tet_overlap ) );
00751 }
00752 
00753 void test_box_linear_elem_overlap_tet()
00754 {
00755     general_box_tet_overlap_test( LinearElemOverlapTest( MBTET ) );
00756 }
00757 
00758 void test_ray_tri_intersect()
00759 {
00760     bool xsect;
00761     double t;
00762 
00763     // define a triangle
00764     const CartVect tri[3] = { CartVect( 1.0, 0.0, 0.0 ), CartVect( 0.0, 1.0, 0.0 ), CartVect( 0.0, 0.0, 1.0 ) };
00765 
00766     // try a ray through the center of the triangle
00767     xsect = ray_tri_intersect( tri, CartVect( 0.0, 0.0, 0.0 ), CartVect( 1.0, 1.0, 1.0 ), t );
00768     ASSERT( xsect );
00769     ASSERT_DOUBLES_EQUAL( 1.0 / 3.0, t );
00770 
00771     // try a same ray, but move base point above triangle
00772     xsect = ray_tri_intersect( tri, CartVect( 1.0, 1.0, 1.0 ), CartVect( 1.0, 1.0, 1.0 ), t );
00773     ASSERT( !xsect );
00774 
00775     // try a same ray the other direction with base point below triangle
00776     xsect = ray_tri_intersect( tri, CartVect( 0.0, 0.0, 0.0 ), CartVect( -1.0, -1.0, -1.0 ), t );
00777     ASSERT( !xsect );
00778 
00779     // try a ray that passes above the triangle
00780     xsect = ray_tri_intersect( tri, CartVect( 1.0, 1.0, 1.0 ), CartVect( -1.0, -1.0, 1.0 ), t );
00781     ASSERT( !xsect );
00782 
00783     // try a skew ray
00784     xsect = ray_tri_intersect( tri, CartVect( 0.0, 0.0, 0.0 ), CartVect( 1.0, 1.0, -0.1 ), t );
00785     ASSERT( !xsect );
00786 }
00787 
00788 void test_plucker_ray_tri_intersect()
00789 {
00790     bool xsect;
00791     double t;
00792 
00793     // define a triangle
00794     const CartVect tri[3] = { CartVect( 1.0, 0.0, 0.0 ), CartVect( 0.0, 1.0, 0.0 ), CartVect( 0.0, 0.0, 1.0 ) };
00795 
00796     // try a ray through the center of the triangle
00797     xsect = plucker_ray_tri_intersect( tri, CartVect( 0.0, 0.0, 0.0 ), CartVect( 1.0, 1.0, 1.0 ), t );
00798     ASSERT( xsect );
00799     ASSERT_DOUBLES_EQUAL( 1.0 / 3.0, t );
00800 
00801     // try a same ray, but move base point above triangle
00802     xsect = plucker_ray_tri_intersect( tri, CartVect( 1.0, 1.0, 1.0 ), CartVect( 1.0, 1.0, 1.0 ), t );
00803     ASSERT( !xsect );
00804 
00805     // try a same ray the other direction with base point below triangle
00806     xsect = plucker_ray_tri_intersect( tri, CartVect( 0.0, 0.0, 0.0 ), CartVect( -1.0, -1.0, -1.0 ), t );
00807     ASSERT( !xsect );
00808 
00809     // try a ray that passes above the triangle
00810     xsect = plucker_ray_tri_intersect( tri, CartVect( 1.0, 1.0, 1.0 ), CartVect( -1.0, -1.0, 1.0 ), t );
00811     ASSERT( !xsect );
00812 
00813     // try a skew ray
00814     xsect = plucker_ray_tri_intersect( tri, CartVect( 0.0, 0.0, 0.0 ), CartVect( 1.0, 1.0, -0.1 ), t );
00815     ASSERT( !xsect );
00816 
00817     // try a ray that intersects with wrong orientation
00818     const int orientation = -1.0;
00819     xsect = plucker_ray_tri_intersect( tri, CartVect( 0.0, 0.0, 0.0 ), CartVect( 1.0, 1.0, 1.0 ), t, NULL, NULL,
00820                                        &orientation );
00821     ASSERT( !xsect );
00822 
00823     // try a ray that intersects beyond the nonneg_ray_len
00824     const double nonneg_ray_len = 0.25;
00825     xsect = plucker_ray_tri_intersect( tri, CartVect( 0.0, 0.0, 0.0 ), CartVect( 1.0, 1.0, 1.0 ), t, &nonneg_ray_len );
00826     ASSERT( !xsect );
00827 
00828     // try a ray that intersects behind the origin
00829     const double neg_ray_len = -2.0;
00830     xsect = plucker_ray_tri_intersect( tri, CartVect( 0.0, 0.0, 0.0 ), CartVect( -1.0, -1.0, -1.0 ), t, NULL,
00831                                        &neg_ray_len );
00832     ASSERT( xsect );
00833 
00834     // try a ray that intersects a node
00835     intersection_type int_type;
00836     xsect = plucker_ray_tri_intersect( tri, CartVect( 0.0, 0.0, 0.0 ), CartVect( 1.0, 0.0, 0.0 ), t, NULL, NULL, NULL,
00837                                        &int_type );
00838     ASSERT( xsect );
00839     ASSERT( NODE0 == int_type );
00840 
00841     // try a ray that intersects an edge
00842     xsect = plucker_ray_tri_intersect( tri, CartVect( 0.0, 0.0, 0.0 ), CartVect( 1.0, 1.0, 0.0 ), t, NULL, NULL, NULL,
00843                                        &int_type );
00844     ASSERT( xsect );
00845     ASSERT( EDGE0 == int_type );
00846 }
00847 
00848 void test_closest_location_on_tri()
00849 {
00850     CartVect result, input;
00851 
00852     // define a triangle
00853     const CartVect tri[3] = { CartVect( 1.0, 0.0, 0.0 ), CartVect( 0.0, 1.0, 0.0 ), CartVect( 0.0, 0.0, 1.0 ) };
00854 
00855     // try point at triangle centroid
00856     input = CartVect( 1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0 );
00857     closest_location_on_tri( input, tri, result );
00858     ASSERT_VECTORS_EQUAL( result, input );
00859 
00860     // try point at each vertex
00861     closest_location_on_tri( tri[0], tri, result );
00862     ASSERT_VECTORS_EQUAL( result, tri[0] );
00863     closest_location_on_tri( tri[1], tri, result );
00864     ASSERT_VECTORS_EQUAL( result, tri[1] );
00865     closest_location_on_tri( tri[2], tri, result );
00866     ASSERT_VECTORS_EQUAL( result, tri[2] );
00867 
00868     // try point at center of each edge
00869     input = 0.5 * ( tri[0] + tri[1] );
00870     closest_location_on_tri( input, tri, result );
00871     ASSERT_VECTORS_EQUAL( result, input );
00872     input = 0.5 * ( tri[0] + tri[2] );
00873     closest_location_on_tri( input, tri, result );
00874     ASSERT_VECTORS_EQUAL( result, input );
00875     input = 0.5 * ( tri[2] + tri[1] );
00876     closest_location_on_tri( input, tri, result );
00877     ASSERT_VECTORS_EQUAL( result, input );
00878 
00879     // try a point above the center of the triangle
00880     input = CartVect( 1.0, 1.0, 1.0 );
00881     closest_location_on_tri( input, tri, result );
00882     ASSERT_VECTORS_EQUAL( result, CartVect( 1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0 ) );
00883 
00884     // try a point below the center of the triangle
00885     input = CartVect( 0.0, 0.0, 0.0 );
00886     closest_location_on_tri( input, tri, result );
00887     ASSERT_VECTORS_EQUAL( result, CartVect( 1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0 ) );
00888 
00889     // try a point closest to each vertex and 'outside' of both adjacent edges.
00890     input = 2 * tri[0];
00891     closest_location_on_tri( input, tri, result );
00892     ASSERT_VECTORS_EQUAL( result, tri[0] );
00893     input = 2 * tri[1];
00894     closest_location_on_tri( input, tri, result );
00895     ASSERT_VECTORS_EQUAL( result, tri[1] );
00896     input = 2 * tri[2];
00897     closest_location_on_tri( input, tri, result );
00898     ASSERT_VECTORS_EQUAL( result, tri[2] );
00899 
00900     // try a point outside and closest to each edge
00901     input = tri[0] + tri[1];
00902     closest_location_on_tri( input, tri, result );
00903     ASSERT_VECTORS_EQUAL( result, 0.5 * input );
00904     input = tri[2] + tri[1];
00905     closest_location_on_tri( input, tri, result );
00906     ASSERT_VECTORS_EQUAL( result, 0.5 * input );
00907     input = tri[0] + tri[2];
00908     closest_location_on_tri( input, tri, result );
00909     ASSERT_VECTORS_EQUAL( result, 0.5 * input );
00910 
00911     // define an equilateral triangle in the xy-plane
00912     const CartVect tri_xy[3] = { CartVect( 0.0, sqrt( 3.0 ) / 2.0, 0.0 ), CartVect( 0.5, 0.0, 0.0 ),
00913                                  CartVect( -0.5, 0.0, 0.0 ) };
00914 
00915     // for each vertex, test point that is
00916     // - outside triangle
00917     // - closest to vertex
00918     // - 'inside' one of the adjacent edges
00919     // - 'outside' the other adjacent edge
00920     closest_location_on_tri( CartVect( -0.3, 1.2, 0.0 ), tri_xy, result );
00921     ASSERT_VECTORS_EQUAL( result, tri_xy[0] );
00922     closest_location_on_tri( CartVect( 0.3, 1.2, 0.0 ), tri_xy, result );
00923     ASSERT_VECTORS_EQUAL( result, tri_xy[0] );
00924     closest_location_on_tri( CartVect( 1.0, 0.1, 0.0 ), tri_xy, result );
00925     ASSERT_VECTORS_EQUAL( result, tri_xy[1] );
00926     closest_location_on_tri( CartVect( 0.6, -0.5, 0.0 ), tri_xy, result );
00927     ASSERT_VECTORS_EQUAL( result, tri_xy[1] );
00928     closest_location_on_tri( CartVect( -0.6, -0.5, 0.0 ), tri_xy, result );
00929     ASSERT_VECTORS_EQUAL( result, tri_xy[2] );
00930     closest_location_on_tri( CartVect( -1.0, 0.1, 0.0 ), tri_xy, result );
00931     ASSERT_VECTORS_EQUAL( result, tri_xy[2] );
00932 }
00933 
00934 void test_closest_location_on_polygon()
00935 {
00936     CartVect result, input;
00937 
00938     // define a unit square in xy plane
00939     const CartVect quad[4] = { CartVect( 0.0, 0.0, 0.0 ), CartVect( 1.0, 0.0, 0.0 ), CartVect( 1.0, 1.0, 0.0 ),
00940                                CartVect( 0.0, 1.0, 0.0 ) };
00941 
00942     // test input in center of square
00943     closest_location_on_polygon( CartVect( 0.5, 0.5, 0.0 ), quad, 4, result );
00944     ASSERT_VECTORS_EQUAL( result, CartVect( 0.5, 0.5, 0.0 ) );
00945     // test above center of square
00946     closest_location_on_polygon( CartVect( 0.5, 0.5, 1.0 ), quad, 4, result );
00947     ASSERT_VECTORS_EQUAL( result, CartVect( 0.5, 0.5, 0.0 ) );
00948     // test below center of square
00949     closest_location_on_polygon( CartVect( 0.5, 0.5, -1.0 ), quad, 4, result );
00950     ASSERT_VECTORS_EQUAL( result, CartVect( 0.5, 0.5, 0.0 ) );
00951 
00952     // test points within square, but not at center
00953     input = CartVect( 0.25, 0.25, 0 );
00954     closest_location_on_polygon( input, quad, 4, result );
00955     ASSERT_VECTORS_EQUAL( result, input );
00956     input = CartVect( 0.75, 0.25, 0 );
00957     closest_location_on_polygon( input, quad, 4, result );
00958     ASSERT_VECTORS_EQUAL( result, input );
00959     input = CartVect( 0.75, 0.75, 0 );
00960     closest_location_on_polygon( input, quad, 4, result );
00961     ASSERT_VECTORS_EQUAL( result, input );
00962     input = CartVect( 0.25, 0.75, 0 );
00963     closest_location_on_polygon( input, quad, 4, result );
00964     ASSERT_VECTORS_EQUAL( result, input );
00965 
00966     // test at each corner
00967     closest_location_on_polygon( quad[0], quad, 4, result );
00968     ASSERT_VECTORS_EQUAL( result, quad[0] );
00969     closest_location_on_polygon( quad[1], quad, 4, result );
00970     ASSERT_VECTORS_EQUAL( result, quad[1] );
00971     closest_location_on_polygon( quad[2], quad, 4, result );
00972     ASSERT_VECTORS_EQUAL( result, quad[2] );
00973     closest_location_on_polygon( quad[3], quad, 4, result );
00974     ASSERT_VECTORS_EQUAL( result, quad[3] );
00975 
00976     // test at point on each edge
00977     input = 0.5 * quad[0] + 0.5 * quad[1];
00978     closest_location_on_polygon( input, quad, 4, result );
00979     ASSERT_VECTORS_EQUAL( result, input );
00980     input = 0.2 * quad[1] + 0.8 * quad[2];
00981     closest_location_on_polygon( input, quad, 4, result );
00982     ASSERT_VECTORS_EQUAL( result, input );
00983     input = 0.7 * quad[2] + 0.3 * quad[3];
00984     closest_location_on_polygon( input, quad, 4, result );
00985     ASSERT_VECTORS_EQUAL( result, input );
00986     input = 0.6 * quad[3] + 0.4 * quad[0];
00987     closest_location_on_polygon( input, quad, 4, result );
00988     ASSERT_VECTORS_EQUAL( result, input );
00989 
00990     // test at point outside and closest to each corner
00991     closest_location_on_polygon( CartVect( -1.0, -1.0, 0.0 ), quad, 4, result );
00992     ASSERT_VECTORS_EQUAL( result, quad[0] );
00993     closest_location_on_polygon( CartVect( 2.0, -1.0, 0.0 ), quad, 4, result );
00994     ASSERT_VECTORS_EQUAL( result, quad[1] );
00995     closest_location_on_polygon( CartVect( 2.0, 2.0, 0.0 ), quad, 4, result );
00996     ASSERT_VECTORS_EQUAL( result, quad[2] );
00997     closest_location_on_polygon( CartVect( -1.0, 2.0, 0.0 ), quad, 4, result );
00998     ASSERT_VECTORS_EQUAL( result, quad[3] );
00999 
01000     // test at point outside and closest to an edge
01001     CartVect x( 1.0, 0.0, 0.0 ), y( 0.0, 1.0, 0.0 );
01002     input = 0.5 * quad[0] + 0.5 * quad[1];
01003     closest_location_on_polygon( input - y, quad, 4, result );
01004     ASSERT_VECTORS_EQUAL( result, input );
01005     input = 0.2 * quad[1] + 0.8 * quad[2];
01006     closest_location_on_polygon( input + x, quad, 4, result );
01007     ASSERT_VECTORS_EQUAL( result, input );
01008     input = 0.7 * quad[2] + 0.3 * quad[3];
01009     closest_location_on_polygon( input + y, quad, 4, result );
01010     ASSERT_VECTORS_EQUAL( result, input );
01011     input = 0.6 * quad[3] + 0.4 * quad[0];
01012     closest_location_on_polygon( input - x, quad, 4, result );
01013     ASSERT_VECTORS_EQUAL( result, input );
01014 }
01015 
01016 void test_segment_box_intersect()
01017 {
01018     const double box_min = 0.0;
01019     const double box_max = 2.0;
01020     const double box_wid = box_max - box_min;
01021     const double box_mid = 0.5 * ( box_min + box_max );
01022     const CartVect min( box_min );
01023     const CartVect max( box_max );
01024     const CartVect X( 1, 0, 0 ), Y( 0, 1, 0 ), Z( 0, 0, 1 );
01025     CartVect pt;
01026     double start, end;
01027     bool r;
01028 
01029     // test line through box in +x direction
01030     double offset = 1;
01031     pt            = CartVect( box_min - offset, box_mid, box_mid );
01032     start         = -HUGE_VAL;
01033     end           = HUGE_VAL;
01034     r             = segment_box_intersect( min, max, pt, X, start, end );
01035     ASSERT( r );
01036     ASSERT_DOUBLES_EQUAL( start, box_min + offset );
01037     ASSERT_DOUBLES_EQUAL( end - start, box_wid );
01038 
01039     // test with ray ending left of the box
01040     start = -HUGE_VAL;
01041     end   = 0;
01042     r     = segment_box_intersect( min, max, pt, X, start, end );
01043     ASSERT( !r );
01044 
01045     // test with ray ending within box
01046     start = -HUGE_VAL;
01047     end   = box_mid + offset;
01048     r     = segment_box_intersect( min, max, pt, X, start, end );
01049     ASSERT( r );
01050     ASSERT_DOUBLES_EQUAL( start, box_min + offset );
01051     ASSERT_DOUBLES_EQUAL( end, box_mid + offset );
01052 
01053     // test with ray beginning within box
01054     start = box_mid + offset;
01055     end   = HUGE_VAL;
01056     r     = segment_box_intersect( min, max, pt, X, start, end );
01057     ASSERT( r );
01058     ASSERT_DOUBLES_EQUAL( start, box_mid + offset );
01059     ASSERT_DOUBLES_EQUAL( end, box_max + offset );
01060 
01061     // test with ray right of box
01062     start = offset + offset + box_max;
01063     end   = HUGE_VAL;
01064     r     = segment_box_intersect( min, max, pt, X, start, end );
01065     ASSERT( !r );
01066 
01067     // test line through box in -y direction
01068     offset = 1;
01069     pt     = CartVect( box_mid, box_min - offset, box_mid );
01070     start  = -HUGE_VAL;
01071     end    = HUGE_VAL;
01072     r      = segment_box_intersect( min, max, pt, -Y, start, end );
01073     ASSERT( r );
01074     ASSERT_DOUBLES_EQUAL( end - start, box_wid );
01075     ASSERT_DOUBLES_EQUAL( end, box_min - offset );
01076 
01077     // test with ray ending left of the box
01078     start = box_min;
01079     end   = HUGE_VAL;
01080     r     = segment_box_intersect( min, max, pt, -Y, start, end );
01081     ASSERT( !r );
01082 
01083     // test with ray beginning within box
01084     start = -box_mid - offset;
01085     end   = HUGE_VAL;
01086     r     = segment_box_intersect( min, max, pt, -Y, start, end );
01087     ASSERT( r );
01088     ASSERT_DOUBLES_EQUAL( start, -box_mid - offset );
01089     ASSERT_DOUBLES_EQUAL( end, box_min - offset );
01090 
01091     // test with ray ending within box
01092     start = -HUGE_VAL;
01093     end   = -box_mid - offset;
01094     r     = segment_box_intersect( min, max, pt, -Y, start, end );
01095     ASSERT( r );
01096     ASSERT_DOUBLES_EQUAL( start, -box_max - offset );
01097     ASSERT_DOUBLES_EQUAL( end, -box_mid - offset );
01098 
01099     // test with ray right of box
01100     start = -HUGE_VAL;
01101     end   = -box_max - offset - offset;
01102     r     = segment_box_intersect( min, max, pt, -Y, start, end );
01103     ASSERT( !r );
01104 
01105     // test ray outside in Z direction, parallel to Z plane, and
01106     // intersecting in projections into other planes
01107     pt    = CartVect( box_mid, box_mid, box_max + 1 );
01108     start = 0;
01109     end   = box_wid;
01110     r     = segment_box_intersect( min, max, pt, X, start, end );
01111     ASSERT( !r );
01112     start = 0;
01113     end   = box_wid;
01114     r     = segment_box_intersect( min, max, pt, -X, start, end );
01115     ASSERT( !r );
01116     start = 0;
01117     end   = box_wid;
01118     r     = segment_box_intersect( min, max, pt, Y, start, end );
01119     ASSERT( !r );
01120     start = 0;
01121     end   = box_wid;
01122     r     = segment_box_intersect( min, max, pt, -Y, start, end );
01123     ASSERT( !r );
01124 
01125     // try the other side (less than the min Z);
01126     pt    = CartVect( box_mid, box_mid, box_min - 1 );
01127     start = 0;
01128     end   = box_wid;
01129     r     = segment_box_intersect( min, max, pt, X, start, end );
01130     ASSERT( !r );
01131     start = 0;
01132     end   = box_wid;
01133     r     = segment_box_intersect( min, max, pt, -X, start, end );
01134     ASSERT( !r );
01135     start = 0;
01136     end   = box_wid;
01137     r     = segment_box_intersect( min, max, pt, Y, start, end );
01138     ASSERT( !r );
01139     start = 0;
01140     end   = box_wid;
01141     r     = segment_box_intersect( min, max, pt, -Y, start, end );
01142     ASSERT( !r );
01143 
01144     // now move the ray such that it lies exactly on the side of the box
01145     pt    = CartVect( box_mid, box_mid, box_min );
01146     start = 0;
01147     end   = box_wid;
01148     r     = segment_box_intersect( min, max, pt, X, start, end );
01149     ASSERT( r );
01150     ASSERT_DOUBLES_EQUAL( start, 0 );
01151     ASSERT_DOUBLES_EQUAL( end, 0.5 * box_wid );
01152     start = 0;
01153     end   = box_wid;
01154     r     = segment_box_intersect( min, max, pt, -X, start, end );
01155     ASSERT( r );
01156     ASSERT_DOUBLES_EQUAL( start, 0 );
01157     ASSERT_DOUBLES_EQUAL( end, 0.5 * box_wid );
01158     start = 0;
01159     end   = box_wid;
01160     r     = segment_box_intersect( min, max, pt, Y, start, end );
01161     ASSERT( r );
01162     ASSERT_DOUBLES_EQUAL( start, 0 );
01163     ASSERT_DOUBLES_EQUAL( end, 0.5 * box_wid );
01164     start = 0;
01165     end   = box_wid;
01166     r     = segment_box_intersect( min, max, pt, -Y, start, end );
01167     ASSERT( r );
01168     ASSERT_DOUBLES_EQUAL( start, 0 );
01169     ASSERT_DOUBLES_EQUAL( end, 0.5 * box_wid );
01170 
01171     // try a skew line segment
01172     pt = CartVect( box_min - 0.25 * box_wid, box_mid, box_mid );
01173     CartVect dir( 1.0 / sqrt( 2.0 ), 1.0 / sqrt( 2.0 ), 0 );
01174     start = 0;
01175     end   = 1.5 / sqrt( 2.0 ) * box_wid;
01176     r     = segment_box_intersect( min, max, pt, dir, start, end );
01177     ASSERT( r );
01178     ASSERT_DOUBLES_EQUAL( start, 0.5 / sqrt( 2.0 ) * box_wid );
01179     ASSERT_DOUBLES_EQUAL( end, box_wid / sqrt( 2.0 ) );
01180 
01181     // try with skew line segment that just touches edge of box
01182     pt    = CartVect( box_min - 0.5 * box_wid, box_mid, box_mid );
01183     start = 0;
01184     end   = 3.0 / sqrt( 2.0 ) * box_wid;
01185     r     = segment_box_intersect( min, max, pt, dir, start, end );
01186     ASSERT( r );
01187     ASSERT_DOUBLES_EQUAL( start, box_wid / sqrt( 2.0 ) );
01188     ASSERT_DOUBLES_EQUAL( end, box_wid / sqrt( 2.0 ) );
01189 
01190     // try with skew line segment outside of box
01191     pt    = CartVect( box_min - 0.75 * box_wid, box_mid, box_mid );
01192     start = 0;
01193     end   = 3.0 / sqrt( 2.0 ) * box_wid;
01194     r     = segment_box_intersect( min, max, pt, dir, start, end );
01195     ASSERT( !r );
01196 }
01197 
01198 void test_closest_location_on_box()
01199 {
01200     const CartVect min( 0, 0, 0 ), max( 1, 2, 3 );
01201     CartVect pt;
01202 
01203     // inside
01204     closest_location_on_box( min, max, CartVect( 0.5, 0.5, 0.5 ), pt );
01205     ASSERT_VECTORS_EQUAL( CartVect( 0.5, 0.5, 0.5 ), pt );
01206 
01207     // closest to min x side
01208     closest_location_on_box( min, max, CartVect( -1.0, 0.5, 0.5 ), pt );
01209     ASSERT_VECTORS_EQUAL( CartVect( 0.0, 0.5, 0.5 ), pt );
01210 
01211     // closest to max x side
01212     closest_location_on_box( min, max, CartVect( 2.0, 0.5, 0.5 ), pt );
01213     ASSERT_VECTORS_EQUAL( CartVect( 1.0, 0.5, 0.5 ), pt );
01214 
01215     // closest to min y side
01216     closest_location_on_box( min, max, CartVect( 0.5, -1.0, 0.5 ), pt );
01217     ASSERT_VECTORS_EQUAL( CartVect( 0.5, 0.0, 0.5 ), pt );
01218 
01219     // closest to max y side
01220     closest_location_on_box( min, max, CartVect( 0.5, 2.5, 0.5 ), pt );
01221     ASSERT_VECTORS_EQUAL( CartVect( 0.5, 2.0, 0.5 ), pt );
01222 
01223     // closest to min z side
01224     closest_location_on_box( min, max, CartVect( 0.5, 0.5, -0.1 ), pt );
01225     ASSERT_VECTORS_EQUAL( CartVect( 0.5, 0.5, 0.0 ), pt );
01226 
01227     // closest to max z side
01228     closest_location_on_box( min, max, CartVect( 0.5, 0.5, 100.0 ), pt );
01229     ASSERT_VECTORS_EQUAL( CartVect( 0.5, 0.5, 3.0 ), pt );
01230 
01231     // closest to min corner
01232     closest_location_on_box( min, max, CartVect( -1, -1, -1 ), pt );
01233     ASSERT_VECTORS_EQUAL( min, pt );
01234 
01235     // closest to max corner
01236     closest_location_on_box( min, max, CartVect( 2, 3, 4 ), pt );
01237     ASSERT_VECTORS_EQUAL( max, pt );
01238 }
01239 
01240 int main()
01241 {
01242     int error_count = 0;
01243     error_count += RUN_TEST( test_box_plane_overlap );
01244     error_count += RUN_TEST( test_box_linear_elem_overlap_tri );
01245     error_count += RUN_TEST( test_box_linear_elem_overlap_tet );
01246     error_count += RUN_TEST( test_box_linear_elem_overlap_hex );
01247     error_count += RUN_TEST( test_box_tri_overlap );
01248     error_count += RUN_TEST( test_box_tet_overlap );
01249     error_count += RUN_TEST( test_box_hex_overlap );
01250     error_count += RUN_TEST( test_ray_tri_intersect );
01251     error_count += RUN_TEST( test_plucker_ray_tri_intersect );
01252     error_count += RUN_TEST( test_closest_location_on_tri );
01253     error_count += RUN_TEST( test_closest_location_on_polygon );
01254     error_count += RUN_TEST( test_segment_box_intersect );
01255     error_count += RUN_TEST( test_closest_location_on_box );
01256     return error_count;
01257 }
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