278 lines
5.6 KiB
Lua
278 lines
5.6 KiB
Lua
local intersect = require "modules.intersect"
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local vec3 = require "modules.vec3"
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local mat4 = require "modules.mat4"
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describe("intersect:", function()
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it("intersects a point with a triangle", function()
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local a = vec3()
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local b = vec3(0, 0, 5)
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local c = {
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vec3(-1, -1, 0),
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vec3( 1, -1, 0),
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vec3( 0.5, 1, 0)
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}
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assert.is_true(intersect.point_triangle(a, c))
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assert.is_not_true(intersect.point_triangle(b, c))
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end)
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it("intersects a point with an aabb", function()
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local a = vec3()
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local b = vec3(0, 0, 5)
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local c = {
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min = vec3(-1),
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max = vec3( 1)
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}
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assert.is_true(intersect.point_aabb(a, c))
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assert.is_not_true(intersect.point_aabb(b, c))
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end)
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it("intersects a point with a frustum", function()
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pending("TODO")
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end)
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it("intersects a ray with a triangle", function()
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local a = {
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position = vec3(0.5, 0.5, -1),
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direction = vec3(0, 0, 1)
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}
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local b = {
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position = vec3(0.5, 0.5, -1),
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direction = vec3(0, 0, -1)
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}
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local c = {
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vec3(-1, -1, 0),
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vec3( 1, -1, 0),
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vec3( 0.5, 1, 0)
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}
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assert.is_true(vec3.is_vec3(intersect.ray_triangle(a, c)))
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assert.is_not_true(intersect.ray_triangle(b, c))
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end)
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it("intersects a ray with a sphere", function()
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local a = {
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position = vec3(0, 0, -2),
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direction = vec3(0, 0, 1)
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}
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local b = {
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position = vec3(0, 0, -2),
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direction = vec3(0, 0, -1)
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}
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local c = {
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position = vec3(),
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radius = 1
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}
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local w, x = intersect.ray_sphere(a, c)
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local y, z = intersect.ray_sphere(b, c)
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assert.is_true(vec3.is_vec3(w))
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assert.is_not_true(y)
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end)
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it("intersects a ray with an aabb", function()
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local a = {
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position = vec3(0, 0, -2),
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direction = vec3(0, 0, 1)
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}
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local b = {
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position = vec3(0, 0, -2),
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direction = vec3(0, 0, -1)
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}
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local c = {
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min = vec3(-1),
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max = vec3( 1)
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}
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local w, x = intersect.ray_aabb(a, c)
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local y, z = intersect.ray_aabb(b, c)
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assert.is_true(vec3.is_vec3(w))
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assert.is_not_true(y)
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end)
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it("intersects a ray with a plane", function()
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local a = {
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position = vec3(0, 0, 1),
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direction = vec3(0, 0, -1)
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}
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local b = {
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position = vec3(0, 0, 1),
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direction = vec3(0, 0, 1)
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}
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local c = {
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position = vec3(),
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normal = vec3(0, 0, 1)
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}
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local w, x = intersect.ray_plane(a, c)
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local y, z = intersect.ray_plane(b, c)
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assert.is_true(vec3.is_vec3(w))
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assert.is_not_true(y)
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end)
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it("intersects a line with a line", function()
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local a = {
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vec3(0, 0, -1),
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vec3(0, 0, 1)
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}
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local b = {
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vec3(0, 0, -1),
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vec3(0, 1, -1)
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}
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local c = {
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vec3(-1, 0, 0),
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vec3( 1, 0, 0)
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}
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local w, x = intersect.line_line(a, c, 0.001)
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local y, z = intersect.line_line(b, c, 0.001)
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local u, v = intersect.line_line(b, c)
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assert.is_truthy(w)
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assert.is_not_truthy(y)
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assert.is_truthy(u)
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end)
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it("intersects a segment with a segment", function()
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local a = {
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vec3(0, 0, -1),
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vec3(0, 0, 1)
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}
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local b = {
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vec3(0, 0, -1),
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vec3(0, 1, -1)
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}
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local c = {
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vec3(-1, 0, 0),
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vec3( 1, 0, 0)
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}
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local w, x = intersect.segment_segment(a, c, 0.001)
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local y, z = intersect.segment_segment(b, c, 0.001)
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local u, v = intersect.segment_segment(b, c)
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assert.is_truthy(w)
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assert.is_not_truthy(y)
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assert.is_truthy(u)
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end)
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it("intersects an aabb with an aabb", function()
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local a = {
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min = vec3(-1),
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max = vec3( 1)
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}
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local b = {
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min = vec3(-5),
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max = vec3(-3)
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}
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local c = {
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min = vec3(),
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max = vec3(2)
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}
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assert.is_true(intersect.aabb_aabb(a, c))
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assert.is_not_true(intersect.aabb_aabb(b, c))
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end)
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it("intersects an aabb with an obb", function()
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local r = mat4():rotate(math.pi / 4, vec3.unit_z)
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local a = {
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position = vec3(),
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extent = vec3(0.5)
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}
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local b = {
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position = vec3(),
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extent = vec3(0.5),
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rotation = r
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}
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local c = {
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position = vec3(0, 0, 2),
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extent = vec3(0.5),
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rotation = r
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}
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assert.is_true(vec3.is_vec3(intersect.aabb_obb(a, b)))
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assert.is_not_true(intersect.aabb_obb(a, c))
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end)
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it("intersects an aabb with a sphere", function()
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local a = {
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min = vec3(-1),
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max = vec3( 1)
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}
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local b = {
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min = vec3(-5),
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max = vec3(-3)
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}
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local c = {
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position = vec3(0, 0, 3),
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radius = 3
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}
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assert.is_true(intersect.aabb_sphere(a, c))
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assert.is_not_true(intersect.aabb_sphere(b, c))
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end)
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it("intersects an aabb with a frustum", function()
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pending("TODO")
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end)
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it("encapsulates an aabb", function()
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local a = {
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min = vec3(-1),
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max = vec3( 1)
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}
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local b = {
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min = vec3(-1.5),
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max = vec3( 1.5)
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}
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local c = {
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min = vec3(-0.5),
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max = vec3( 0.5)
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}
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local d = {
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min = vec3(-1),
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max = vec3( 1)
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}
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assert.is_true(intersect.encapsulate_aabb(a, d))
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assert.is_true(intersect.encapsulate_aabb(b, d))
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assert.is_not_true(intersect.encapsulate_aabb(c, d))
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end)
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it("intersects a circle with a circle", function()
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local a = {
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position = vec3(0, 0, 6),
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radius = 3
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}
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local b = {
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position = vec3(0, 0, 7),
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radius = 3
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}
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local c = {
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position = vec3(),
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radius = 3
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}
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assert.is_true(intersect.circle_circle(a, c))
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assert.is_not_true(intersect.circle_circle(b, c))
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end)
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it("intersects a sphere with a sphere", function()
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local a = {
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position = vec3(0, 0, 6),
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radius = 3
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}
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local b = {
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position = vec3(0, 0, 7),
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radius = 3
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}
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local c = {
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position = vec3(),
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radius = 3
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}
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assert.is_true(intersect.sphere_sphere(a, c))
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assert.is_not_true(intersect.sphere_sphere(b, c))
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end)
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it("intersects a sphere with a frustum", function()
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pending("TODO")
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end)
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it("intersects a capsule with another capsule", function()
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pending("TODO")
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end)
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end)
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