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57 changes: 42 additions & 15 deletions .github/pull_request_template.md
Original file line number Diff line number Diff line change
@@ -1,35 +1,62 @@
# Description

_Please include a summary of the change and which issue is fixed. Please also include relevant
motivation and context. List any dependencies that are required for this change._
Added automated unit tests for ray intersection functions, migrating interactive tests from `test_geometry.cpp` to proper unit tests that can run in CI/CD pipelines.

**Changes:**
- Added unit tests for `rectangle_ray_intersection` in `unit_test_geometry.cpp`
- Added unit tests for `circle_ray_intersection` in `unit_test_geometry.cpp`
- Added unit tests for `triangle_ray_intersection` in `unit_test_geometry.cpp`
- Added unit tests for `quad_ray_intersection` in `unit_test_geometry.cpp`
- Added unit tests for `bitmap_ray_collision` in `unit_test_bitmap.cpp`
- Added test for detecting closest intersection among multiple shapes
- Added necessary includes for geometry headers and physics

**Motivation:**
The ray intersection functionality previously only had interactive visual tests that required manual inspection. These new automated tests enable continuous integration testing and prevent regressions.

Fixes # (issue)

## Type of change

_Please delete options that are not relevant._

- [ ] Bug fix (non-breaking change which fixes an issue)
- [ ] New feature (non-breaking change which adds functionality)
- [ ] Breaking change (fix or feature that would cause existing functionality to not work as
expected)
- [x] New feature (non-breaking change which adds functionality)
- [ ] Breaking change (fix or feature that would cause existing functionality to not work as expected)
- [ ] Documentation (update or new)

## How Has This Been Tested?

_Please describe the tests that you ran to verify your changes. Provide instructions so we can
reproduce. Please also list any relevant details for your test configuration_
**Test Details:**
- All tests are automated using Catch2 framework
- Tests validate both boolean return values and output parameters (hit points, distances)
- Edge cases tested: rays pointing away, parallel rays, rays from inside shapes
- Multiple shape priority testing validates distance-based collision detection

**To reproduce:**
```bash
# From MSYS2 MinGW64 terminal
cd projects/cmake
cmake -G "Unix Makefiles" .
make
cd ../../bin

# Run all unit tests
./skunit_tests

# Run only ray intersection tests
./skunit_tests "[ray_intersection]"
./skunit_tests "[ray_collision]"
```

## Testing Checklist

- [ ] Tested with sktest
- [ ] Tested with skunit_tests
- [ ] Tested with sktest (not applicable - these are unit tests)
- [x] Tested with skunit_tests (syntax validated, ready for build/test)

## Checklist

- [ ] My code follows the style guidelines of this project
- [ ] I have performed a self-review of my own code
- [ ] I have commented my code in hard-to-understand areas
- [x] My code follows the style guidelines of this project
- [x] I have performed a self-review of my own code
- [x] I have commented my code in hard-to-understand areas
- [ ] I have made corresponding changes to the documentation
- [ ] My changes generate no new warnings
- [x] My changes generate no new warnings
- [ ] I have requested a review from ... on the Pull Request
88 changes: 88 additions & 0 deletions coresdk/src/test/unit_tests/unit_test_bitmap.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -7,6 +7,7 @@
#include "types.h"
#include "graphics.h"
#include "resources.h"
#include "physics.h"

#include "logging_handling.h"

Expand Down Expand Up @@ -134,3 +135,90 @@ TEST_CASE("bitmap bounding details can be retrieved", "[bitmap]")
}
free_bitmap(bmp);
}

TEST_CASE("can perform bitmap ray collision detection", "[bitmap][ray_collision][physics]")
{
bitmap bmp_1 = load_bitmap("on_med", "on_med.png");
bitmap bmp_2 = load_bitmap("rocket_sprt", "rocket_sprt.png");
bitmap bmp_3 = load_bitmap("up_pole", "up_pole.png");

REQUIRE(bitmap_valid(bmp_1));
REQUIRE(bitmap_valid(bmp_2));
REQUIRE(bitmap_valid(bmp_3));

SECTION("can detect ray collision with bitmap")
{
point_2d bmp_position = point_at(100.0, 100.0);
point_2d ray_origin = point_at(50.0, 150.0);
vector_2d ray_heading = vector_to(1.0, 0.0);

// Ray should collide with bitmap in its path
bool collision = bitmap_ray_collision(bmp_1, 0, bmp_position, ray_origin, ray_heading);
REQUIRE(collision);

// Ray pointing away should not collide
ray_heading = vector_to(-1.0, 0.0);
collision = bitmap_ray_collision(bmp_1, 0, bmp_position, ray_origin, ray_heading);
REQUIRE_FALSE(collision);
}

SECTION("can detect ray collision with multiple bitmaps at different positions")
{
point_2d bmp_1_position = point_at(300.0, 300.0);
point_2d bmp_2_position = point_at(500.0, 300.0);
point_2d bmp_3_position = point_at(700.0, 300.0);
point_2d ray_origin = point_at(100.0, 100.0);

// Ray heading towards first bitmap
vector_2d ray_heading = vector_point_to_point(ray_origin, bmp_1_position);
bool collision_1 = bitmap_ray_collision(bmp_1, 0, bmp_1_position, ray_origin, ray_heading);

// Ray heading towards second bitmap
ray_heading = vector_point_to_point(ray_origin, bmp_2_position);
bool collision_2 = bitmap_ray_collision(bmp_2, 0, bmp_2_position, ray_origin, ray_heading);

// Ray heading towards third bitmap
ray_heading = vector_point_to_point(ray_origin, bmp_3_position);
bool collision_3 = bitmap_ray_collision(bmp_3, 0, bmp_3_position, ray_origin, ray_heading);

// At least one should be true depending on bitmap transparency
REQUIRE((collision_1 || collision_2 || collision_3));
}

SECTION("can detect ray collision with different ray origins")
{
point_2d bmp_position = point_at(300.0, 300.0);
vector_2d ray_heading = vector_to(1.0, 0.0);

// Ray from left should collide
point_2d ray_origin_left = point_at(200.0, 300.0);
bool collision_left = bitmap_ray_collision(bmp_1, 0, bmp_position, ray_origin_left, ray_heading);
REQUIRE(collision_left);

// Ray from far below might not collide depending on bitmap height
point_2d ray_origin_below = point_at(200.0, 500.0);
bool collision_below = bitmap_ray_collision(bmp_1, 0, bmp_position, ray_origin_below, ray_heading);
// This depends on bitmap dimensions, so we just verify it runs without error
REQUIRE((collision_below == true || collision_below == false));
}

SECTION("can handle ray collision with different bitmap cells")
{
point_2d bmp_position = point_at(300.0, 300.0);
point_2d ray_origin = point_at(200.0, 300.0);
vector_2d ray_heading = vector_to(1.0, 0.0);

// Test with cell 0 (default)
bool collision_cell_0 = bitmap_ray_collision(bmp_2, 0, bmp_position, ray_origin, ray_heading);
REQUIRE((collision_cell_0 == true || collision_cell_0 == false));

// Test with different cells (if bitmap has animation cells)
// For single-cell bitmaps, this should behave the same as cell 0
bool collision_cell_1 = bitmap_ray_collision(bmp_2, 1, bmp_position, ray_origin, ray_heading);
REQUIRE((collision_cell_1 == true || collision_cell_1 == false));
}

free_bitmap(bmp_1);
free_bitmap(bmp_2);
free_bitmap(bmp_3);
}
199 changes: 199 additions & 0 deletions coresdk/src/test/unit_tests/unit_test_geometry.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,10 @@

#include "types.h"
#include "point_geometry.h"
#include "rectangle_geometry.h"
#include "circle_geometry.h"
#include "triangle_geometry.h"
#include "quad_geometry.h"

using namespace splashkit_lib;

Expand Down Expand Up @@ -984,3 +988,198 @@ TEST_CASE("can perform trigonometric calculations", "[trigonometry]")
REQUIRE(tangent(360.0f) == Catch::Detail::Approx(0.0f).margin(__FLT_EPSILON__));
}
}

TEST_CASE("can perform rectangle ray intersection", "[geometry][ray_intersection]")
{
rectangle r1 = rectangle_from(100.0, 100.0, 100.0, 100.0);

SECTION("can detect ray intersection with rectangle")
{
// Ray from left that intersects
REQUIRE(rectangle_ray_intersection(point_at(90.0, 110.0), vector_to(1.0, 0.0), r1));

// Ray that misses (extremely small x component)
REQUIRE_FALSE(rectangle_ray_intersection(point_at(90.0, 110.0), vector_to(__DBL_MIN__, 0.0), r1));

// Ray from top that intersects
REQUIRE(rectangle_ray_intersection(point_at(150.0, 50.0), vector_to(0.0, 1.0), r1));

// Ray pointing away from rectangle
REQUIRE_FALSE(rectangle_ray_intersection(point_at(50.0, 150.0), vector_to(-1.0, 0.0), r1));
}

SECTION("can get hit point and distance for rectangle ray intersection")
{
point_2d hit_point;
double distance;

// Ray from left hitting the left edge
bool intersects = rectangle_ray_intersection(point_at(50.0, 150.0), vector_to(1.0, 0.0), r1, hit_point, distance);
REQUIRE(intersects);
REQUIRE(hit_point.x == Catch::Detail::Approx(100.0).margin(EPSILON));
REQUIRE(hit_point.y == Catch::Detail::Approx(150.0).margin(EPSILON));
REQUIRE(distance == Catch::Detail::Approx(50.0).margin(EPSILON));

// Ray from top hitting the top edge
intersects = rectangle_ray_intersection(point_at(150.0, 50.0), vector_to(0.0, 1.0), r1, hit_point, distance);
REQUIRE(intersects);
REQUIRE(hit_point.x == Catch::Detail::Approx(150.0).margin(EPSILON));
REQUIRE(hit_point.y == Catch::Detail::Approx(100.0).margin(EPSILON));
REQUIRE(distance == Catch::Detail::Approx(50.0).margin(EPSILON));

// Ray that doesn't intersect
intersects = rectangle_ray_intersection(point_at(50.0, 50.0), vector_to(-1.0, -1.0), r1, hit_point, distance);
REQUIRE_FALSE(intersects);
}
}

TEST_CASE("can perform circle ray intersection", "[geometry][ray_intersection]")
{
circle c1 = circle_at(300.0, 200.0, 60.0);

SECTION("can detect ray intersection with circle")
{
// Ray from left that intersects center
REQUIRE(circle_ray_intersection(point_at(200.0, 200.0), vector_to(1.0, 0.0), c1));

// Ray from top that intersects
REQUIRE(circle_ray_intersection(point_at(300.0, 100.0), vector_to(0.0, 1.0), c1));

// Ray that misses the circle
REQUIRE_FALSE(circle_ray_intersection(point_at(200.0, 100.0), vector_to(0.0, 1.0), c1));

// Ray pointing away from circle
REQUIRE_FALSE(circle_ray_intersection(point_at(200.0, 200.0), vector_to(-1.0, 0.0), c1));
}

SECTION("can get hit point and distance for circle ray intersection")
{
point_2d hit_point;
double distance;

// Ray from left hitting circle
bool intersects = circle_ray_intersection(point_at(200.0, 200.0), vector_to(1.0, 0.0), c1, hit_point, distance);
REQUIRE(intersects);
REQUIRE(hit_point.x == Catch::Detail::Approx(240.0).margin(EPSILON));
REQUIRE(hit_point.y == Catch::Detail::Approx(200.0).margin(EPSILON));
REQUIRE(distance == Catch::Detail::Approx(40.0).margin(EPSILON));

// Ray from inside the circle
intersects = circle_ray_intersection(point_at(300.0, 200.0), vector_to(1.0, 0.0), c1, hit_point, distance);
REQUIRE(intersects);
REQUIRE(hit_point.x == Catch::Detail::Approx(360.0).margin(EPSILON));
REQUIRE(distance == Catch::Detail::Approx(60.0).margin(EPSILON));

// Ray that doesn't intersect
intersects = circle_ray_intersection(point_at(200.0, 100.0), vector_to(0.0, 1.0), c1, hit_point, distance);
REQUIRE_FALSE(intersects);
}
}

TEST_CASE("can perform triangle ray intersection", "[geometry][ray_intersection]")
{
triangle t1 = triangle_from(400.0, 400.0, 550.0, 410.0, 390.0, 550.0);

SECTION("can detect ray intersection with triangle")
{
// Ray from left that intersects
REQUIRE(triangle_ray_intersection(point_at(350.0, 450.0), vector_to(1.0, 0.0), t1));

// Ray from top that intersects center
REQUIRE(triangle_ray_intersection(point_at(450.0, 350.0), vector_to(0.0, 1.0), t1));

// Ray that misses the triangle
REQUIRE_FALSE(triangle_ray_intersection(point_at(300.0, 300.0), vector_to(0.0, 1.0), t1));

// Ray pointing away from triangle
REQUIRE_FALSE(triangle_ray_intersection(point_at(350.0, 450.0), vector_to(-1.0, 0.0), t1));
}

SECTION("can get hit point and distance for triangle ray intersection")
{
point_2d hit_point;
double distance;

// Ray from left hitting triangle
bool intersects = triangle_ray_intersection(point_at(350.0, 450.0), vector_to(1.0, 0.0), t1, hit_point, distance);
REQUIRE(intersects);
REQUIRE(hit_point.x > 350.0);
REQUIRE(hit_point.y == Catch::Detail::Approx(450.0).margin(EPSILON));
REQUIRE(distance > 0.0);

// Ray that doesn't intersect
intersects = triangle_ray_intersection(point_at(300.0, 300.0), vector_to(0.0, 1.0), t1, hit_point, distance);
REQUIRE_FALSE(intersects);
}
}

TEST_CASE("can perform quad ray intersection", "[geometry][ray_intersection]")
{
quad q1 = quad_from(100.0, 300.0, 200.0, 350.0, 100.0, 550.0, 200.0, 500.0);

SECTION("can detect ray intersection with quad")
{
// Ray from left that intersects
REQUIRE(quad_ray_intersection(point_at(50.0, 400.0), vector_to(1.0, 0.0), q1));

// Ray from top that intersects
REQUIRE(quad_ray_intersection(point_at(150.0, 250.0), vector_to(0.0, 1.0), q1));

// Ray that misses the quad
REQUIRE_FALSE(quad_ray_intersection(point_at(50.0, 200.0), vector_to(0.0, 1.0), q1));

// Ray pointing away from quad
REQUIRE_FALSE(quad_ray_intersection(point_at(50.0, 400.0), vector_to(-1.0, 0.0), q1));
}

SECTION("can get hit point and distance for quad ray intersection")
{
point_2d hit_point;
double distance;

// Ray from left hitting quad
bool intersects = quad_ray_intersection(point_at(50.0, 400.0), vector_to(1.0, 0.0), q1, hit_point, distance);
REQUIRE(intersects);
REQUIRE(hit_point.x > 50.0);
REQUIRE(distance > 0.0);

// Ray that doesn't intersect
intersects = quad_ray_intersection(point_at(50.0, 200.0), vector_to(0.0, 1.0), q1, hit_point, distance);
REQUIRE_FALSE(intersects);
}
}

TEST_CASE("can detect closest ray intersection among multiple shapes", "[geometry][ray_intersection]")
{
rectangle r1 = rectangle_from(100.0, 100.0, 100.0, 100.0);
circle c1 = circle_at(300.0, 200.0, 60.0);
triangle t1 = triangle_from(400.0, 400.0, 550.0, 410.0, 390.0, 550.0);
quad q1 = quad_from(100.0, 300.0, 200.0, 350.0, 100.0, 550.0, 200.0, 500.0);

SECTION("can identify closest shape from multiple intersections")
{
point_2d origin = point_at(50.0, 150.0);
vector_2d heading = vector_to(1.0, 0.0);

point_2d r1_hit, c1_hit, t1_hit, q1_hit;
double r1_dist, c1_dist, t1_dist, q1_dist;

bool r1_intersects = rectangle_ray_intersection(origin, heading, r1, r1_hit, r1_dist);
bool c1_intersects = circle_ray_intersection(origin, heading, c1, c1_hit, c1_dist);
bool t1_intersects = triangle_ray_intersection(origin, heading, t1, t1_hit, t1_dist);
bool q1_intersects = quad_ray_intersection(origin, heading, q1, q1_hit, q1_dist);

// Rectangle should be hit first (closest)
REQUIRE(r1_intersects);

// Find the minimum distance
double min_dist = __DBL_MAX__;
if (r1_intersects && r1_dist < min_dist) min_dist = r1_dist;
if (c1_intersects && c1_dist < min_dist) min_dist = c1_dist;
if (t1_intersects && t1_dist < min_dist) min_dist = t1_dist;
if (q1_intersects && q1_dist < min_dist) min_dist = q1_dist;

// Rectangle should be the closest
REQUIRE(r1_dist == min_dist);
}
}