45 lines
1.2 KiB
C#
45 lines
1.2 KiB
C#
using OpenTK.Mathematics;
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using VoxelEngine.Rendering;
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using Xunit;
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namespace VoxelEngine.Tests;
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public class FrustumTests
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{
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// Camera at the origin, default yaw -90° → looks down -Z.
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private static Frustum MakeFrustum()
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{
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var cam = new Camera(new Vector3(0, 0, 0), 16f / 9f);
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return Frustum.FromViewProjection(cam.GetViewMatrix() * cam.GetProjectionMatrix());
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}
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[Fact]
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public void AABBInFront_IsVisible()
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{
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var f = MakeFrustum();
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Assert.True(f.Intersects(new Vector3(-2, -2, -22), new Vector3(2, 2, -18)));
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}
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[Fact]
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public void AABBBehindCamera_IsCulled()
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{
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var f = MakeFrustum();
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Assert.False(f.Intersects(new Vector3(-2, -2, 18), new Vector3(2, 2, 22)));
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}
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[Fact]
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public void AABBStraddlingCamera_Intersects()
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{
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var f = MakeFrustum();
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Assert.True(f.Intersects(new Vector3(-2, -2, -5), new Vector3(2, 2, 5)));
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}
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[Fact]
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public void AABBFarToTheSide_IsCulled()
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{
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var f = MakeFrustum();
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// Far along +X at a depth in front of the camera — outside horizontal FOV.
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Assert.False(f.Intersects(new Vector3(1000, -2, -5), new Vector3(1004, 2, -1)));
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}
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}
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