Improve code/comments for Ray::intersect_plane and its tests (#6823)

Co-authored-by: devil-ira <justthecooldude@gmail.com>
This commit is contained in:
ira 2022-12-05 22:49:06 +00:00
parent eff632dac8
commit 77c59c22ab

View File

@ -17,7 +17,7 @@ impl Ray {
let denominator = plane_normal.dot(self.direction); let denominator = plane_normal.dot(self.direction);
if denominator.abs() > f32::EPSILON { if denominator.abs() > f32::EPSILON {
let distance = (plane_origin - self.origin).dot(plane_normal) / denominator; let distance = (plane_origin - self.origin).dot(plane_normal) / denominator;
if distance >= f32::EPSILON { if distance > f32::EPSILON {
return Some(distance); return Some(distance);
} }
} }
@ -32,17 +32,17 @@ impl Ray {
} }
#[cfg(test)] #[cfg(test)]
mod test { mod tests {
use super::*; use super::*;
#[test] #[test]
fn intersects_plane() { fn intersect_plane() {
let ray = Ray { let ray = Ray {
origin: Vec3::ZERO, origin: Vec3::ZERO,
direction: Vec3::Z, direction: Vec3::Z,
}; };
// Orthogonal, and test that plane_normal direction doesn't matter // Orthogonal, and test that an inverse plane_normal has the same result
assert_eq!(Some(1.), ray.intersect_plane(Vec3::Z, Vec3::Z)); assert_eq!(Some(1.), ray.intersect_plane(Vec3::Z, Vec3::Z));
assert_eq!(Some(1.), ray.intersect_plane(Vec3::Z, Vec3::NEG_Z)); assert_eq!(Some(1.), ray.intersect_plane(Vec3::Z, Vec3::NEG_Z));
assert_eq!(None, ray.intersect_plane(Vec3::NEG_Z, Vec3::Z)); assert_eq!(None, ray.intersect_plane(Vec3::NEG_Z, Vec3::Z));
@ -52,10 +52,10 @@ mod test {
assert_eq!(Some(1.), ray.intersect_plane(Vec3::Z, Vec3::ONE)); assert_eq!(Some(1.), ray.intersect_plane(Vec3::Z, Vec3::ONE));
assert_eq!(None, ray.intersect_plane(Vec3::NEG_Z, Vec3::ONE)); assert_eq!(None, ray.intersect_plane(Vec3::NEG_Z, Vec3::ONE));
// Parralel // Parallel
assert_eq!(None, ray.intersect_plane(Vec3::X, Vec3::X)); assert_eq!(None, ray.intersect_plane(Vec3::X, Vec3::X));
// Parralel with simulated rounding error // Parallel with simulated rounding error
assert_eq!( assert_eq!(
None, None,
ray.intersect_plane(Vec3::X, Vec3::X + Vec3::Z * f32::EPSILON) ray.intersect_plane(Vec3::X, Vec3::X + Vec3::Z * f32::EPSILON)