// Copyright (C) 2022 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only #include #include #include class intersection : public QObject { Q_OBJECT public: intersection() = default; ~intersection() = default; private slots: void bench_aabbIntersectionv2(); }; void intersection::bench_aabbIntersectionv2() { QMatrix4x4 globalTransform; // Identity // Bounding box of size 1, placed at origin QSSGBounds3 bounds { /*min=*/ QVector3D{ -0.5f, -0.5f, -0.5f }, /*max=*/ QVector3D{ 0.5f, 0.5f, 0.5f } }; // Pick ray goes directly down the z-axis and should hit directly in the middle of the box const auto pickRay = QSSGRenderRay(/*Origin=*/{0.0f, 0.0f, 10.0f}, /*Direction=*/{0.0f, 0.0f, -1.0f}); QSSGRenderRay::RayData data = QSSGRenderRay::createRayData(globalTransform, pickRay); const auto hit = QSSGRenderRay::intersectWithAABBv2(data, bounds); QCOMPARE(hit.intersects(), true); QBENCHMARK { QSSGRenderRay::intersectWithAABBv2(data, bounds); } } QTEST_APPLESS_MAIN(intersection) #include "tst_intersection.moc"