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tree_test.go
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tree_test.go
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package dyntree
import (
"fmt"
"math"
"math/rand"
"testing"
"time"
)
type Person struct {
size float64
position Vec3
}
func (p *Person) Position() Vec3 {
return p.position
}
func (p *Person) Radius() float64 {
return p.size
}
type Ray struct {
Pos, Dir Vec3
}
func (r Ray) Intersects(b BoundingBox) bool {
dirfrac := Vec3{}
dirfrac.X = 1.0 / r.Dir.X
dirfrac.Y = 1.0 / r.Dir.Y
dirfrac.Z = 1.0 / r.Dir.Z
// lb is the corner of AABB with minimal coordinates - left bottom, rt is maximal corner
// r.org is origin of ray
t1 := (b.Min.X - r.Pos.X) * dirfrac.X
t2 := (b.Max.X - r.Pos.X) * dirfrac.X
t3 := (b.Min.Y - r.Pos.Y) * dirfrac.Y
t4 := (b.Max.Y - r.Pos.Y) * dirfrac.Y
t5 := (b.Min.Z - r.Pos.Z) * dirfrac.Z
t6 := (b.Max.Z - r.Pos.Z) * dirfrac.Z
tmin := math.Max(math.Max(math.Min(t1, t2), math.Min(t3, t4)), math.Min(t5, t6))
tmax := math.Min(math.Min(math.Max(t1, t2), math.Max(t3, t4)), math.Max(t5, t6))
// if tmax < 0, ray (line) is intersecting AABB, but whole AABB is behing us
if tmax < 0 {
return false
}
// if tmin > tmax, ray doesn't intersect AABB
if tmin > tmax {
return false
}
return true
}
const AMMOUNT = 10000
func TestRay(T *testing.T) {
t := NewTree()
entities := make([]*Person, AMMOUNT)
start := time.Now()
for i := 0; i < AMMOUNT; i++ {
entities[i] = &Person{
size: 1,
position: Vec3{float64(rand.Intn(1000)), float64(rand.Intn(1000)), 0},
}
t.Add(entities[i])
}
fmt.Println("Added in", time.Since(start))
//t.Image("./map.bmp")
gunshot := Ray{
Pos: Vec3{0, 0, 0},
Dir: Vec3{45, 45, 0},
}
start = time.Now()
es := t.Traverse(gunshot.Intersects)
fmt.Println("BVH: Nodes collided", len(es), "Elapsed", time.Since(start))
bvhct := len(es)
start = time.Now()
es = []Entity{}
for _, e := range entities {
if gunshot.Intersects(BoxFromEntity(e)) {
es = append(es, e)
}
}
fmt.Println("Loop: Nodes collided", len(es), "Elapsed", time.Since(start))
if bvhct != len(es) {
T.Fatal("BVH/Loop disagree")
}
}
func BenchmarkTree_Build(b *testing.B) {
rand.Seed(1313131313)
t := NewTree()
b.ResetTimer()
for n := 0; n < b.N; n++ {
b.StopTimer()
p := &Person{
size: 1,
position: Vec3{float64(rand.Intn(10000)), float64(rand.Intn(10000)), float64(rand.Intn(10000))},
}
b.StartTimer()
t.Add(p)
}
}
func BenchmarkArray_Build(b *testing.B) {
rand.Seed(1313131313)
es := []Entity{}
start := time.Now()
b.ResetTimer()
for n := 0; n < b.N; n++ {
b.StopTimer()
if time.Since(start) > 30*time.Second {
b.SkipNow()
}
p := &Person{
size: 1,
position: Vec3{float64(rand.Intn(10000)), float64(rand.Intn(10000)), float64(rand.Intn(10000))},
}
b.StartTimer()
es = append(es, p)
}
}
func generateTree(count int) *Tree {
rand.Seed(1313131313)
t := NewTree()
for n := 0; n < count; n++ {
t.Add(&Person{
size: 1,
position: Vec3{float64(rand.Intn(10000)), float64(rand.Intn(10000)), float64(rand.Intn(10000))},
})
}
return t
}
func bvhTraversal(b *testing.B, count int) {
t := generateTree(count)
gunshot := Ray{
Pos: Vec3{0, 0, 0},
Dir: Vec3{45, 45, 0},
}
// We don't want to benchmark creating random objects, only their registration into the tree
b.ResetTimer()
for n := 0; n < b.N; n++ {
t.Traverse(gunshot.Intersects)
}
}
func BenchmarkRayTraversalBVH_1000(b *testing.B) { bvhTraversal(b, 1000) }
func BenchmarkRayTraversalBVH_10000(b *testing.B) { bvhTraversal(b, 10000) }
func BenchmarkRayTraversalBVH_100000(b *testing.B) { bvhTraversal(b, 100000) }
func BenchmarkRayTraversalBVH_1000000(b *testing.B) { bvhTraversal(b, 1000000) }
func loopTraversal(b *testing.B, count int) {
t := generateTree(count)
gunshot := Ray{
Pos: Vec3{0, 0, 0},
Dir: Vec3{45, 45, 0},
}
traverse := func(test HitTest) []Entity {
es := []Entity{}
for e := range t.leafs {
if gunshot.Intersects(BoxFromEntity(e)) {
es = append(es, e)
}
}
return es
}
// We don't want to benchmark creating random objects, only their registration into the tree
b.ResetTimer()
for n := 0; n < b.N; n++ {
traverse(gunshot.Intersects)
}
}
func BenchmarkRayTraversalLoop_1000(b *testing.B) { loopTraversal(b, 1000) }
func BenchmarkRayTraversalLoop_10000(b *testing.B) { loopTraversal(b, 10000) }
func BenchmarkRayTraversalLoop_100000(b *testing.B) { loopTraversal(b, 100000) }
func BenchmarkRayTraversalLoop_1000000(b *testing.B) { loopTraversal(b, 1000000) }