text: ///////////////////////////////////////////////////////////////////////////
  //
  // Copyright (c) 2011, Industrial Light & Magic, a division of Lucas
  // Digital Ltd. LLC
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  ///////////////////////////////////////////////////////////////////////////
  
  
  
  #include <testFrustumTest.h>
  #include "ImathFrustum.h"
  #include "ImathFrustumTest.h"
  #include "ImathBox.h"
  #include "ImathSphere.h"
  #include <iostream>
  #include <assert.h>
  
  
  using namespace std;
  
  void
  testFrustumTest ()
  {
      cout << "Testing functions in ImathFrustumTest.h";
  
      cout << "\nisVisible(Vec3) ";
  
      float n = 1.7;
      float f = 567.0;
      float l = -3.5;
      float r = 2.0;
      float b = -1.3;
      float t = 0.9;
  
      IMATH_INTERNAL_NAMESPACE::Frustum<float> frustum (n, f, l, r, t, b, false);
  
      IMATH_INTERNAL_NAMESPACE::Matrix44<float> cameraMat;
      IMATH_INTERNAL_NAMESPACE::Vec3<float> cameraPos(100.0f, 200.0f, 300.0f);
      cameraMat.makeIdentity();
      cameraMat.translate(cameraPos);
  
      IMATH_INTERNAL_NAMESPACE::FrustumTest<float> frustumTest(frustum, cameraMat);
  
      /////////////////////////////////////////////////////
      // Test Vec3's
      IMATH_INTERNAL_NAMESPACE::Vec3<float> insideVec      (100.0f, 200.0f,          300 -   2.0f);
      IMATH_INTERNAL_NAMESPACE::Vec3<float> outsideVec_near(100.0f, 200.0f,          300 -   1.5f);
      IMATH_INTERNAL_NAMESPACE::Vec3<float> outsideVec_far (100.0f, 200.0f,          300 - 568.0f);
      IMATH_INTERNAL_NAMESPACE::Vec3<float> outsideVec_side(100.0f, 200.0f + 100.0f, 300 -   2.0f);
      IMATH_INTERNAL_NAMESPACE::Vec3<float> outsideVec_up  (100.0f + 100.0f, 200.0f, 300 -   2.0f);
  
      assert (  frustumTest.isVisible(insideVec));
      assert (! frustumTest.isVisible(outsideVec_near));
      assert (! frustumTest.isVisible(outsideVec_far));
      assert (! frustumTest.isVisible(outsideVec_side));
      assert (! frustumTest.isVisible(outsideVec_up));
      cout << "passed Vec3\n";
  
      /////////////////////////////////////////////////////
      // Test Boxes
      IMATH_INTERNAL_NAMESPACE::Vec3<float> tinySize(0.0001f, 0.0001f, 0.0001f);
      IMATH_INTERNAL_NAMESPACE::Vec3<float> hugeSize(1000.0f, 1000.0f, 1000.0f);
  
      // Empty box should NOT be visible
      assert (!frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >()));
           
      // Tiny box inside the frust should be visible
      assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
          (insideVec + tinySize, insideVec + tinySize)));
  
      // Huge boxes inside and outside should be visible
      assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
          (insideVec - hugeSize, insideVec + hugeSize)));
      assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
          (outsideVec_near - hugeSize, outsideVec_near + hugeSize)));
      assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
          (outsideVec_far - hugeSize, outsideVec_far + hugeSize)));
      assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
          (outsideVec_side - hugeSize, outsideVec_side + hugeSize)));
      assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
          (outsideVec_up - hugeSize, outsideVec_up + hugeSize)));
  
      // Tiny boxes outside should NOT be visible
      assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
          (outsideVec_near - tinySize, outsideVec_near + tinySize)));
      assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
          (outsideVec_far - tinySize, outsideVec_far + tinySize)));
      assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
          (outsideVec_side - tinySize, outsideVec_side + tinySize)));
      assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
          (outsideVec_up - tinySize, outsideVec_up + tinySize)));
      cout << "passed Box\n";
  
  
      /////////////////////////////////////////////////////
      // Test Spheres
      float tinyRadius = 0.0001f;
      float hugeRadius = 1000.0f;
  
      // Tiny sphere inside the frust should be visible
      assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
          (insideVec, tinyRadius)));
  
      // Huge spheres inside and outside should be visible
      assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
          (insideVec, hugeRadius)));
      assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
          (outsideVec_near, hugeRadius)));
      assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
          (outsideVec_far, hugeRadius)));
      assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
          (outsideVec_side, hugeRadius)));
      assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
          (outsideVec_up, hugeRadius)));
  
      // Tiny spheres outside should NOT be visible
      assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
          (outsideVec_near, tinyRadius)));
      assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
          (outsideVec_far, tinyRadius)));
      assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
          (outsideVec_side, tinyRadius)));
      assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
          (outsideVec_up, tinyRadius)));
      cout << "passed Sphere\n";
  
  
  
  
  
      cout << "\nok\n\n";
  }
  