Revision control

++ // Copyright (C) 2022 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++
++ #include <QtTest>
++
++ #include <QtQuick3DRuntimeRender/private/qssgrenderray_p.h>
++ #include <QtQuick3DUtils/private/qssgutils_p.h>
++
++ 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"