()
| 436 | // the hardest temporal stability test. |
| 437 | |
| 438 | function setupThinGeometry(): void { |
| 439 | const cx = -25.0; |
| 440 | const cz = -25.0; |
| 441 | |
| 442 | // Ground |
| 443 | placeCube(cx, -0.05, cz, 20, 0.1, 16, 0.3, 0.3, 0.32, 0.5, 0.0); |
| 444 | |
| 445 | // Vertical fence posts |
| 446 | for (let i = 0; i < 20; i = i + 1) { |
| 447 | const x = cx - 9.5 + i * 1.0; |
| 448 | placeCube(x, 1.0, cz - 5, 0.06, 2.0, 0.06, 0.35, 0.35, 0.38, 0.4, 1.0); |
| 449 | } |
| 450 | |
| 451 | // Horizontal fence rail |
| 452 | placeCube(cx, 1.8, cz - 5, 20, 0.08, 0.08, 0.35, 0.35, 0.38, 0.4, 1.0); |
| 453 | placeCube(cx, 0.6, cz - 5, 20, 0.08, 0.08, 0.35, 0.35, 0.38, 0.4, 1.0); |
| 454 | |
| 455 | // Diagonal bars (worst case for aliasing) |
| 456 | for (let i = 0; i < 12; i = i + 1) { |
| 457 | const x = cx - 5.5 + i * 1.0; |
| 458 | const node = createSceneNode(); |
| 459 | attachModelToNode(node, cubeHandle, 0); |
| 460 | setSceneNodeColor(node, 0.6, 0.6, 0.62); |
| 461 | setSceneNodePbr(node, 0.3, 1.0); |
| 462 | setSceneNodeCastShadow(node, true); |
| 463 | setSceneNodeReceiveShadow(node, true); |
| 464 | let m = mat4Identity(); |
| 465 | m = mat4Translate(m, { x: x, y: 1.5, z: cz + 2 }); |
| 466 | m = mat4RotateY(m, 0.3 + i * 0.15); |
| 467 | m = mat4Scale(m, { x: 0.05, y: 3.0, z: 0.05 }); |
| 468 | setSceneNodeTransform(node, m); |
| 469 | } |
| 470 | |
| 471 | // Grid of very thin wires (subpixel test) |
| 472 | for (let i = 0; i < 30; i = i + 1) { |
| 473 | const x = cx - 7 + i * 0.5; |
| 474 | placeCube(x, 1.0, cz + 6, 0.02, 2.0, 0.02, 0.7, 0.7, 0.72, 0.2, 1.0); |
| 475 | } |
| 476 | } |
| 477 | |
| 478 | // ============================================================ |
| 479 | // Ground plane & sky reference objects |
no test coverage detected