Merge "Add BuildPickingRay to devel api" into devel/master
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-HitTestAlgorithm.cpp
index c948356..a9167e0 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
  *
  */
 
-#include <iostream>
-
-#include <stdlib.h>
-#include <dali/public-api/dali-core.h>
+#include <dali-test-suite-utils.h>
+#include <dali/devel-api/actors/actor-devel.h>
 #include <dali/devel-api/events/hit-test-algorithm.h>
 #include <dali/integration-api/events/touch-event-integ.h>
-#include <dali-test-suite-utils.h>
+#include <dali/public-api/dali-core.h>
+#include <stdlib.h>
+
+#include <iostream>
 
 using namespace Dali;
 
 namespace
 {
+bool        gHitTestTouchCallBackCalled = false;
+static bool TestHitTestTouchCallback(Actor, const TouchEvent&)
+{
+  gHitTestTouchCallBackCalled = true;
+  return false;
+  END_TEST;
+}
 
 /**
  * The functor to be used in the hit-test algorithm to check whether the actor is hittable.
@@ -35,16 +43,15 @@ bool IsActorHittableFunction(Actor actor, Dali::HitTestAlgorithm::TraverseType t
 {
   bool hittable = false;
 
-  switch (type)
+  switch(type)
   {
     case Dali::HitTestAlgorithm::CHECK_ACTOR:
     {
       // Check whether the actor is visible and not fully transparent.
-      if( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE )
-       && actor.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ).a > 0.01f) // not FULLY_TRANSPARENT
+      if(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE) && actor.GetCurrentProperty<Vector4>(Actor::Property::WORLD_COLOR).a > 0.01f) // not FULLY_TRANSPARENT
       {
         // Check whether the actor has the specific name "HittableActor"
-        if(actor.GetProperty< std::string >( Actor::Property::NAME ) == "HittableActor")
+        if(actor.GetProperty<std::string>(Actor::Property::NAME) == "HittableActor")
         {
           hittable = true;
         }
@@ -53,7 +60,7 @@ bool IsActorHittableFunction(Actor actor, Dali::HitTestAlgorithm::TraverseType t
     }
     case Dali::HitTestAlgorithm::DESCEND_ACTOR_TREE:
     {
-      if( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ) // Actor is visible, if not visible then none of its children are visible.
+      if(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE)) // Actor is visible, if not visible then none of its children are visible.
       {
         hittable = true;
       }
@@ -68,18 +75,17 @@ bool IsActorHittableFunction(Actor actor, Dali::HitTestAlgorithm::TraverseType t
   return hittable;
 };
 
-
 bool DefaultIsActorTouchableFunction(Dali::Actor actor, Dali::HitTestAlgorithm::TraverseType type)
 {
   bool hittable = false;
 
-  switch (type)
+  switch(type)
   {
     case Dali::HitTestAlgorithm::CHECK_ACTOR:
     {
-      if( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) &&
-          actor.GetProperty< bool >( Actor::Property::SENSITIVE ) &&
-          actor.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ).a > 0.01f)
+      if(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE) &&
+         actor.GetProperty<bool>(Actor::Property::SENSITIVE) &&
+         actor.GetCurrentProperty<Vector4>(Actor::Property::WORLD_COLOR).a > 0.01f)
       {
         hittable = true;
       }
@@ -87,8 +93,8 @@ bool DefaultIsActorTouchableFunction(Dali::Actor actor, Dali::HitTestAlgorithm::
     }
     case Dali::HitTestAlgorithm::DESCEND_ACTOR_TREE:
     {
-      if( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) && // Actor is visible, if not visible then none of its children are visible.
-          actor.GetProperty< bool >( Actor::Property::SENSITIVE )) // Actor is sensitive, if insensitive none of its children should be hittable either.
+      if(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE) && // Actor is visible, if not visible then none of its children are visible.
+         actor.GetProperty<bool>(Actor::Property::SENSITIVE))        // Actor is sensitive, if insensitive none of its children should be hittable either.
       {
         hittable = true;
       }
@@ -105,7 +111,6 @@ bool DefaultIsActorTouchableFunction(Dali::Actor actor, Dali::HitTestAlgorithm::
 
 } // anonymous namespace
 
-
 // Positive test case for a method
 int UtcDaliHitTestAlgorithmWithFunctor(void)
 {
@@ -115,33 +120,33 @@ int UtcDaliHitTestAlgorithmWithFunctor(void)
   Stage stage = Stage::GetCurrent();
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
-  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
-  actor.SetProperty( Actor::Property::NAME,"NonHittableActor");
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actor.SetProperty(Actor::Property::NAME, "NonHittableActor");
   stage.Add(actor);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
-  Vector2 screenCoordinates( 10.0f, 10.0f );
+  Vector2 screenCoordinates(10.0f, 10.0f);
   Vector2 localCoordinates;
-  actor.ScreenToLocal( localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y );
+  actor.ScreenToLocal(localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y);
 
   // Perform a hit-test at the given screen coordinates
   Dali::HitTestAlgorithm::Results results;
-  Dali::HitTestAlgorithm::HitTest( stage, screenCoordinates, results, IsActorHittableFunction );
-  DALI_TEST_CHECK( results.actor != actor );
+  Dali::HitTestAlgorithm::HitTest(stage, screenCoordinates, results, IsActorHittableFunction);
+  DALI_TEST_CHECK(results.actor != actor);
 
-  actor.SetProperty( Actor::Property::NAME,"HittableActor");
+  actor.SetProperty(Actor::Property::NAME, "HittableActor");
 
-  results.actor = Actor();
+  results.actor            = Actor();
   results.actorCoordinates = Vector2::ZERO;
 
   // Perform a hit-test at the given screen coordinates
-  Dali::HitTestAlgorithm::HitTest( stage, screenCoordinates, results, IsActorHittableFunction );
-  DALI_TEST_CHECK( results.actor == actor );
-  DALI_TEST_EQUALS( localCoordinates, results.actorCoordinates, 0.1f, TEST_LOCATION );
+  Dali::HitTestAlgorithm::HitTest(stage, screenCoordinates, results, IsActorHittableFunction);
+  DALI_TEST_CHECK(results.actor == actor);
+  DALI_TEST_EQUALS(localCoordinates, results.actorCoordinates, 0.1f, TEST_LOCATION);
   END_TEST;
 }
 
@@ -150,33 +155,33 @@ int UtcDaliHitTestAlgorithmOrtho01(void)
   TestApplication application;
   tet_infoline("Testing Dali::HitTestAlgorithm with parallel Ortho camera()");
 
-  Stage stage = Stage::GetCurrent();
-  RenderTaskList renderTaskList = stage.GetRenderTaskList();
-  RenderTask defaultRenderTask = renderTaskList.GetTask(0u);
-  Dali::CameraActor cameraActor = defaultRenderTask.GetCameraActor();
+  Stage             stage             = Stage::GetCurrent();
+  RenderTaskList    renderTaskList    = stage.GetRenderTaskList();
+  RenderTask        defaultRenderTask = renderTaskList.GetTask(0u);
+  Dali::CameraActor cameraActor       = defaultRenderTask.GetCameraActor();
 
-  Vector2 stageSize ( stage.GetSize() );
-  cameraActor.SetOrthographicProjection( stageSize );
-  cameraActor.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, 1600.0f));
+  Vector2 stageSize(stage.GetSize());
+  cameraActor.SetOrthographicProjection(stageSize);
+  cameraActor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 1600.0f));
 
-  Vector2 actorSize( stageSize * 0.5f );
+  Vector2 actorSize(stageSize * 0.5f);
   // Create two actors with half the size of the stage and set them to be partially overlapping
   Actor blue = Actor::New();
-  blue.SetProperty( Actor::Property::NAME, "Blue" );
-  blue.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  blue.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3(1.0f/3.0f, 1.0f/3.0f, 0.5f) );
-  blue.SetProperty( Actor::Property::SIZE, actorSize );
-  blue.SetProperty( Actor::Property::POSITION_Z, 30.0f);
-
-  Actor green = Actor::New( );
-  green.SetProperty( Actor::Property::NAME, "Green" );
-  green.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  green.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3(2.0f/3.0f, 2.0f/3.0f, 0.5f) );
-  green.SetProperty( Actor::Property::SIZE, actorSize );
+  blue.SetProperty(Actor::Property::NAME, "Blue");
+  blue.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  blue.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(1.0f / 3.0f, 1.0f / 3.0f, 0.5f));
+  blue.SetProperty(Actor::Property::SIZE, actorSize);
+  blue.SetProperty(Actor::Property::POSITION_Z, 30.0f);
+
+  Actor green = Actor::New();
+  green.SetProperty(Actor::Property::NAME, "Green");
+  green.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  green.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(2.0f / 3.0f, 2.0f / 3.0f, 0.5f));
+  green.SetProperty(Actor::Property::SIZE, actorSize);
 
   // Add the actors to the view
-  stage.Add( blue );
-  stage.Add( green );
+  stage.Add(blue);
+  stage.Add(green);
 
   // Render and notify
   application.SendNotification();
@@ -185,54 +190,55 @@ int UtcDaliHitTestAlgorithmOrtho01(void)
 
   HitTestAlgorithm::Results results;
   HitTest(stage, stageSize / 2.0f, results, &DefaultIsActorTouchableFunction);
-  DALI_TEST_CHECK( results.actor == green );
-  DALI_TEST_EQUALS( results.actorCoordinates, actorSize * 1.0f/6.0f, TEST_LOCATION );
+  DALI_TEST_CHECK(results.actor == green);
+  DALI_TEST_EQUALS(results.actorCoordinates, actorSize * 1.0f / 6.0f, TEST_LOCATION);
 
   HitTest(stage, stageSize / 3.0f, results, &DefaultIsActorTouchableFunction);
-  DALI_TEST_CHECK( results.actor == blue );
-  DALI_TEST_EQUALS( results.actorCoordinates, actorSize * 0.5f, TEST_LOCATION );
+  DALI_TEST_CHECK(results.actor == blue);
+  DALI_TEST_EQUALS(results.actorCoordinates, actorSize * 0.5f, TEST_LOCATION);
 
   HitTest(stage, stageSize * 2.0f / 3.0f, results, &DefaultIsActorTouchableFunction);
-  DALI_TEST_CHECK( results.actor == green );
-  DALI_TEST_EQUALS( results.actorCoordinates, actorSize * 0.5f, TEST_LOCATION );
+  DALI_TEST_CHECK(results.actor == green);
+  DALI_TEST_EQUALS(results.actorCoordinates, actorSize * 0.5f, TEST_LOCATION);
   END_TEST;
 }
 
-
 int UtcDaliHitTestAlgorithmOrtho02(void)
 {
   TestApplication application;
   tet_infoline("Testing Dali::HitTestAlgorithm with offset Ortho camera()");
 
-  Stage stage = Stage::GetCurrent();
-  RenderTaskList renderTaskList = stage.GetRenderTaskList();
-  RenderTask defaultRenderTask = renderTaskList.GetTask(0u);
-  Dali::CameraActor cameraActor = defaultRenderTask.GetCameraActor();
+  Stage             stage             = Stage::GetCurrent();
+  RenderTaskList    renderTaskList    = stage.GetRenderTaskList();
+  RenderTask        defaultRenderTask = renderTaskList.GetTask(0u);
+  Dali::CameraActor cameraActor       = defaultRenderTask.GetCameraActor();
 
-  Vector2 stageSize ( stage.GetSize() );
-  cameraActor.SetOrthographicProjection(-stageSize.x * 0.3f,  stageSize.x * 0.7f,
-                                         stageSize.y * 0.3f, -stageSize.y * 0.7f,
-                                         800.0f, 4895.0f);
-  cameraActor.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, 1600.0f));
+  Vector2 stageSize(stage.GetSize());
+  cameraActor.SetOrthographicProjection(stageSize);
+  cameraActor.SetNearClippingPlane(800.0f);
+  cameraActor.SetFarClippingPlane(4895.0f);
 
-  Vector2 actorSize( stageSize * 0.5f );
+  // Move camera not centered position.
+  cameraActor.SetProperty(Actor::Property::POSITION, Vector3(stageSize.x * 0.2f, stageSize.y * 0.2f, 1600.0f));
+
+  Vector2 actorSize(stageSize * 0.5f);
   // Create two actors with half the size of the stage and set them to be partially overlapping
   Actor blue = Actor::New();
-  blue.SetProperty( Actor::Property::NAME, "Blue" );
-  blue.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
-  blue.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3(0.2f, 0.2f, 0.5f) );
-  blue.SetProperty( Actor::Property::SIZE, actorSize );
-  blue.SetProperty( Actor::Property::POSITION_Z, 30.0f);
-
-  Actor green = Actor::New( );
-  green.SetProperty( Actor::Property::NAME, "Green" );
-  green.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
-  green.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3(0.4f, 0.4f, 0.5f) );
-  green.SetProperty( Actor::Property::SIZE, actorSize );
+  blue.SetProperty(Actor::Property::NAME, "Blue");
+  blue.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  blue.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(0.2f, 0.2f, 0.5f));
+  blue.SetProperty(Actor::Property::SIZE, actorSize);
+  blue.SetProperty(Actor::Property::POSITION_Z, 30.0f);
+
+  Actor green = Actor::New();
+  green.SetProperty(Actor::Property::NAME, "Green");
+  green.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  green.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(0.4f, 0.4f, 0.5f));
+  green.SetProperty(Actor::Property::SIZE, actorSize);
 
   // Add the actors to the view
-  stage.Add( blue );
-  stage.Add( green );
+  stage.Add(blue);
+  stage.Add(green);
 
   // Render and notify
   application.SendNotification();
@@ -241,31 +247,31 @@ int UtcDaliHitTestAlgorithmOrtho02(void)
 
   {
     HitTestAlgorithm::Results results;
-    HitTest(stage, Vector2( 240.0f, 400.0f ), results, &DefaultIsActorTouchableFunction);
-    DALI_TEST_CHECK( results.actor == green );
-    DALI_TEST_EQUALS( results.actorCoordinates, actorSize * 0.6f, 0.01f, TEST_LOCATION );
+    HitTest(stage, Vector2(240.0f, 400.0f), results, &DefaultIsActorTouchableFunction);
+    DALI_TEST_CHECK(results.actor == green);
+    DALI_TEST_EQUALS(results.actorCoordinates, actorSize * 0.6f, 0.01f, TEST_LOCATION);
   }
 
   {
     HitTestAlgorithm::Results results;
-    HitTest(stage, Vector2( 0.001f, 0.001f ), results, &DefaultIsActorTouchableFunction);
-    DALI_TEST_CHECK( results.actor == blue );
-    DALI_TEST_EQUALS( results.actorCoordinates, Vector2( 0.001f, 0.001f ), 0.001f, TEST_LOCATION );
+    HitTest(stage, Vector2(0.001f, 0.001f), results, &DefaultIsActorTouchableFunction);
+    DALI_TEST_CHECK(results.actor == blue);
+    DALI_TEST_EQUALS(results.actorCoordinates, Vector2(0.001f, 0.001f), 0.001f, TEST_LOCATION);
   }
 
   {
     HitTestAlgorithm::Results results;
     HitTest(stage, stageSize, results, &DefaultIsActorTouchableFunction);
-    DALI_TEST_CHECK( ! results.actor );
-    DALI_TEST_EQUALS( results.actorCoordinates, Vector2::ZERO, TEST_LOCATION );
+    DALI_TEST_CHECK(!results.actor);
+    DALI_TEST_EQUALS(results.actorCoordinates, Vector2::ZERO, TEST_LOCATION);
   }
 
   // Just inside green
   {
     HitTestAlgorithm::Results results;
-    HitTest(stage, stageSize*0.69f, results, &DefaultIsActorTouchableFunction);
-    DALI_TEST_CHECK( results.actor == green );
-    DALI_TEST_EQUALS( results.actorCoordinates, actorSize * 0.98f, 0.01f, TEST_LOCATION );
+    HitTest(stage, stageSize * 0.69f, results, &DefaultIsActorTouchableFunction);
+    DALI_TEST_CHECK(results.actor == green);
+    DALI_TEST_EQUALS(results.actorCoordinates, actorSize * 0.98f, 0.01f, TEST_LOCATION);
   }
 
   END_TEST;
@@ -276,33 +282,33 @@ int UtcDaliHitTestAlgorithmClippingActor(void)
   TestApplication application;
   tet_infoline("Testing Dali::HitTestAlgorithm with a stencil");
 
-  Stage stage = Stage::GetCurrent();
+  Stage stage     = Stage::GetCurrent();
   Actor rootLayer = stage.GetRootLayer();
-  rootLayer.SetProperty( Actor::Property::NAME, "RootLayer" );
+  rootLayer.SetProperty(Actor::Property::NAME, "RootLayer");
 
   // Create a layer
   Layer layer = Layer::New();
-  layer.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
-  layer.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
-  layer.SetProperty( Actor::Property::NAME, "layer" );
-  stage.Add( layer );
+  layer.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  layer.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+  layer.SetProperty(Actor::Property::NAME, "layer");
+  stage.Add(layer);
 
   // Create a clipping actor and add it to the layer.
-  Actor clippingActor = CreateRenderableActor( Dali::BufferImage::WHITE() );
-  clippingActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
-  clippingActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
-  clippingActor.SetProperty( Actor::Property::SIZE, Vector2( 50.0f, 50.0f ) );
-  clippingActor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
-  clippingActor.SetProperty( Actor::Property::NAME, "clippingActor" );
-  layer.Add( clippingActor );
+  Actor clippingActor = CreateRenderableActor();
+  clippingActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  clippingActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+  clippingActor.SetProperty(Actor::Property::SIZE, Vector2(50.0f, 50.0f));
+  clippingActor.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN);
+  clippingActor.SetProperty(Actor::Property::NAME, "clippingActor");
+  layer.Add(clippingActor);
 
   // Create a renderable actor and add it to the clipping actor.
-  Actor childActor = CreateRenderableActor( Dali::BufferImage::WHITE() );
-  childActor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
-  childActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
-  childActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
-  childActor.SetProperty( Actor::Property::NAME, "childActor" );
-  clippingActor.Add( childActor );
+  Actor childActor = CreateRenderableActor();
+  childActor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  childActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  childActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+  childActor.SetProperty(Actor::Property::NAME, "childActor");
+  clippingActor.Add(childActor);
 
   // Render and notify
   application.SendNotification();
@@ -310,14 +316,78 @@ int UtcDaliHitTestAlgorithmClippingActor(void)
 
   // Hit within clippingActor and childActor.
   HitTestAlgorithm::Results results;
-  HitTest( stage, Vector2( 10.0f, 10.0f ), results, &DefaultIsActorTouchableFunction );
-  DALI_TEST_CHECK( results.actor == childActor );
-  tet_printf( "Hit: %s\n", ( results.actor ? results.actor.GetProperty< std::string >( Actor::Property::NAME ).c_str() : "NULL" ) );
+  HitTest(stage, Vector2(10.0f, 10.0f), results, &DefaultIsActorTouchableFunction);
+  DALI_TEST_CHECK(results.actor == childActor);
+  tet_printf("Hit: %s\n", (results.actor ? results.actor.GetProperty<std::string>(Actor::Property::NAME).c_str() : "NULL"));
+
+  // Hit within childActor but outside of clippingActor, should hit the root-layer instead.
+  HitTest(stage, Vector2(60.0f, 60.0f), results, &DefaultIsActorTouchableFunction);
+  DALI_TEST_CHECK(results.actor == rootLayer);
+  tet_printf("Hit: %s\n", (results.actor ? results.actor.GetProperty<std::string>(Actor::Property::NAME).c_str() : "NULL"));
+
+  END_TEST;
+}
+
+int UtcDaliHitTestAlgorithmClippingActorStress(void)
+{
+  TestApplication application;
+  tet_infoline("Testing Dali::HitTestAlgorithm with many many stencil");
+
+  Stage stage     = Stage::GetCurrent();
+  Actor rootLayer = stage.GetRootLayer();
+  rootLayer.SetProperty(Actor::Property::NAME, "RootLayer");
+
+  // Create a layer
+  Layer layer = Layer::New();
+  layer.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  layer.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+  layer.SetProperty(Actor::Property::NAME, "layer");
+  stage.Add(layer);
+
+  // Create a clipping actor and add it to the layer.
+  Actor clippingActor = CreateRenderableActor();
+  clippingActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  clippingActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+  clippingActor.SetProperty(Actor::Property::SIZE, Vector2(220.0f, 220.0f));
+  clippingActor.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
+  clippingActor.SetProperty(Actor::Property::NAME, "clippingActor");
+  layer.Add(clippingActor);
+
+  // Create a renderable actor and add it to the clipping actor.
+  Actor     latestActor = clippingActor;
+  const int depthMax    = 100;
+  for(int i = 0; i < depthMax; i++)
+  {
+    char tmp[29];
+    sprintf(tmp, "depth%03d", i);
+
+    Actor childActor = CreateRenderableActor();
+    childActor.SetProperty(Actor::Property::SIZE, Vector2(220.0f, 220.0f));
+    childActor.SetProperty(Actor::Property::POSITION, Vector2(200.0f / depthMax, 200.0f / depthMax));
+    childActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+    childActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+    childActor.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
+    childActor.SetProperty(Actor::Property::NAME, tmp);
+
+    latestActor.Add(childActor);
+    latestActor = childActor;
+  }
+  // NOTE : latestActor's TOP_LEFT position become 200.f, 200.0f
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Hit within clippingActor and latestActor.
+  HitTestAlgorithm::Results results;
+  HitTest(stage, Vector2(201.0f, 201.0f), results, &DefaultIsActorTouchableFunction);
+  tet_printf("Hit: %s\n", (results.actor ? results.actor.GetProperty<std::string>(Actor::Property::NAME).c_str() : "NULL"));
+  DALI_TEST_CHECK(results.actor == latestActor);
 
   // Hit within childActor but outside of clippingActor, should hit the root-layer instead.
-  HitTest( stage, Vector2( 60.0f, 60.0f ), results, &DefaultIsActorTouchableFunction);
-  DALI_TEST_CHECK( results.actor == rootLayer );
-  tet_printf( "Hit: %s\n", ( results.actor ? results.actor.GetProperty< std::string >( Actor::Property::NAME ).c_str() : "NULL" ) );
+  HitTest(stage, Vector2(221.0f, 221.0f), results, &DefaultIsActorTouchableFunction);
+  tet_printf("Hit: %s\n", (results.actor ? results.actor.GetProperty<std::string>(Actor::Property::NAME).c_str() : "NULL"));
+  DALI_TEST_CHECK(results.actor == rootLayer);
 
   END_TEST;
 }
@@ -327,34 +397,34 @@ int UtcDaliHitTestAlgorithmOverlay(void)
   TestApplication application;
   tet_infoline("Testing Dali::HitTestAlgorithm with overlay actors");
 
-  Stage stage = Stage::GetCurrent();
-  RenderTaskList renderTaskList = stage.GetRenderTaskList();
-  RenderTask defaultRenderTask = renderTaskList.GetTask(0u);
-  Dali::CameraActor cameraActor = defaultRenderTask.GetCameraActor();
+  Stage             stage             = Stage::GetCurrent();
+  RenderTaskList    renderTaskList    = stage.GetRenderTaskList();
+  RenderTask        defaultRenderTask = renderTaskList.GetTask(0u);
+  Dali::CameraActor cameraActor       = defaultRenderTask.GetCameraActor();
 
-  Vector2 stageSize ( stage.GetSize() );
-  cameraActor.SetOrthographicProjection( stageSize );
-  cameraActor.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, 1600.0f));
+  Vector2 stageSize(stage.GetSize());
+  cameraActor.SetOrthographicProjection(stageSize);
+  cameraActor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 1600.0f));
 
-  Vector2 actorSize( stageSize * 0.5f );
+  Vector2 actorSize(stageSize * 0.5f);
   // Create two actors with half the size of the stage and set them to be partially overlapping
   Actor blue = Actor::New();
-  blue.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
-  blue.SetProperty( Actor::Property::NAME, "Blue" );
-  blue.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  blue.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3(1.0f/3.0f, 1.0f/3.0f, 0.5f) );
-  blue.SetProperty( Actor::Property::SIZE, actorSize );
-  blue.SetProperty( Actor::Property::POSITION_Z, 30.0f);
-
-  Actor green = Actor::New( );
-  green.SetProperty( Actor::Property::NAME, "Green" );
-  green.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  green.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3(2.0f/3.0f, 2.0f/3.0f, 0.5f) );
-  green.SetProperty( Actor::Property::SIZE, actorSize );
+  blue.SetProperty(Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D);
+  blue.SetProperty(Actor::Property::NAME, "Blue");
+  blue.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  blue.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(1.0f / 3.0f, 1.0f / 3.0f, 0.5f));
+  blue.SetProperty(Actor::Property::SIZE, actorSize);
+  blue.SetProperty(Actor::Property::POSITION_Z, 30.0f);
+
+  Actor green = Actor::New();
+  green.SetProperty(Actor::Property::NAME, "Green");
+  green.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  green.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(2.0f / 3.0f, 2.0f / 3.0f, 0.5f));
+  green.SetProperty(Actor::Property::SIZE, actorSize);
 
   // Add the actors to the view
-  stage.Add( blue );
-  stage.Add( green );
+  stage.Add(blue);
+  stage.Add(green);
 
   // Render and notify
   application.SendNotification();
@@ -365,17 +435,268 @@ int UtcDaliHitTestAlgorithmOverlay(void)
 
   //Hit in the intersection. Should pick the blue actor since it is an overlay.
   HitTest(stage, stageSize / 2.0f, results, &DefaultIsActorTouchableFunction);
-  DALI_TEST_CHECK( results.actor == blue );
-  DALI_TEST_EQUALS( results.actorCoordinates, actorSize * 5.0f/6.0f, TEST_LOCATION );
+  DALI_TEST_CHECK(results.actor == blue);
+  DALI_TEST_EQUALS(results.actorCoordinates, actorSize * 5.0f / 6.0f, TEST_LOCATION);
 
   //Hit in the blue actor
   HitTest(stage, stageSize / 3.0f, results, &DefaultIsActorTouchableFunction);
-  DALI_TEST_CHECK( results.actor == blue );
-  DALI_TEST_EQUALS( results.actorCoordinates, actorSize * 0.5f, TEST_LOCATION );
+  DALI_TEST_CHECK(results.actor == blue);
+  DALI_TEST_EQUALS(results.actorCoordinates, actorSize * 0.5f, TEST_LOCATION);
 
   //Hit in the green actor
   HitTest(stage, stageSize * 2.0f / 3.0f, results, &DefaultIsActorTouchableFunction);
-  DALI_TEST_CHECK( results.actor == green );
-  DALI_TEST_EQUALS( results.actorCoordinates, actorSize * 0.5f, TEST_LOCATION );
+  DALI_TEST_CHECK(results.actor == green);
+  DALI_TEST_EQUALS(results.actorCoordinates, actorSize * 0.5f, TEST_LOCATION);
+
+  // Create new actor child as blue. It will be shown over the blue, and green.
+  Actor red = Actor::New();
+  red.SetProperty(Actor::Property::NAME, "Red");
+  red.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  red.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  red.SetProperty(Actor::Property::POSITION, Vector2(actorSize.x * 5.0f / 6.0f, -actorSize.y * 1.0f / 6.0f));
+  red.SetProperty(Actor::Property::SIZE, actorSize);
+
+  blue.Add(red);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render(0);
+  application.Render(10);
+
+  //Hit in the intersection red, green, blue. Should pick the red actor since it is an child of overlay.
+  HitTest(stage, Vector2(stageSize.x * 13.0f / 24.0f, stageSize.y * 11.0f / 24.0f), results, &DefaultIsActorTouchableFunction);
+  tet_printf("%d %d %d , %f %f\n", results.actor == red ? 1 : 0, results.actor == green ? 1 : 0, results.actor == blue ? 1 : 0, results.actorCoordinates.x, results.actorCoordinates.y);
+  DALI_TEST_CHECK(results.actor == red);
+  DALI_TEST_EQUALS(results.actorCoordinates, Vector2(actorSize.x * 1.0f / 12.0f, actorSize.y * 11.0f / 12.0f), TEST_LOCATION);
+
+  //Hit in the intersection red, blue. Should pick the red actor since it is an child of blue.
+  HitTest(stage, Vector2(stageSize.x * 13.0f / 24.0f, stageSize.y * 9.0f / 24.0f), results, &DefaultIsActorTouchableFunction);
+  tet_printf("%d %d %d , %f %f\n", results.actor == red ? 1 : 0, results.actor == green ? 1 : 0, results.actor == blue ? 1 : 0, results.actorCoordinates.x, results.actorCoordinates.y);
+  DALI_TEST_CHECK(results.actor == red);
+  DALI_TEST_EQUALS(results.actorCoordinates, Vector2(actorSize.x * 1.0f / 12.0f, actorSize.y * 9.0f / 12.0f), TEST_LOCATION);
+
+  //Hit in the intersection red, green. Should pick the red actor since it is an child of overlay.
+  HitTest(stage, Vector2(stageSize.x * 15.0f / 24.0f, stageSize.y * 11.0f / 24.0f), results, &DefaultIsActorTouchableFunction);
+  tet_printf("%d %d %d , %f %f\n", results.actor == red ? 1 : 0, results.actor == green ? 1 : 0, results.actor == blue ? 1 : 0, results.actorCoordinates.x, results.actorCoordinates.y);
+  DALI_TEST_CHECK(results.actor == red);
+  DALI_TEST_EQUALS(results.actorCoordinates, Vector2(actorSize.x * 3.0f / 12.0f, actorSize.y * 11.0f / 12.0f), TEST_LOCATION);
+
+  //Hit in the intersection blue, green. Should pick the blue actor since it is an overlay.
+  HitTest(stage, Vector2(stageSize.x * 11.0f / 24.0f, stageSize.y * 13.0f / 24.0f), results, &DefaultIsActorTouchableFunction);
+  tet_printf("%d %d %d , %f %f\n", results.actor == red ? 1 : 0, results.actor == green ? 1 : 0, results.actor == blue ? 1 : 0, results.actorCoordinates.x, results.actorCoordinates.y);
+  DALI_TEST_CHECK(results.actor == blue);
+  DALI_TEST_EQUALS(results.actorCoordinates, Vector2(actorSize.x * 9.0f / 12.0f, actorSize.y * 11.0f / 12.0f), TEST_LOCATION);
+
+  // Change blue's draw mode as normal. now blue < red < green
+  blue.SetProperty(Actor::Property::DRAW_MODE, DrawMode::NORMAL);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render(0);
+  application.Render(10);
+
+  //Hit in the intersection red, green, blue. Should pick the green actor since it is latest ordered actor.
+  HitTest(stage, Vector2(stageSize.x * 13.0f / 24.0f, stageSize.y * 11.0f / 24.0f), results, &DefaultIsActorTouchableFunction);
+  tet_printf("%d %d %d , %f %f\n", results.actor == red ? 1 : 0, results.actor == green ? 1 : 0, results.actor == blue ? 1 : 0, results.actorCoordinates.x, results.actorCoordinates.y);
+  DALI_TEST_CHECK(results.actor == green);
+  DALI_TEST_EQUALS(results.actorCoordinates, Vector2(actorSize.x * 3.0f / 12.0f, actorSize.y * 1.0f / 12.0f), TEST_LOCATION);
+
+  //Hit in the intersection red, blue. Should pick the red actor since it is an child of blue.
+  HitTest(stage, Vector2(stageSize.x * 13.0f / 24.0f, stageSize.y * 9.0f / 24.0f), results, &DefaultIsActorTouchableFunction);
+  tet_printf("%d %d %d , %f %f\n", results.actor == red ? 1 : 0, results.actor == green ? 1 : 0, results.actor == blue ? 1 : 0, results.actorCoordinates.x, results.actorCoordinates.y);
+  DALI_TEST_CHECK(results.actor == red);
+  DALI_TEST_EQUALS(results.actorCoordinates, Vector2(actorSize.x * 1.0f / 12.0f, actorSize.y * 9.0f / 12.0f), TEST_LOCATION);
+
+  //Hit in the intersection red, green. Should pick the green actor since it is latest ordered actor.
+  HitTest(stage, Vector2(stageSize.x * 15.0f / 24.0f, stageSize.y * 11.0f / 24.0f), results, &DefaultIsActorTouchableFunction);
+  tet_printf("%d %d %d , %f %f\n", results.actor == red ? 1 : 0, results.actor == green ? 1 : 0, results.actor == blue ? 1 : 0, results.actorCoordinates.x, results.actorCoordinates.y);
+  DALI_TEST_CHECK(results.actor == green);
+  DALI_TEST_EQUALS(results.actorCoordinates, Vector2(actorSize.x * 5.0f / 12.0f, actorSize.y * 1.0f / 12.0f), TEST_LOCATION);
+
+  //Hit in the intersection blue, green. Should pick the green actor since it is latest ordered actor.
+  HitTest(stage, Vector2(stageSize.x * 11.0f / 24.0f, stageSize.y * 13.0f / 24.0f), results, &DefaultIsActorTouchableFunction);
+  tet_printf("%d %d %d , %f %f\n", results.actor == red ? 1 : 0, results.actor == green ? 1 : 0, results.actor == blue ? 1 : 0, results.actorCoordinates.x, results.actorCoordinates.y);
+  DALI_TEST_CHECK(results.actor == green);
+  DALI_TEST_EQUALS(results.actorCoordinates, Vector2(actorSize.x * 1.0f / 12.0f, actorSize.y * 3.0f / 12.0f), TEST_LOCATION);
+  END_TEST;
+}
+
+int UtcDaliHitTestAlgorithmDoesWantedHitTest(void)
+{
+  TestApplication application;
+  tet_infoline("Testing Dali::HitTestAlgorithm with does wanted to HitTest");
+
+  Stage             stage             = Stage::GetCurrent();
+  RenderTaskList    renderTaskList    = stage.GetRenderTaskList();
+  RenderTask        defaultRenderTask = renderTaskList.GetTask(0u);
+  Dali::CameraActor cameraActor       = defaultRenderTask.GetCameraActor();
+
+  Vector2 stageSize(stage.GetSize());
+  cameraActor.SetOrthographicProjection(stageSize);
+  cameraActor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 1600.0f));
+
+  Vector2 actorSize(stageSize * 0.5f);
+  // Create two actors with half the size of the stage and set them to be overlapping
+  Actor blue = Actor::New();
+  blue.SetProperty(Actor::Property::NAME, "Blue");
+  blue.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  blue.SetProperty(Actor::Property::PARENT_ORIGIN, AnchorPoint::CENTER);
+  blue.SetProperty(Actor::Property::SIZE, actorSize);
+
+  Actor green = Actor::New();
+  green.SetProperty(Actor::Property::NAME, "Green");
+  green.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  green.SetProperty(Actor::Property::PARENT_ORIGIN, AnchorPoint::CENTER);
+  green.SetProperty(Actor::Property::SIZE, actorSize);
+
+  // Add the actors to the view
+  stage.Add(blue);
+  stage.Add(green);
+
+  // connect to its hit-test signal
+  Dali::DevelActor::HitTestResultSignal(green).Connect(TestHitTestTouchCallback);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render(0);
+  application.Render(10);
+
+  gHitTestTouchCallBackCalled = false;
+
+  HitTestAlgorithm::Results results;
+  HitTest(stage, stageSize / 2.0f, results, &DefaultIsActorTouchableFunction);
+
+  // check hit-test events
+  // The green actor received an event that the green actor was hit.
+  DALI_TEST_CHECK(gHitTestTouchCallBackCalled == true);
+  // The green actor passed the hit-test. So blue was the final hit.
+  DALI_TEST_CHECK(results.actor == blue);
+
+  END_TEST;
+}
+
+int UtcDaliHitTestAlgorithmOrder(void)
+{
+  TestApplication application;
+  tet_infoline("Testing Dali::HitTestAlgorithm between On/Off render task");
+
+  Stage   stage = Stage::GetCurrent();
+  Vector2 stageSize(stage.GetSize());
+
+  Actor blue                                        = Actor::New();
+  blue[Dali::Actor::Property::NAME]                 = "Blue";
+  blue[Dali::Actor::Property::ANCHOR_POINT]         = AnchorPoint::CENTER;
+  blue[Dali::Actor::Property::PARENT_ORIGIN]        = ParentOrigin::CENTER;
+  blue[Dali::Actor::Property::WIDTH_RESIZE_POLICY]  = ResizePolicy::FILL_TO_PARENT;
+  blue[Dali::Actor::Property::HEIGHT_RESIZE_POLICY] = ResizePolicy::FILL_TO_PARENT;
+
+  Actor green                                        = Actor::New();
+  green[Dali::Actor::Property::NAME]                 = "Green";
+  green[Dali::Actor::Property::ANCHOR_POINT]         = AnchorPoint::CENTER;
+  green[Dali::Actor::Property::PARENT_ORIGIN]        = ParentOrigin::CENTER;
+  green[Dali::Actor::Property::WIDTH_RESIZE_POLICY]  = ResizePolicy::FILL_TO_PARENT;
+  green[Dali::Actor::Property::HEIGHT_RESIZE_POLICY] = ResizePolicy::FILL_TO_PARENT;
+
+  stage.Add(blue);
+  stage.Add(green);
+
+  RenderTaskList renderTaskList = stage.GetRenderTaskList();
+  RenderTask     offRenderTask  = renderTaskList.CreateTask();
+
+  Dali::CameraActor cameraActor                     = Dali::CameraActor::New(stageSize);
+  cameraActor[Dali::Actor::Property::ANCHOR_POINT]  = AnchorPoint::CENTER;
+  cameraActor[Dali::Actor::Property::PARENT_ORIGIN] = ParentOrigin::CENTER;
+  stage.Add(cameraActor);
+
+  offRenderTask.SetExclusive(true);
+  offRenderTask.SetInputEnabled(true);
+  offRenderTask.SetCameraActor(cameraActor);
+  offRenderTask.SetSourceActor(green);
+  offRenderTask.SetScreenToFrameBufferMappingActor(green);
+
+  Dali::Texture texture      = Dali::Texture::New(TextureType::TEXTURE_2D, Pixel::RGB888, unsigned(stageSize.width), unsigned(stageSize.height));
+  FrameBuffer   renderTarget = FrameBuffer::New(stageSize.width, stageSize.height, FrameBuffer::Attachment::DEPTH);
+  renderTarget.AttachColorTexture(texture);
+  offRenderTask.SetFrameBuffer(renderTarget);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render(10);
+
+  HitTestAlgorithm::Results results;
+  HitTest(stage, stageSize / 2.0f, results, &DefaultIsActorTouchableFunction);
+  DALI_TEST_CHECK(results.actor == green);
+
+  END_TEST;
+}
+
+int UtcDaliHitTestAlgorithmBuildPickingRay01(void)
+{
+  TestApplication application;
+  tet_infoline("Testing Dali::HitTestAlgorithm::BuildPickingRay positive test");
+
+  Stage             stage             = Stage::GetCurrent();
+  RenderTaskList    renderTaskList    = stage.GetRenderTaskList();
+  RenderTask        defaultRenderTask = renderTaskList.GetTask(0u);
+  Dali::CameraActor cameraActor       = defaultRenderTask.GetCameraActor();
+
+  Vector2 stageSize(stage.GetSize());
+
+  Vector2 actorSize(stageSize * 0.5f);
+  // Create two actors with half the size of the stage and set them to be overlapping
+  Actor blue = Actor::New();
+  blue.SetProperty(Actor::Property::NAME, "Blue");
+  blue.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  blue.SetProperty(Actor::Property::PARENT_ORIGIN, AnchorPoint::CENTER);
+  blue.SetProperty(Actor::Property::SIZE, actorSize);
+
+  Actor green = Actor::New();
+  green.SetProperty(Actor::Property::NAME, "Green");
+  green.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  green.SetProperty(Actor::Property::PARENT_ORIGIN, AnchorPoint::CENTER);
+  green.SetProperty(Actor::Property::SIZE, actorSize);
+
+  // Add the actors to the view
+  stage.Add(blue);
+  stage.Add(green);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render(0);
+
+  Vector2 screenCoords(stageSize * 0.5f); // touch center of screen
+  Vector3 origin;
+  Vector3 direction;
+  bool    built = HitTestAlgorithm::BuildPickingRay(defaultRenderTask, screenCoords, origin, direction);
+
+  Vector3 camPos = cameraActor[Actor::Property::POSITION];
+  DALI_TEST_EQUALS(built, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(camPos, origin, TEST_LOCATION);
+  direction.Normalize();
+  DALI_TEST_EQUALS(direction, -Vector3::ZAXIS, 0.01f, TEST_LOCATION);
+
+  screenCoords.x = stageSize.width * 0.75f;
+  built          = HitTestAlgorithm::BuildPickingRay(defaultRenderTask, screenCoords, origin, direction);
+  DALI_TEST_EQUALS(built, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(camPos, origin, TEST_LOCATION);
+  direction.Normalize();
+  DALI_TEST_EQUALS(direction, Vector3(0.075f, 0.0f, -1.0f), 0.01f, TEST_LOCATION);
+
+  screenCoords.x = 0.0f;
+  screenCoords.y = 0.0f;
+  built          = HitTestAlgorithm::BuildPickingRay(defaultRenderTask, screenCoords, origin, direction);
+  DALI_TEST_EQUALS(built, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(camPos, origin, TEST_LOCATION);
+  direction.Normalize();
+  DALI_TEST_EQUALS(direction, Vector3(-0.144f, -0.24f, -0.96f), 0.01f, TEST_LOCATION);
+
+  screenCoords.x = stageSize.width;
+  screenCoords.y = stageSize.height;
+  built          = HitTestAlgorithm::BuildPickingRay(defaultRenderTask, screenCoords, origin, direction);
+  DALI_TEST_EQUALS(built, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(camPos, origin, TEST_LOCATION);
+  direction.Normalize();
+  DALI_TEST_EQUALS(direction, Vector3(0.144f, 0.24f, -0.96f), 0.01f, TEST_LOCATION);
+
   END_TEST;
 }