|
|
@@ -3,6 +3,39 @@
|
|
|
#include <glm/gtc/epsilon.hpp>
|
|
|
#include <glm/gtx/intersect.hpp>
|
|
|
|
|
|
+int test_intersectRayPlane()
|
|
|
+{
|
|
|
+ int Error = 0;
|
|
|
+ glm::vec3 const PlaneOrigin(0, 0, 1);
|
|
|
+ glm::vec3 const PlaneNormal(0, 0, -1);
|
|
|
+ glm::vec3 const RayOrigin(0, 0, 0);
|
|
|
+ glm::vec3 const RayDir(0, 0, 1);
|
|
|
+
|
|
|
+ // check that inversion of the plane normal has no effect
|
|
|
+ {
|
|
|
+ float Distance = 0;
|
|
|
+ bool const Result = glm::intersectRayPlane(RayOrigin, RayDir, PlaneOrigin, PlaneNormal, Distance);
|
|
|
+ Error += glm::abs(Distance - 1.f) <= std::numeric_limits<float>::epsilon() ? 0 : 1;
|
|
|
+ Error += Result ? 0 : 1;
|
|
|
+ }
|
|
|
+ {
|
|
|
+ float Distance = 0;
|
|
|
+ bool const Result = glm::intersectRayPlane(RayOrigin, RayDir, PlaneOrigin, -1.f * PlaneNormal, Distance);
|
|
|
+ Error += glm::abs(Distance - 1.f) <= std::numeric_limits<float>::epsilon() ? 0 : 1;
|
|
|
+ Error += Result ? 0 : 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ // check if plane is before of behind the ray origin
|
|
|
+ {
|
|
|
+ float Distance = 9.9999f; // value should not be changed
|
|
|
+ bool const Result = glm::intersectRayPlane(RayOrigin, RayDir, -1.f * PlaneOrigin, PlaneNormal, Distance);
|
|
|
+ Error += glm::abs(Distance - 9.9999f) <= std::numeric_limits<float>::epsilon() ? 0 : 1;
|
|
|
+ Error += Result ? 1 : 0; // there is no intersection in front of the ray origin, only behind
|
|
|
+ }
|
|
|
+
|
|
|
+ return Error;
|
|
|
+}
|
|
|
+
|
|
|
int test_intersectRayTriangle()
|
|
|
{
|
|
|
int Error = 0;
|
|
|
@@ -47,6 +80,7 @@ int main()
|
|
|
{
|
|
|
int Error = 0;
|
|
|
|
|
|
+ Error += test_intersectRayPlane();
|
|
|
Error += test_intersectRayTriangle();
|
|
|
Error += test_intersectLineTriangle();
|
|
|
|