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- #define GLM_ENABLE_EXPERIMENTAL
- #include <glm/glm.hpp>
- #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;
- glm::vec3 const Orig(0, 0, 2);
- glm::vec3 const Dir(0, 0, -1);
- glm::vec3 const Vert0(0, 0, 0);
- glm::vec3 const Vert1(-1, -1, 0);
- glm::vec3 const Vert2(1, -1, 0);
- glm::vec2 BaryPosition(0);
- float Distance = 0;
- bool const Result = glm::intersectRayTriangle(Orig, Dir, Vert0, Vert1, Vert2, BaryPosition, Distance);
- Error += glm::all(glm::epsilonEqual(BaryPosition, glm::vec2(0), std::numeric_limits<float>::epsilon())) ? 0 : 1;
- Error += glm::abs(Distance - 2.f) <= std::numeric_limits<float>::epsilon() ? 0 : 1;
- Error += Result ? 0 : 1;
- return Error;
- }
- int test_intersectLineTriangle()
- {
- int Error = 0;
- glm::vec3 const Orig(0, 0, 2);
- glm::vec3 const Dir(0, 0, -1);
- glm::vec3 const Vert0(0, 0, 0);
- glm::vec3 const Vert1(-1, -1, 0);
- glm::vec3 const Vert2(1, -1, 0);
- glm::vec3 Position(2.0f, 0.0f, 0.0f);
- bool const Result = glm::intersectLineTriangle(Orig, Dir, Vert0, Vert1, Vert2, Position);
- Error += glm::all(glm::epsilonEqual(Position, glm::vec3(2.0f, 0.0f, 0.0f), std::numeric_limits<float>::epsilon())) ? 0 : 1;
- Error += Result ? 0 : 1;
- return Error;
- }
- int main()
- {
- int Error = 0;
- Error += test_intersectRayPlane();
- Error += test_intersectRayTriangle();
- Error += test_intersectLineTriangle();
- return Error;
- }
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