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Running
on
Zero
Running
on
Zero
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; | |
} | |