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bugfix intersection ray/plane, added related tests
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7c07544b34
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@ -13,10 +13,13 @@ namespace glm
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typename genType::value_type d = glm::dot(dir, planeNormal);
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typename genType::value_type d = glm::dot(dir, planeNormal);
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typename genType::value_type Epsilon = std::numeric_limits<typename genType::value_type>::epsilon();
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typename genType::value_type Epsilon = std::numeric_limits<typename genType::value_type>::epsilon();
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if(d < -Epsilon)
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if(glm::abs(d) > Epsilon) // if dir and planeNormal are not perpendicular
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{
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{
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intersectionDistance = glm::dot(planeOrig - orig, planeNormal) / d;
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typename genType::value_type const tmp_intersectionDistance = glm::dot(planeOrig - orig, planeNormal) / d;
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return true;
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if (tmp_intersectionDistance > static_cast<typename genType::value_type>(0)) { // allow only intersections
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intersectionDistance = tmp_intersectionDistance;
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return true;
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}
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}
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}
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return false;
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return false;
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@ -3,6 +3,39 @@
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#include <glm/gtc/epsilon.hpp>
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#include <glm/gtc/epsilon.hpp>
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#include <glm/gtx/intersect.hpp>
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#include <glm/gtx/intersect.hpp>
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int test_intersectRayPlane()
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{
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int Error = 0;
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glm::vec3 const PlaneOrigin(0, 0, 1);
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glm::vec3 const PlaneNormal(0, 0, -1);
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glm::vec3 const RayOrigin(0, 0, 0);
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glm::vec3 const RayDir(0, 0, 1);
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// check that inversion of the plane normal has no effect
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{
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float Distance = 0;
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bool const Result = glm::intersectRayPlane(RayOrigin, RayDir, PlaneOrigin, PlaneNormal, Distance);
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Error += glm::abs(Distance - 1.f) <= std::numeric_limits<float>::epsilon() ? 0 : 1;
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Error += Result ? 0 : 1;
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}
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{
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float Distance = 0;
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bool const Result = glm::intersectRayPlane(RayOrigin, RayDir, PlaneOrigin, -1.f * PlaneNormal, Distance);
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Error += glm::abs(Distance - 1.f) <= std::numeric_limits<float>::epsilon() ? 0 : 1;
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Error += Result ? 0 : 1;
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}
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// check if plane is before of behind the ray origin
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{
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float Distance = 9.9999f; // value should not be changed
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bool const Result = glm::intersectRayPlane(RayOrigin, RayDir, -1.f * PlaneOrigin, PlaneNormal, Distance);
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Error += glm::abs(Distance - 9.9999f) <= std::numeric_limits<float>::epsilon() ? 0 : 1;
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Error += Result ? 1 : 0; // there is no intersection in front of the ray origin, only behind
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}
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return Error;
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}
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int test_intersectRayTriangle()
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int test_intersectRayTriangle()
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{
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{
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int Error = 0;
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int Error = 0;
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@ -47,6 +80,7 @@ int main()
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{
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{
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int Error = 0;
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int Error = 0;
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Error += test_intersectRayPlane();
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Error += test_intersectRayTriangle();
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Error += test_intersectRayTriangle();
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Error += test_intersectLineTriangle();
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Error += test_intersectLineTriangle();
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