#define GLM_ENABLE_EXPERIMENTAL #include #include #include static 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::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::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::epsilon() ? 0 : 1; Error += Result ? 1 : 0; // there is no intersection in front of the ray origin, only behind } return Error; } static 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::epsilon())) ? 0 : 1; Error += glm::abs(Distance - 2.f) <= std::numeric_limits::epsilon() ? 0 : 1; Error += Result ? 0 : 1; return Error; } static 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::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; }