glm/test/gtx/gtx_intersect.cpp

89 lines
2.5 KiB
C++

#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;
}