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@ -3,6 +3,39 @@ |
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#include <glm/gtc/epsilon.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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{ |
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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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int Error = 0; |
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Error += test_intersectRayPlane(); |
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Error += test_intersectRayTriangle(); |
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Error += test_intersectLineTriangle(); |
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