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			89 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			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; | ||
|  | } |