#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/glm.hpp>
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#include <glm/gtc/epsilon.hpp>
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#include <glm/gtx/intersect.hpp>
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int test_intersectRayTriangle()
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{
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int Error = 0;
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glm::vec3 const Orig(0, 0, 2);
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glm::vec3 const Dir(0, 0, -1);
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glm::vec3 const Vert0(0, 0, 0);
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glm::vec3 const Vert1(-1, -1, 0);
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glm::vec3 const Vert2(1, -1, 0);
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glm::vec2 BaryPosition(0);
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float Distance = 0;
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bool const Result = glm::intersectRayTriangle(Orig, Dir, Vert0, Vert1, Vert2, BaryPosition, Distance);
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Error += glm::all(glm::epsilonEqual(BaryPosition, glm::vec2(0), std::numeric_limits<float>::epsilon())) ? 0 : 1;
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Error += glm::abs(Distance - 2.f) <= std::numeric_limits<float>::epsilon() ? 0 : 1;
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Error += Result ? 0 : 1;
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return Error;
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}
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int test_intersectLineTriangle()
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{
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int Error = 0;
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glm::vec3 const Orig(0, 0, 2);
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glm::vec3 const Dir(0, 0, -1);
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glm::vec3 const Vert0(0, 0, 0);
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glm::vec3 const Vert1(-1, -1, 0);
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glm::vec3 const Vert2(1, -1, 0);
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glm::vec3 Position(2.0f, 0.0f, 0.0f);
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bool const Result = glm::intersectLineTriangle(Orig, Dir, Vert0, Vert1, Vert2, Position);
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Error += glm::all(glm::epsilonEqual(Position, glm::vec3(2.0f, 0.0f, 0.0f), std::numeric_limits<float>::epsilon())) ? 0 : 1;
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Error += Result ? 0 : 1;
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return Error;
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}
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int main()
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{
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int Error = 0;
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Error += test_intersectRayTriangle();
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Error += test_intersectLineTriangle();
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return Error;
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}
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