Add documentation for collision detection and mesh classes

Co-authored-by: orange-cpp <59374393+orange-cpp@users.noreply.github.com>
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# `omath::primitives::Mesh` — 3D mesh with transformation support
> Header: `omath/3d_primitives/mesh.hpp`
> Namespace: `omath::primitives`
> Depends on: `omath::Vector3<T>`, `omath::Mat4X4`, `omath::Triangle<Vector3<T>>`
> Purpose: represent and transform 3D meshes in different engine coordinate systems
---
## Overview
`Mesh` represents a 3D polygonal mesh with vertex data and transformation capabilities. It stores:
* **Vertex buffer (VBO)** — array of 3D vertex positions
* **Index buffer (VAO)** — array of triangular faces (indices into VBO)
* **Transformation** — position, rotation, and scale with caching
The mesh supports transformation from local space to world space using engine-specific coordinate systems through the `MeshTrait` template parameter.
---
## Template Declaration
```cpp
template<class Mat4X4, class RotationAngles, class MeshTypeTrait, class Type = float>
class Mesh final;
```
### Template Parameters
* `Mat4X4` — Matrix type for transformations (typically `omath::Mat4X4`)
* `RotationAngles` — Rotation representation (e.g., `ViewAngles` with pitch/yaw/roll)
* `MeshTypeTrait` — Engine-specific transformation trait (see [Engine Traits](#engine-traits))
* `Type` — Scalar type for vertex coordinates (default `float`)
---
## Type Aliases
```cpp
using NumericType = Type;
```
Common engine-specific aliases:
```cpp
// Source Engine
using Mesh = omath::primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, float>;
// Unity Engine
using Mesh = omath::primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, float>;
// Unreal Engine
using Mesh = omath::primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, float>;
// Frostbite, IW Engine, OpenGL similar...
```
Use the pre-defined type aliases in engine namespaces:
```cpp
using namespace omath::source_engine;
Mesh my_mesh = /* ... */; // Uses SourceEngine::Mesh
```
---
## Data Members
### Vertex Data
```cpp
std::vector<Vector3<NumericType>> m_vertex_buffer; // VBO: vertex positions
std::vector<Vector3<std::size_t>> m_vertex_array_object; // VAO: face indices
```
* `m_vertex_buffer` — array of vertex positions in **local space**
* `m_vertex_array_object` — array of triangular faces, each containing 3 indices into `m_vertex_buffer`
**Public access**: These members are public for direct manipulation when needed.
---
## Constructor
```cpp
Mesh(std::vector<Vector3<NumericType>> vbo,
std::vector<Vector3<std::size_t>> vao,
Vector3<NumericType> scale = {1, 1, 1});
```
Creates a mesh from vertex and index data.
**Parameters**:
* `vbo` — vertex buffer (moved into mesh)
* `vao` — index buffer / vertex array object (moved into mesh)
* `scale` — initial scale (default `{1, 1, 1}`)
**Example**:
```cpp
std::vector<Vector3<float>> vertices = {
{0, 0, 0}, {1, 0, 0}, {0, 1, 0}, {0, 0, 1}
};
std::vector<Vector3<std::size_t>> faces = {
{0, 1, 2}, // Triangle 1
{0, 1, 3}, // Triangle 2
{0, 2, 3}, // Triangle 3
{1, 2, 3} // Triangle 4
};
using namespace omath::source_engine;
Mesh tetrahedron(std::move(vertices), std::move(faces));
```
---
## Transformation Methods
### Setting Transform Components
```cpp
void set_origin(const Vector3<NumericType>& new_origin);
void set_scale(const Vector3<NumericType>& new_scale);
void set_rotation(const RotationAngles& new_rotation_angles);
```
Update the mesh's transformation. **Side effect**: invalidates the cached transformation matrix, which will be recomputed on the next `get_to_world_matrix()` call.
**Example**:
```cpp
mesh.set_origin({10, 0, 5});
mesh.set_scale({2, 2, 2});
ViewAngles angles;
angles.pitch = PitchAngle::from_degrees(45.0f);
angles.yaw = YawAngle::from_degrees(30.0f);
mesh.set_rotation(angles);
```
### Getting Transform Components
```cpp
[[nodiscard]] const Vector3<NumericType>& get_origin() const;
[[nodiscard]] const Vector3<NumericType>& get_scale() const;
[[nodiscard]] const RotationAngles& get_rotation_angles() const;
```
Retrieve current transformation components.
### Transformation Matrix
```cpp
[[nodiscard]] const Mat4X4& get_to_world_matrix() const;
```
Returns the cached local-to-world transformation matrix. The matrix is computed lazily on first access after any transformation change:
```
M = Translation(origin) × Scale(scale) × Rotation(angles)
```
The rotation matrix is computed using the engine-specific `MeshTrait::rotation_matrix()` method.
**Caching**: The matrix is stored in a `mutable std::optional` and recomputed only when invalidated by `set_*` methods.
---
## Vertex Transformation
### `vertex_to_world_space`
```cpp
[[nodiscard]]
Vector3<float> vertex_to_world_space(const Vector3<float>& vertex) const;
```
Transforms a vertex from local space to world space by multiplying with the transformation matrix.
**Algorithm**:
1. Convert vertex to column matrix: `[x, y, z, 1]ᵀ`
2. Multiply by transformation matrix: `M × vertex`
3. Extract the resulting 3D position
**Usage**:
```cpp
Vector3<float> local_vertex{1, 0, 0};
Vector3<float> world_vertex = mesh.vertex_to_world_space(local_vertex);
```
**Note**: This is used internally by `MeshCollider` to provide world-space support functions for GJK/EPA.
---
## Face Transformation
### `make_face_in_world_space`
```cpp
[[nodiscard]]
Triangle<Vector3<float>> make_face_in_world_space(
const std::vector<Vector3<std::size_t>>::const_iterator vao_iterator
) const;
```
Creates a triangle in world space from a face index iterator.
**Parameters**:
* `vao_iterator` — iterator to an element in `m_vertex_array_object`
**Returns**: `Triangle` with all three vertices transformed to world space.
**Example**:
```cpp
for (auto it = mesh.m_vertex_array_object.begin();
it != mesh.m_vertex_array_object.end();
++it) {
Triangle<Vector3<float>> world_triangle = mesh.make_face_in_world_space(it);
// Render or process the triangle
}
```
---
## Usage Examples
### Creating a Box Mesh
```cpp
using namespace omath::source_engine;
std::vector<Vector3<float>> box_vbo = {
// Bottom face
{-0.5f, -0.5f, 0.0f}, { 0.5f, -0.5f, 0.0f},
{ 0.5f, 0.5f, 0.0f}, {-0.5f, 0.5f, 0.0f},
// Top face
{-0.5f, -0.5f, 1.0f}, { 0.5f, -0.5f, 1.0f},
{ 0.5f, 0.5f, 1.0f}, {-0.5f, 0.5f, 1.0f}
};
std::vector<Vector3<std::size_t>> box_vao = {
// Bottom
{0, 1, 2}, {0, 2, 3},
// Top
{4, 6, 5}, {4, 7, 6},
// Sides
{0, 4, 5}, {0, 5, 1},
{1, 5, 6}, {1, 6, 2},
{2, 6, 7}, {2, 7, 3},
{3, 7, 4}, {3, 4, 0}
};
Mesh box(std::move(box_vbo), std::move(box_vao));
box.set_origin({0, 0, 50});
box.set_scale({10, 10, 10});
```
### Transforming Mesh Over Time
```cpp
void update_mesh(Mesh& mesh, float delta_time) {
// Rotate mesh
auto rotation = mesh.get_rotation_angles();
rotation.yaw = YawAngle::from_degrees(
rotation.yaw.as_degrees() + 45.0f * delta_time
);
mesh.set_rotation(rotation);
// Oscillate position
auto origin = mesh.get_origin();
origin.z = 50.0f + 10.0f * std::sin(current_time * 2.0f);
mesh.set_origin(origin);
}
```
### Collision Detection
```cpp
using namespace omath::collision;
using namespace omath::source_engine;
Mesh mesh_a(vbo_a, vao_a);
mesh_a.set_origin({0, 0, 0});
Mesh mesh_b(vbo_b, vao_b);
mesh_b.set_origin({5, 0, 0});
MeshCollider collider_a(std::move(mesh_a));
MeshCollider collider_b(std::move(mesh_b));
auto result = GjkAlgorithm<MeshCollider<Mesh>>::check_collision(
collider_a, collider_b
);
```
### Rendering Transformed Triangles
```cpp
void render_mesh(const Mesh& mesh) {
for (auto it = mesh.m_vertex_array_object.begin();
it != mesh.m_vertex_array_object.end();
++it) {
Triangle<Vector3<float>> tri = mesh.make_face_in_world_space(it);
// Draw triangle with your renderer
draw_triangle(tri.m_vertex1, tri.m_vertex2, tri.m_vertex3);
}
}
```
---
## Engine Traits
Each game engine has a corresponding `MeshTrait` that provides the `rotation_matrix` function:
```cpp
class MeshTrait final {
public:
[[nodiscard]]
static Mat4X4 rotation_matrix(const ViewAngles& rotation);
};
```
### Available Engines
| Engine | Namespace | Header |
|--------|-----------|--------|
| Source Engine | `omath::source_engine` | `engines/source_engine/mesh.hpp` |
| Unity | `omath::unity_engine` | `engines/unity_engine/mesh.hpp` |
| Unreal | `omath::unreal_engine` | `engines/unreal_engine/mesh.hpp` |
| Frostbite | `omath::frostbite_engine` | `engines/frostbite_engine/mesh.hpp` |
| IW Engine | `omath::iw_engine` | `engines/iw_engine/mesh.hpp` |
| OpenGL | `omath::opengl_engine` | `engines/opengl_engine/mesh.hpp` |
**Example** (Source Engine):
```cpp
using namespace omath::source_engine;
// Uses source_engine::MeshTrait automatically
Mesh my_mesh(vertices, indices);
```
See [MeshTrait Documentation](#mesh-trait-documentation) for engine-specific details.
---
## Performance Considerations
### Matrix Caching
The transformation matrix is computed lazily and cached:
* **First access**: O(matrix multiply) ≈ 64 float operations
* **Subsequent access**: O(1) — returns cached matrix
* **Cache invalidation**: Any `set_*` call invalidates the cache
**Best practice**: Batch transformation updates before accessing the matrix:
```cpp
// Good: single matrix recomputation
mesh.set_origin(new_origin);
mesh.set_rotation(new_rotation);
mesh.set_scale(new_scale);
auto matrix = mesh.get_to_world_matrix(); // Computes once
// Bad: three matrix recomputations
mesh.set_origin(new_origin);
auto m1 = mesh.get_to_world_matrix(); // Compute
mesh.set_rotation(new_rotation);
auto m2 = mesh.get_to_world_matrix(); // Compute again
mesh.set_scale(new_scale);
auto m3 = mesh.get_to_world_matrix(); // Compute again
```
### Memory Layout
* **VBO**: Contiguous `std::vector` for cache-friendly access
* **VAO**: Contiguous indices for cache-friendly face iteration
* **Matrix**: Cached in `std::optional` (no allocation)
### Transformation Cost
* `vertex_to_world_space`: ~15-20 FLOPs per vertex (4×4 matrix multiply)
* `make_face_in_world_space`: ~60 FLOPs (3 vertices)
For high-frequency transformations, consider:
* Caching transformed vertices if the mesh doesn't change
* Using simpler proxy geometry for collision
* Batching transformations
---
## Coordinate System Details
Different engines use different coordinate systems:
| Engine | Up Axis | Forward Axis | Handedness |
|--------|---------|--------------|------------|
| Source | +Z | +Y | Right |
| Unity | +Y | +Z | Left |
| Unreal | +Z | +X | Left |
| Frostbite | +Y | +Z | Right |
| IW Engine | +Z | +Y | Right |
| OpenGL | +Y | +Z | Right |
The `MeshTrait::rotation_matrix` function accounts for these differences, ensuring correct transformations in each engine's space.
---
## Limitations & Edge Cases
### Empty Mesh
A mesh with no vertices or faces is valid but not useful:
```cpp
Mesh empty_mesh({}, {}); // Valid but meaningless
```
For collision detection, ensure `m_vertex_buffer` is non-empty.
### Index Validity
No bounds checking is performed on indices in `m_vertex_array_object`. Ensure all indices are valid:
```cpp
assert(face.x < mesh.m_vertex_buffer.size());
assert(face.y < mesh.m_vertex_buffer.size());
assert(face.z < mesh.m_vertex_buffer.size());
```
### Degenerate Triangles
Faces with duplicate indices or collinear vertices will produce degenerate triangles. The mesh doesn't validate this; users must ensure clean geometry.
### Thread Safety
* **Read-only**: Safe to read from multiple threads (including const methods)
* **Modification**: Not thread-safe; synchronize `set_*` calls externally
* **Matrix cache**: Uses `mutable` member; not thread-safe even for const methods
---
## See Also
- [MeshCollider Documentation](../collision/mesh_collider.md) - Collision wrapper for meshes
- [GJK Algorithm Documentation](../collision/gjk_algorithm.md) - Uses mesh for collision detection
- [EPA Algorithm Documentation](../collision/epa_algorithm.md) - Penetration depth with meshes
- [Triangle Documentation](../linear_algebra/triangle.md) - Triangle primitive
- [Mat4X4 Documentation](../linear_algebra/mat.md) - Transformation matrices
- [Box Documentation](box.md) - Box primitive
- [Plane Documentation](plane.md) - Plane primitive
---
## Mesh Trait Documentation
For engine-specific `MeshTrait` details, see:
- [Source Engine MeshTrait](../engines/source_engine/mesh_trait.md)
- [Unity Engine MeshTrait](../engines/unity_engine/mesh_trait.md)
- [Unreal Engine MeshTrait](../engines/unreal_engine/mesh_trait.md)
- [Frostbite Engine MeshTrait](../engines/frostbite/mesh_trait.md)
- [IW Engine MeshTrait](../engines/iw_engine/mesh_trait.md)
- [OpenGL Engine MeshTrait](../engines/opengl_engine/mesh_trait.md)
---
*Last updated: 13 Nov 2025*