Implements GJK collision detection

Adds GJK algorithm implementation for detecting collisions between mesh colliders.

Includes mesh collider definition and unit tests for basic collision detection.

Provides a foundation for more complex collision handling and physics interactions.
This commit is contained in:
2025-11-09 14:04:01 +03:00
parent 10ebf6ed04
commit 338246a618
6 changed files with 315 additions and 0 deletions

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//
// Created by Vlad on 11/9/2025.
//
#pragma once
#include "mesh_collider.hpp"
#include "omath/linear_algebra/vector3.hpp"
#include "simplex.hpp"
namespace omath::collision
{
class GjkAlgorithm final
{
public:
[[nodiscard]]
static Vector3<float> find_support_vertex(const MeshCollider& collider_a, const MeshCollider& collider_b,
const Vector3<float>& direction)
{
return collider_a.find_abs_furthest_vertex(direction) - collider_b.find_abs_furthest_vertex(-direction);
}
[[nodiscard]]
static bool check_collision(const MeshCollider& collider_a, const MeshCollider& collider_b)
{
// Get initial support point in any direction
auto support = find_support_vertex(collider_a, collider_b, {1, 0, 0});
Simplex points;
points.push_front(support);
auto direction = -support;
while (true)
{
support = find_support_vertex(collider_a, collider_b, direction);
if (support.dot(direction) <= 0.f)
return false;
points.push_front(support);
if (handle_simplex(points, direction))
return true;
}
}
};
}// namespace omath::collision

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//
// Created by Vlad on 11/9/2025.
//
#pragma once
#include "omath/engines/source_engine/traits/pred_engine_trait.hpp"
#include "omath/linear_algebra/vector3.hpp"
#include <vector>
namespace omath::collision
{
class MeshCollider
{
public:
MeshCollider(const std::vector<Vector3<float>>& vertexes, const Vector3<float> origin)
: m_vertexes(vertexes), m_origin(origin)
{
if (m_vertexes.empty())
throw std::runtime_error("Collider cannot have 0 vertexes");
}
std::vector<Vector3<float>> m_vertexes;
Vector3<float> m_origin;
source_engine::ViewAngles m_rotation;
[[nodiscard]]
source_engine::Mat4X4 to_world() const
{
return mat_translation(m_origin) * source_engine::rotation_matrix(m_rotation);
}
[[nodiscard]]
const Vector3<float>& find_furthest_vertex(const Vector3<float>& direction) const
{
return *std::ranges::max_element(m_vertexes, [&direction](const auto& first, const auto& second)
{ return first.dot(direction) < second.dot(direction); });
}
[[nodiscard]]
Vector3<float> find_abs_furthest_vertex(const Vector3<float>& direction) const
{
return vertex_to_world_space(find_furthest_vertex(direction));
}
[[nodiscard]] Vector3<float> vertex_to_world_space( const Vector3<float>& local_vertex) const
{
auto abs_vec = to_world() * mat_column_from_vector(local_vertex);
return {abs_vec.at(0, 0), abs_vec.at(1, 0), abs_vec.at(2, 0)};
}
};
} // namespace omath::collision

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//
// Created by Vlad on 11/9/2025.
//
#pragma once
#include "omath/linear_algebra/vector3.hpp"
#include <array>
namespace omath::collision
{
class Simplex
{
std::array<Vector3<float>, 4> m_points;
int m_size;
public:
Simplex(): m_size(0)
{
}
Simplex& operator=(const std::initializer_list<Vector3<float>> list)
{
m_size = 0;
for (const Vector3<float>& point : list)
m_points[m_size++] = point;
return *this;
}
void push_front(const Vector3<float>& point)
{
m_points = {point, m_points[0], m_points[1], m_points[2]};
m_size = std::min(m_size + 1, 4);
}
Vector3<float>& operator[](const int i)
{
return m_points[i];
}
size_t size() const
{
return m_size;
}
auto begin() const
{
return m_points.begin();
}
auto end() const
{
return m_points.end() - (4 - m_size);
}
};
bool handle_line(Simplex& points, Vector3<float>& direction)
{
Vector3<float> a = points[0];
const Vector3<float> b = points[1];
Vector3<float> ab = b - a;
const Vector3<float> ao = -a;
if (ab.point_to_same_direction(ao))
direction = ab.cross(ao).cross(ab);
else
{
points = {a};
direction = ao;
}
return false;
}
bool handle_triangle(Simplex& points, Vector3<float>& direction)
{
Vector3<float> a = points[0];
Vector3<float> b = points[1];
Vector3<float> c = points[2];
Vector3<float> ab = b - a;
Vector3<float> ac = c - a;
Vector3<float> ao = -a;
Vector3<float> abc = ab.cross(ac);
if (abc.cross(ac).point_to_same_direction(ao))
{
if (ac.point_to_same_direction(ao))
{
points = {a, c};
direction = ac.cross(ao).cross(ac);
return false;
}
return handle_line(points = {a, b}, direction);
}
if (ab.cross(abc).point_to_same_direction(ao))
return handle_line(points = {a, b}, direction);
if (abc.point_to_same_direction(ao))
{
direction = abc;
}
else
{
points = {a, c, b};
direction = -abc;
}
return false;
}
bool handle_tetrahedron(Simplex& points, Vector3<float>& direction)
{
Vector3<float> a = points[0];
Vector3<float> b = points[1];
Vector3<float> c = points[2];
Vector3<float> d = points[3];
Vector3<float> ab = b - a;
Vector3<float> ac = c - a;
Vector3<float> ad = d - a;
Vector3<float> ao = -a;
Vector3<float> abc = ab.cross(ac);
Vector3<float> acd = ac.cross(ad);
Vector3<float> adb = ad.cross(ab);
if (abc.point_to_same_direction(ao))
return handle_triangle(points = {a, b, c}, direction);
if (acd.point_to_same_direction(ao))
return handle_triangle(points = {a, c, d}, direction);
if (adb.point_to_same_direction(ao))
return handle_triangle(points = {a, d, b}, direction);
return true;
}
[[nodiscard]]
bool handle_simplex(Simplex& points, Vector3<float>& direction)
{
switch (points.size())
{
case 2:
return handle_line(points, direction);
case 3:
return handle_triangle(points, direction);
case 4:
return handle_tetrahedron(points, direction);
default:
return false;
}
}
} // namespace omath::collision

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@@ -216,6 +216,11 @@ namespace omath
return sum_2d() + z; return sum_2d() + z;
} }
[[nodiscard]]
bool point_to_same_direction(const Vector3& other)
{
return dot(other) > static_cast<Type>(0);
}
[[nodiscard]] std::expected<Angle<float, 0.f, 180.f, AngleFlags::Clamped>, Vector3Error> [[nodiscard]] std::expected<Angle<float, 0.f, 180.f, AngleFlags::Clamped>, Vector3Error>
angle_between(const Vector3& other) const noexcept angle_between(const Vector3& other) const noexcept
{ {

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//
// Created by Vlad on 11/9/2025.
//
#include <gtest/gtest.h>
#include <omath/collision/mesh_collider.hpp>
TEST(UnitTestColider, CheckToWorld)
{
const std::vector<omath::Vector3<float>> mesh = {{1.f, 1.f, 1.f}, {-1.f, -1.f, -1.f}};
const omath::collision::MeshCollider collider(mesh, {0.f, 2.f, 0.f});
const auto vertex = collider.find_abs_furthest_vertex({1.f, 0.f, 0.f});
EXPECT_EQ(vertex, omath::Vector3<float>(1.f, 3.f, 1.f));
}
TEST(UnitTestColider, FindFurthestVertex)
{
const std::vector<omath::Vector3<float>> mesh = {{1.f, 1.f, 1.f}, {-1.f, -1.f, -1.f}};
const omath::collision::MeshCollider collider(mesh, {0.f, 0.f, 0.f});
const auto vertex = collider.find_furthest_vertex({1.f, 0.f, 0.f});
EXPECT_EQ(vertex, omath::Vector3<float>(1.f, 1.f, 1.f));
}

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//
// Created by Vlad on 11/9/2025.
//
#include <gtest/gtest.h>
#include <omath/collision/gjk_algorithm.hpp>
TEST(UnitTestGjk, TestCollision)
{
const std::vector<omath::Vector3<float>> mesh = {
{-1.f, -1.f, -1.f},
{-1.f, -1.f, 1.f},
{-1.f, 1.f, -1.f},
{-1.f, 1.f, 1.f},
{ 1.f, 1.f, 1.f}, // x = +1 vertices (put {1,1,1} first in case your support breaks ties by first-hit)
{ 1.f, 1.f, -1.f},
{ 1.f, -1.f, 1.f},
{ 1.f, -1.f, -1.f}
};
const omath::collision::MeshCollider collider_a(mesh, {0.f, 0.f, 0.f});
const omath::collision::MeshCollider collider_b(mesh, {0.f, 3.f, 0.f});
const auto result = omath::collision::GjkAlgorithm::check_collision(collider_a, collider_b);
}