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improvement
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59
include/omath/Triangle.hpp
Normal file
59
include/omath/Triangle.hpp
Normal file
@@ -0,0 +1,59 @@
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//
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// Created by Orange on 11/13/2024.
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//
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#pragma once
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#include "omath/Vector3.hpp"
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namespace omath
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{
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template<class Vector>
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class Triangle final
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{
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public:
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constexpr Triangle(const Vector& vertex1, const Vector& vertex2, const Vector& vertex3)
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: m_vertex1(vertex1), m_vertex2(vertex2), m_vertex3(vertex3)
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{
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}
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Vector3 m_vertex1;
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Vector3 m_vertex2;
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Vector3 m_vertex3;
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[[nodiscard]]
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constexpr Vector3 CalculateNormal() const
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{
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return (m_vertex1 - m_vertex2).Cross(m_vertex3 - m_vertex1).Normalized();
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}
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[[nodiscard]]
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constexpr float SideALength() const
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{
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return m_vertex1.DistTo(m_vertex2);
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}
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[[nodiscard]]
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constexpr float SideBLength() const
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{
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return m_vertex3.DistTo(m_vertex2);
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}
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[[nodiscard]]
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constexpr Vector3 SideAVector() const
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{
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return m_vertex1 - m_vertex2;
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}
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[[nodiscard]]
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constexpr Vector3 SideBVector() const
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{
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return m_vertex3 - m_vertex2;
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}
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[[nodiscard]]
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constexpr Vector3 MidPoint() const
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{
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return (m_vertex1 + m_vertex2 + m_vertex3) / 3;
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}
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};
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} // namespace omath
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@@ -1,36 +0,0 @@
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//
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// Created by Orange on 11/13/2024.
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//
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#pragma once
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#include "omath/Vector3.hpp"
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namespace omath
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{
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class Triangle3d final
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{
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public:
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Triangle3d(const Vector3& vertex1, const Vector3& vertex2, const Vector3& vertex3);
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Vector3 m_vertex1;
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Vector3 m_vertex2;
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Vector3 m_vertex3;
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[[nodiscard]]
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Vector3 CalculateNormal() const;
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[[nodiscard]]
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float SideALength() const;
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[[nodiscard]]
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float SideBLength() const;
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[[nodiscard]]
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Vector3 SideAVector() const;
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[[nodiscard]]
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Vector3 SideBVector() const;
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[[nodiscard]]
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Vector3 MidPoint() const;
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};
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}
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@@ -4,7 +4,7 @@
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#pragma once
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#include "omath/Vector3.hpp"
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#include "omath/Triangle3d.hpp"
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#include "omath/Triangle.hpp"
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namespace omath::collision
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{
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@@ -27,12 +27,12 @@ namespace omath::collision
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[[nodiscard]]
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static bool CanTraceLine(const Ray& ray, const Triangle3d& triangle);
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static bool CanTraceLine(const Ray& ray, const Triangle<Vector3>& triangle);
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// Realization of Möller–Trumbore intersection algorithm
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// https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
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[[nodiscard]]
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static Vector3 GetRayHitPoint(const Ray& ray, const Triangle3d& triangle);
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static Vector3 GetRayHitPoint(const Ray& ray, const Triangle<Vector3>& triangle);
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};
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}
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