Merge pull request #138 from orange-cpp/feature/primitives_improvement

Feature/primitives improvement
This commit is contained in:
2026-01-27 01:07:15 +03:00
committed by GitHub
13 changed files with 193 additions and 87 deletions

View File

@@ -3,14 +3,60 @@
//
#pragma once
#include "mesh.hpp"
#include "omath/engines/opengl_engine/camera.hpp"
#include "omath/engines/opengl_engine/traits/mesh_trait.hpp"
#include "omath/linear_algebra/triangle.hpp"
#include "omath/linear_algebra/vector3.hpp"
#include <array>
namespace omath::primitives
{
template<class BoxMeshType>
[[nodiscard]]
std::array<Triangle<Vector3<float>>, 12> create_box(const Vector3<float>& top, const Vector3<float>& bottom,
const Vector3<float>& dir_forward, const Vector3<float>& dir_right,
float ratio = 4.f) noexcept;
BoxMeshType create_box(const Vector3<float>& top, const Vector3<float>& bottom, const Vector3<float>& dir_forward,
const Vector3<float>& dir_right, const float ratio = 4.f) noexcept
{
const auto height = top.distance_to(bottom);
const auto side_size = height / ratio;
// corner layout (03 bottom, 47 top)
std::array<Vector3<float>, 8> p;
p[0] = bottom + (dir_forward + dir_right) * side_size; // frontrightbottom
p[1] = bottom + (dir_forward - dir_right) * side_size; // frontleftbottom
p[2] = bottom + (-dir_forward + dir_right) * side_size; // backrightbottom
p[3] = bottom + (-dir_forward - dir_right) * side_size; // backleftbottom
p[4] = top + (dir_forward + dir_right) * side_size; // frontrighttop
p[5] = top + (dir_forward - dir_right) * side_size; // frontlefttop
p[6] = top + (-dir_forward + dir_right) * side_size; // backrighttop
p[7] = top + (-dir_forward - dir_right) * side_size; // backlefttop
std::array<Vector3<std::uint32_t>, 12> poly;
// bottom face (+Y up ⇒ wind CW when viewed from above)
poly[0] = {0, 2, 3};
poly[1] = {0, 3, 1};
// top face
poly[2] = {4, 7, 6};
poly[3] = {4, 5, 7};
// front face
poly[4] = {0, 5, 1};
poly[5] = {0, 4, 5};
// right face
poly[6] = {0, 6, 2};
poly[7] = {0, 4, 6};
// back face
poly[8] = {2, 7, 3};
poly[9] = {2, 6, 7};
// left face
poly[10] = {1, 7, 5};
poly[11] = {1, 3, 7};
return BoxMeshType{std::move(p), std::move(poly)};
}
} // namespace omath::primitives

View File

@@ -25,16 +25,17 @@ namespace omath::primitives
template<typename T> concept HasNormal = requires(T vertex) { vertex.normal; };
template<typename T> concept HasUv = requires(T vertex) { vertex.uv; };
template<class Mat4X4, class RotationAngles, class MeshTypeTrait, class VertType = Vertex<>>
template<class Mat4X4, class RotationAngles, class MeshTypeTrait, class VertType = Vertex<>,
class VboType = std::vector<VertType>, class EboType = std::vector<Vector3<std::uint32_t>>>
class Mesh final
{
public:
using VectorType = VertType::VectorType;
using VertexType = VertType;
using VertexType = VboType::value_type;
private:
using Vbo = std::vector<VertexType>;
using Ebo = std::vector<Vector3<std::uint32_t>>;
using Vbo = VboType;
using Ebo = EboType;
public:
Vbo m_vertex_buffer;
@@ -102,7 +103,9 @@ namespace omath::primitives
VectorType vertex_position_to_world_space(const Vector3<float>& vertex_position) const
requires HasPosition<VertexType>
{
auto abs_vec = get_to_world_matrix() * mat_column_from_vector<typename Mat4X4::ContainedType, Mat4X4::get_store_ordering()>(vertex_position);
auto abs_vec = get_to_world_matrix()
* mat_column_from_vector<typename Mat4X4::ContainedType, Mat4X4::get_store_ordering()>(
vertex_position);
return {abs_vec.at(0, 0), abs_vec.at(1, 0), abs_vec.at(2, 0)};
}

View File

@@ -3,14 +3,30 @@
//
#pragma once
#include "mesh.hpp"
#include "omath/engines/opengl_engine/camera.hpp"
#include "omath/engines/opengl_engine/mesh.hpp"
#include "omath/engines/opengl_engine/traits/mesh_trait.hpp"
#include "omath/linear_algebra/triangle.hpp"
#include "omath/linear_algebra/vector3.hpp"
#include <array>
namespace omath::primitives
{
template<class PlaneMeshType>
[[nodiscard]]
std::array<Triangle<Vector3<float>>, 2> create_plane(const Vector3<float>& vertex_a,
const Vector3<float>& vertex_b,
const Vector3<float>& direction, float size) noexcept;
PlaneMeshType create_plane(const Vector3<float>& vertex_a, const Vector3<float>& vertex_b,
const Vector3<float>& direction, const float size) noexcept
{
const auto second_vertex_a = vertex_a + direction * size;
const auto second_vertex_b = vertex_b + direction * size;
std::array<Vector3<float>, 4> grid = {vertex_a, vertex_b, second_vertex_a, second_vertex_b};
std::array<Vector3<std::uint32_t>, 2> poly;
poly[0] = {1, 1, 2};
poly[1] = {0, 1, 3};
return PlaneMeshType(std::move(grid), std::move(poly));
}
} // namespace omath::primitives

View File

@@ -0,0 +1,17 @@
//
// Created by Vladislav on 27.01.2026.
//
#pragma once
#include "mesh.hpp"
#include "omath/engines/frostbite_engine/traits/mesh_trait.hpp"
#include "omath/linear_algebra/vector3.hpp"
#include <array>
namespace omath::frostbite_engine
{
using BoxMesh = primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, primitives::Vertex<>, std::array<Vector3<float>, 8>,
std::array<Vector3<std::uint32_t>, 12>>;
using PlaneMesh = primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, primitives::Vertex<>,
std::array<Vector3<float>, 4>, std::array<Vector3<std::uint32_t>, 2>>;
} // namespace omath::frostbite_engine

View File

@@ -0,0 +1,17 @@
//
// Created by Vladislav on 27.01.2026.
//
#pragma once
#include "mesh.hpp"
#include "omath/engines/iw_engine/traits/mesh_trait.hpp"
#include "omath/linear_algebra/vector3.hpp"
#include <array>
namespace omath::iw_engine
{
using BoxMesh = primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, primitives::Vertex<>, std::array<Vector3<float>, 8>,
std::array<Vector3<std::uint32_t>, 12>>;
using PlaneMesh = primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, primitives::Vertex<>,
std::array<Vector3<float>, 4>, std::array<Vector3<std::uint32_t>, 2>>;
} // namespace omath::iw_engine

View File

@@ -0,0 +1,17 @@
//
// Created by Vladislav on 27.01.2026.
//
#pragma once
#include "mesh.hpp"
#include "omath/engines/opengl_engine/traits/mesh_trait.hpp"
#include "omath/linear_algebra/vector3.hpp"
#include <array>
namespace omath::opengl_engine
{
using BoxMesh = primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, primitives::Vertex<>, std::array<Vector3<float>, 8>,
std::array<Vector3<std::uint32_t>, 12>>;
using PlaneMesh = primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, primitives::Vertex<>,
std::array<Vector3<float>, 4>, std::array<Vector3<std::uint32_t>, 2>>;
} // namespace omath::opengl_engine

View File

@@ -0,0 +1,17 @@
//
// Created by Vladislav on 27.01.2026.
//
#pragma once
#include "mesh.hpp"
#include "omath/engines/source_engine/traits/mesh_trait.hpp"
#include "omath/linear_algebra/vector3.hpp"
#include <array>
namespace omath::source_engine
{
using BoxMesh = primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, primitives::Vertex<>, std::array<Vector3<float>, 8>,
std::array<Vector3<std::uint32_t>, 12>>;
using PlaneMesh = primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, primitives::Vertex<>,
std::array<Vector3<float>, 4>, std::array<Vector3<std::uint32_t>, 2>>;
} // namespace omath::source_engine

View File

@@ -0,0 +1,17 @@
//
// Created by Vladislav on 27.01.2026.
//
#pragma once
#include "mesh.hpp"
#include "omath/engines/unity_engine/traits/mesh_trait.hpp"
#include "omath/linear_algebra/vector3.hpp"
#include <array>
namespace omath::unity_engine
{
using BoxMesh = primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, primitives::Vertex<>, std::array<Vector3<float>, 8>,
std::array<Vector3<std::uint32_t>, 12>>;
using PlaneMesh = primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, primitives::Vertex<>,
std::array<Vector3<float>, 4>, std::array<Vector3<std::uint32_t>, 2>>;
} // namespace omath::unity_engine

View File

@@ -0,0 +1,17 @@
//
// Created by Vladislav on 27.01.2026.
//
#pragma once
#include "mesh.hpp"
#include "omath/engines/unreal_engine/traits/mesh_trait.hpp"
#include "omath/linear_algebra/vector3.hpp"
#include <array>
namespace omath::unreal_engine
{
using BoxMesh = primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, primitives::Vertex<>, std::array<Vector3<float>, 8>,
std::array<Vector3<std::uint32_t>, 12>>;
using PlaneMesh = primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, primitives::Vertex<>,
std::array<Vector3<float>, 4>, std::array<Vector3<std::uint32_t>, 2>>;
} // namespace omath::unreal_engine

View File

@@ -1,54 +0,0 @@
//
// Created by Vlad on 4/18/2025.
//
#include "omath/3d_primitives/box.hpp"
namespace omath::primitives
{
std::array<Triangle<Vector3<float>>, 12> create_box(const Vector3<float>& top, const Vector3<float>& bottom,
const Vector3<float>& dir_forward,
const Vector3<float>& dir_right, const float ratio) noexcept
{
const auto height = top.distance_to(bottom);
const auto side_size = height / ratio;
// corner layout (03 bottom, 47 top)
std::array<Vector3<float>, 8> p;
p[0] = bottom + (dir_forward + dir_right) * side_size; // frontrightbottom
p[1] = bottom + (dir_forward - dir_right) * side_size; // frontleftbottom
p[2] = bottom + (-dir_forward + dir_right) * side_size; // backrightbottom
p[3] = bottom + (-dir_forward - dir_right) * side_size; // backleftbottom
p[4] = top + (dir_forward + dir_right) * side_size; // frontrighttop
p[5] = top + (dir_forward - dir_right) * side_size; // frontlefttop
p[6] = top + (-dir_forward + dir_right) * side_size; // backrighttop
p[7] = top + (-dir_forward - dir_right) * side_size; // backlefttop
std::array<Triangle<Vector3<float>>, 12> poly;
// bottom face (+Y up ⇒ wind CW when viewed from above)
poly[0] = {p[0], p[2], p[3]};
poly[1] = {p[0], p[3], p[1]};
// top face
poly[2] = {p[4], p[7], p[6]};
poly[3] = {p[4], p[5], p[7]};
// front face
poly[4] = {p[0], p[5], p[1]};
poly[5] = {p[0], p[4], p[5]};
// right face
poly[6] = {p[0], p[6], p[2]};
poly[7] = {p[0], p[4], p[6]};
// back face
poly[8] = {p[2], p[7], p[3]};
poly[9] = {p[2], p[6], p[7]};
// left face
poly[10] = {p[1], p[7], p[5]};
poly[11] = {p[1], p[3], p[7]};
return poly;
}
} // namespace omath::primitives

View File

@@ -1,19 +0,0 @@
//
// Created by Vlad on 8/28/2025.
//
#include "omath/3d_primitives/plane.hpp"
namespace omath::primitives
{
std::array<Triangle<Vector3<float>>, 2> create_plane(const Vector3<float>& vertex_a,
const Vector3<float>& vertex_b,
const Vector3<float>& direction, const float size) noexcept
{
const auto second_vertex_a = vertex_a + direction * size;
return std::array
{
Triangle{second_vertex_a, vertex_a, vertex_b},
Triangle{second_vertex_a, vertex_b + direction * size, vertex_b}
};
}
} // namespace omath::primitives

View File

@@ -0,0 +1,12 @@
//
// Created by Vladislav on 11.01.2026.
//
#include "omath/3d_primitives/box.hpp"
#include "omath/engines/opengl_engine/primitives.hpp"
#include <gtest/gtest.h>
TEST(test, test)
{
auto result = omath::primitives::create_box<omath::opengl_engine::BoxMesh>({0.f, 30.f, 0.f}, {}, omath::opengl_engine::k_abs_forward,
omath::opengl_engine::k_abs_right);
}