mirror of
https://github.com/orange-cpp/omath.git
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Merge pull request #38 from orange-cpp/u/orange-cpp/3d-primitives
U/orange cpp/3d primitives
This commit is contained in:
@@ -13,13 +13,12 @@ option(OMATH_IMGUI_INTEGRATION "Omath will define method to convert omath types
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option(OMATH_BUILD_EXAMPLES "Build example projects with you can learn & play" OFF)
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option(OMATH_STATIC_MSVC_RUNTIME_LIBRARY "Force Omath to link static runtime" OFF)
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option(OMATH_SUPRESS_SAFETY_CHECKS "Supress some safety checks in release build to improve general performance" ON)
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option(OMATH_USE_UNITY_BUILD "Will enable unity build to speed up compilation" ON)
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if (OMATH_BUILD_AS_SHARED_LIBRARY)
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add_library(omath SHARED source/matrix.cpp)
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else()
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add_library(omath STATIC source/matrix.cpp
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source/matrix.cpp)
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add_library(omath STATIC source/matrix.cpp)
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endif()
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message(STATUS "Building on ${CMAKE_HOST_SYSTEM_NAME}")
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@@ -55,11 +54,15 @@ endif()
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set_target_properties(omath PROPERTIES
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ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/out/${CMAKE_BUILD_TYPE}"
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LIBRARY_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/out/${CMAKE_BUILD_TYPE}"
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UNITY_BUILD ON
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UNITY_BUILD_BATCH_SIZE 20
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CXX_STANDARD 23
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CXX_STANDARD_REQUIRED ON)
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if (OMATH_USE_UNITY_BUILD)
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set_target_properties(omath PROPERTIES
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UNITY_BUILD ON
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UNITY_BUILD_BATCH_SIZE 20)
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endif()
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if (OMATH_STATIC_MSVC_RUNTIME_LIBRARY)
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set_target_properties(omath PROPERTIES
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MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>"
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@@ -91,7 +91,8 @@ With `omath/projection` module you can achieve simple ESP hack for powered by So
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Or for InfinityWard Engine based games. Like Call of Duty Black Ops 2!
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Or create simple trigger bot with embeded traceline from omath::collision::LineTrace
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Or even advanced projectile aimbot
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[Watch Video](https://youtu.be/lM_NJ1yCunw?si=5E87OrQMeypxSJ3E)
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</details>
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17
include/omath/3d_primitives/box.hpp
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17
include/omath/3d_primitives/box.hpp
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@@ -0,0 +1,17 @@
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//
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// Created by Vlad on 4/18/2025.
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//
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#pragma once
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#include <array>
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#include "omath/triangle.hpp"
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#include "omath/vector3.hpp"
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namespace omath::primitives
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{
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[[nodiscard]]
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std::array<Triangle<Vector3<float>>, 12> CreateBox(const Vector3<float>& top, const Vector3<float>& bottom,
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const Vector3<float>& dirForward, const Vector3<float>& dirRight,
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float ratio = 4.f);
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}
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@@ -13,7 +13,7 @@ namespace omath::collision
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public:
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Vector3<float> start;
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Vector3<float> end;
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bool infinite_length = false;
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[[nodiscard]]
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Vector3<float> DirectionVector() const;
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1
source/3d_primitives/CMakeLists.txt
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1
source/3d_primitives/CMakeLists.txt
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@@ -0,0 +1 @@
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target_sources(omath PRIVATE box.cpp)
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56
source/3d_primitives/box.cpp
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56
source/3d_primitives/box.cpp
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@@ -0,0 +1,56 @@
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//
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// Created by Vlad on 4/18/2025.
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//
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#include "omath/3d_primitives/box.hpp"
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namespace omath::primitives
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{
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std::array<Triangle<Vector3<float>>, 12> CreateBox(const Vector3<float>& top, const Vector3<float>& bottom,
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const Vector3<float>& dirForward,
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const Vector3<float>& dirRight,
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const float ratio)
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{
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const auto height = top.DistTo(bottom);
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const auto sideSize = height / ratio;
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// corner layout (0‑3 bottom, 4‑7 top)
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std::array<Vector3<float>, 8> p;
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p[0] = bottom + (dirForward + dirRight) * sideSize; // front‑right‑bottom
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p[1] = bottom + (dirForward - dirRight) * sideSize; // front‑left‑bottom
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p[2] = bottom + (-dirForward + dirRight) * sideSize; // back‑right‑bottom
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p[3] = bottom + (-dirForward - dirRight) * sideSize; // back‑left‑bottom
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p[4] = top + (dirForward + dirRight) * sideSize; // front‑right‑top
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p[5] = top + (dirForward - dirRight) * sideSize; // front‑left‑top
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p[6] = top + (-dirForward + dirRight) * sideSize; // back‑right‑top
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p[7] = top + (-dirForward - dirRight) * sideSize; // back‑left‑top
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std::array<Triangle<Vector3<float>>, 12> poly;
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// bottom face (+Y up ⇒ wind CW when viewed from above)
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poly[0] = {p[0], p[2], p[3]};
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poly[1] = {p[0], p[3], p[1]};
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// top face
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poly[2] = {p[4], p[7], p[6]};
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poly[3] = {p[4], p[5], p[7]};
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// front face
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poly[4] = {p[0], p[5], p[1]};
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poly[5] = {p[0], p[4], p[5]};
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// right face
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poly[6] = {p[0], p[6], p[2]};
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poly[7] = {p[0], p[4], p[6]};
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// back face
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poly[8] = {p[2], p[7], p[3]};
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poly[9] = {p[2], p[6], p[7]};
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// left face
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poly[10] = {p[1], p[7], p[5]};
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poly[11] = {p[1], p[3], p[7]};
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return poly;
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}
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}
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@@ -7,4 +7,5 @@ add_subdirectory(projectile_prediction)
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add_subdirectory(pathfinding)
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add_subdirectory(projection)
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add_subdirectory(collision)
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add_subdirectory(engines)
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add_subdirectory(engines)
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add_subdirectory(3d_primitives)
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@@ -54,7 +54,12 @@ namespace omath::collision
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const auto tHit = sideB.Dot(q) * invDet;
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if (tHit <= kEpsilon)
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if (ray.infinite_length)
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{
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if (tHit <= kEpsilon)
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return ray.end;
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}
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else if (tHit <= kEpsilon || tHit > 1.0f - kEpsilon)
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return ray.end;
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return ray.start + rayDir * tHit;
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@@ -18,6 +18,7 @@ add_executable(unit-tests
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general/unit_test_view_angles.cpp
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general/unit_test_angle.cpp
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general/unit_test_triangle.cpp
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general/unit_test_box_primitive.cpp
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engines/unit_test_open_gl.cpp
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engines/unit_test_unity_engine.cpp
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6
tests/general/unit_test_box_primitive.cpp
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6
tests/general/unit_test_box_primitive.cpp
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@@ -0,0 +1,6 @@
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//
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// Created by Vlad on 4/18/2025.
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//
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#include <gtest/gtest.h>
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#include <omath/3d_primitives/box.hpp>
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@@ -1,80 +1,121 @@
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//
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// Revised unit‑test suite for LineTracer (segment‑based Möller–Trumbore)
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// Pure ASCII: avoids non‑standard characters that MSVC rejects.
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//
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#include "gtest/gtest.h"
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#include "omath/collision/line_tracer.hpp"
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#include "omath/triangle.hpp"
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#include "omath/vector3.hpp"
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#include <cmath>
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using namespace omath;
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using namespace omath::collision;
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class LineTracerTest : public ::testing::Test
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using Vec3 = Vector3<float>;
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namespace
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{
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protected:
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// Set up common variables for use in each test
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Vector3<float> vertex1{0.0f, 0.0f, 0.0f};
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Vector3<float> vertex2{1.0f, 0.0f, 0.0f};
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Vector3<float> vertex3{0.0f, 1.0f, 0.0f};
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Triangle<Vector3<float>> triangle{vertex1, vertex2, vertex3};
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};
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// Test that a ray intersecting the triangle returns false for CanTraceLine
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TEST_F(LineTracerTest, RayIntersectsTriangle)
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{
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constexpr Ray ray{{0.3f, 0.3f, -1.0f}, {0.3f, 0.3f, 1.0f}};
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EXPECT_FALSE(LineTracer::CanTraceLine(ray, triangle));
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}
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// -----------------------------------------------------------------------------
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// Constants & helpers
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// -----------------------------------------------------------------------------
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constexpr float kTol = 1e-5f;
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// Test that a ray parallel to the triangle plane returns true for CanTraceLine
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TEST_F(LineTracerTest, RayParallelToTriangle)
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{
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constexpr Ray ray{{0.3f, 0.3f, 1.0f}, {0.3f, 0.3f, 2.0f}};
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EXPECT_TRUE(LineTracer::CanTraceLine(ray, triangle));
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}
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bool VecEqual(const Vec3& a, const Vec3& b, float tol = kTol)
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{
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return std::fabs(a.x - b.x) < tol &&
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std::fabs(a.y - b.y) < tol &&
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std::fabs(a.z - b.z) < tol;
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}
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// Test that a ray starting inside the triangle but pointing away returns true
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TEST_F(LineTracerTest, RayStartsInTriangleButDoesNotIntersect)
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{
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constexpr Ray ray{{0.3f, 0.3f, 0.0f}, {0.3f, 0.3f, -1.0f}};
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EXPECT_TRUE(LineTracer::CanTraceLine(ray, triangle));
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}
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// -----------------------------------------------------------------------------
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// Fixture with one canonical right‑angled triangle in the XY plane.
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// -----------------------------------------------------------------------------
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class LineTracerFixture : public ::testing::Test
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{
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protected:
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LineTracerFixture() :
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triangle({0.f, 0.f, 0.f}, {1.f, 0.f, 0.f}, {0.f, 1.f, 0.f})
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{
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}
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// Test that a ray not intersecting the triangle plane returns true
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TEST_F(LineTracerTest, RayMissesTriangle)
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{
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constexpr Ray ray{{2.0f, 2.0f, -1.0f}, {2.0f, 2.0f, 1.0f}};
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EXPECT_TRUE(LineTracer::CanTraceLine(ray, triangle));
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}
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// Test that a ray lying exactly in the plane of the triangle without intersecting returns true
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TEST_F(LineTracerTest, RayInPlaneNotIntersecting)
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{
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constexpr Ray ray{{-1.0f, -1.0f, 0.0f}, {1.5f, 1.5f, 0.0f}};
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EXPECT_TRUE(LineTracer::CanTraceLine(ray, triangle));
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}
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TEST_F(LineTracerTest, RayIntersectsVertex)
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{
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const Ray ray{{-1.0f, -1.0f, -1.0f}, vertex1}; // Intersecting at vertex1
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EXPECT_TRUE(LineTracer::CanTraceLine(ray, triangle));
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}
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TEST_F(LineTracerTest, RayIntersectsEdge)
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{
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constexpr Ray ray{{-1.0f, 0.0f, -1.0f}, {0.5f, 0.0f, 0.0f}};
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// Intersecting on the edge between vertex1 and vertex2
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EXPECT_TRUE(LineTracer::CanTraceLine(ray, triangle));
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}
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TEST_F(LineTracerTest, TriangleFarBeyondRayEndPoint)
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{
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// Define a ray with a short length
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constexpr Ray ray{{0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}};
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// Define a triangle far beyond the ray's endpoint
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constexpr Triangle<Vector3<float>> distantTriangle{
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{1000.0f, 1000.0f, 1000.0f}, {1001.0f, 1000.0f, 1000.0f}, {1000.0f, 1001.0f, 1000.0f}
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Triangle<Vec3> triangle;
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};
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// Expect true because the ray ends long before it could reach the distant triangle
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EXPECT_TRUE(LineTracer::CanTraceLine(ray, distantTriangle));
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}
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// -----------------------------------------------------------------------------
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// Data‑driven tests for CanTraceLine
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// -----------------------------------------------------------------------------
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struct TraceCase
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{
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Ray ray;
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bool expected_clear; // true => segment does NOT hit the triangle
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};
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class CanTraceLineParam : public LineTracerFixture,
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public ::testing::WithParamInterface<TraceCase>
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{
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};
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TEST_P(CanTraceLineParam, VariousRays)
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{
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const auto& p = GetParam();
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EXPECT_EQ(LineTracer::CanTraceLine(p.ray, triangle), p.expected_clear);
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}
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INSTANTIATE_TEST_SUITE_P(
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BasicScenarios,
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CanTraceLineParam,
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::testing::Values(
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TraceCase{Ray{{ 0.3f, 0.3f, -1.f},{ 0.3f, 0.3f, 1.f}}, false}, // hit through centre
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TraceCase{Ray{{ 0.3f, 0.3f, 1.f},{ 0.3f, 0.3f, 2.f}}, true}, // parallel above
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TraceCase{Ray{{ 0.3f, 0.3f, 0.f},{ 0.3f, 0.3f,-1.f}}, true}, // starts inside, goes away
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TraceCase{Ray{{ 2.0f, 2.0f, -1.f},{ 2.0f, 2.0f, 1.f}}, true}, // misses entirely
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TraceCase{Ray{{-1.0f,-1.0f, 0.f},{ 1.5f, 1.5f, 0.f}},true}, // lies in plane, outside tri
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TraceCase{Ray{{-1.0f,-1.0f, -1.f},{ 0.0f, 0.0f, 0.f}}, true}, // endpoint on vertex
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TraceCase{Ray{{-1.0f, 0.0f, -1.f},{ 0.5f, 0.0f, 0.f}}, true} // endpoint on edge
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)
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);
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// -----------------------------------------------------------------------------
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// Validate that the reported hit point is correct for a genuine intersection.
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// -----------------------------------------------------------------------------
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TEST_F(LineTracerFixture, HitPointCorrect)
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{
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constexpr Ray ray{{0.3f, 0.3f, -1.f}, {0.3f, 0.3f, 1.f}};
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constexpr Vec3 expected{0.3f, 0.3f, 0.f};
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const Vec3 hit = LineTracer::GetRayHitPoint(ray, triangle);
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ASSERT_FALSE(VecEqual(hit, ray.end));
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EXPECT_TRUE(VecEqual(hit, expected));
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}
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// -----------------------------------------------------------------------------
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// Triangle far beyond the ray should not block.
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// -----------------------------------------------------------------------------
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TEST_F(LineTracerFixture, DistantTriangleClear)
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{
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constexpr Ray short_ray{{0.f, 0.f, 0.f}, {0.f, 0.f, 1.f}};
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constexpr Triangle<Vec3> distant{{1000.f, 1000.f, 1000.f},
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{1001.f, 1000.f, 1000.f},
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{1000.f, 1001.f, 1000.f}};
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EXPECT_TRUE(LineTracer::CanTraceLine(short_ray, distant));
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}
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TEST(LineTracerTraceRayEdge, CantHit)
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{
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constexpr omath::Triangle<Vector3<float>> triangle{{2, 0, 0}, {2, 2, 0}, {2, 2, 2}};
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constexpr Ray ray{{}, {1.0, 0, 0}, false};
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EXPECT_TRUE(omath::collision::LineTracer::CanTraceLine(ray, triangle));
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}
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TEST(LineTracerTraceRayEdge, CanHit)
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{
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constexpr omath::Triangle<Vector3<float>> triangle{{2, 0, 0}, {2, 2, 0}, {2, 2, 2}};
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constexpr Ray ray{{}, {2.1, 0, 0}, false};
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auto endPoint = omath::collision::LineTracer::GetRayHitPoint(ray, triangle);
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EXPECT_FALSE(omath::collision::LineTracer::CanTraceLine(ray, triangle));
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}
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} // namespace
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