Merge pull request #38 from orange-cpp/u/orange-cpp/3d-primitives

U/orange cpp/3d primitives
This commit is contained in:
2025-04-18 17:00:38 +03:00
committed by GitHub
11 changed files with 206 additions and 74 deletions

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@@ -13,13 +13,12 @@ option(OMATH_IMGUI_INTEGRATION "Omath will define method to convert omath types
option(OMATH_BUILD_EXAMPLES "Build example projects with you can learn & play" OFF)
option(OMATH_STATIC_MSVC_RUNTIME_LIBRARY "Force Omath to link static runtime" OFF)
option(OMATH_SUPRESS_SAFETY_CHECKS "Supress some safety checks in release build to improve general performance" ON)
option(OMATH_USE_UNITY_BUILD "Will enable unity build to speed up compilation" ON)
if (OMATH_BUILD_AS_SHARED_LIBRARY)
add_library(omath SHARED source/matrix.cpp)
else()
add_library(omath STATIC source/matrix.cpp
source/matrix.cpp)
add_library(omath STATIC source/matrix.cpp)
endif()
message(STATUS "Building on ${CMAKE_HOST_SYSTEM_NAME}")
@@ -55,11 +54,15 @@ endif()
set_target_properties(omath PROPERTIES
ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/out/${CMAKE_BUILD_TYPE}"
LIBRARY_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/out/${CMAKE_BUILD_TYPE}"
UNITY_BUILD ON
UNITY_BUILD_BATCH_SIZE 20
CXX_STANDARD 23
CXX_STANDARD_REQUIRED ON)
if (OMATH_USE_UNITY_BUILD)
set_target_properties(omath PROPERTIES
UNITY_BUILD ON
UNITY_BUILD_BATCH_SIZE 20)
endif()
if (OMATH_STATIC_MSVC_RUNTIME_LIBRARY)
set_target_properties(omath PROPERTIES
MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<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
![banner](https://i.imgur.com/lcJrfcZ.png)
Or for InfinityWard Engine based games. Like Call of Duty Black Ops 2!
![banner](https://i.imgur.com/F8dmdoo.png)
Or create simple trigger bot with embeded traceline from omath::collision::LineTrace
![banner](https://i.imgur.com/fxMjRKo.jpeg)
Or even advanced projectile aimbot
[Watch Video](https://youtu.be/lM_NJ1yCunw?si=5E87OrQMeypxSJ3E)
</details>

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@@ -0,0 +1,17 @@
//
// Created by Vlad on 4/18/2025.
//
#pragma once
#include <array>
#include "omath/triangle.hpp"
#include "omath/vector3.hpp"
namespace omath::primitives
{
[[nodiscard]]
std::array<Triangle<Vector3<float>>, 12> CreateBox(const Vector3<float>& top, const Vector3<float>& bottom,
const Vector3<float>& dirForward, const Vector3<float>& dirRight,
float ratio = 4.f);
}

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@@ -13,7 +13,7 @@ namespace omath::collision
public:
Vector3<float> start;
Vector3<float> end;
bool infinite_length = false;
[[nodiscard]]
Vector3<float> DirectionVector() const;

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@@ -0,0 +1 @@
target_sources(omath PRIVATE box.cpp)

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@@ -0,0 +1,56 @@
//
// Created by Vlad on 4/18/2025.
//
#include "omath/3d_primitives/box.hpp"
namespace omath::primitives
{
std::array<Triangle<Vector3<float>>, 12> CreateBox(const Vector3<float>& top, const Vector3<float>& bottom,
const Vector3<float>& dirForward,
const Vector3<float>& dirRight,
const float ratio)
{
const auto height = top.DistTo(bottom);
const auto sideSize = height / ratio;
// corner layout (03 bottom, 47 top)
std::array<Vector3<float>, 8> p;
p[0] = bottom + (dirForward + dirRight) * sideSize; // frontrightbottom
p[1] = bottom + (dirForward - dirRight) * sideSize; // frontleftbottom
p[2] = bottom + (-dirForward + dirRight) * sideSize; // backrightbottom
p[3] = bottom + (-dirForward - dirRight) * sideSize; // backleftbottom
p[4] = top + (dirForward + dirRight) * sideSize; // frontrighttop
p[5] = top + (dirForward - dirRight) * sideSize; // frontlefttop
p[6] = top + (-dirForward + dirRight) * sideSize; // backrighttop
p[7] = top + (-dirForward - dirRight) * sideSize; // 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;
}
}

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@@ -8,3 +8,4 @@ add_subdirectory(pathfinding)
add_subdirectory(projection)
add_subdirectory(collision)
add_subdirectory(engines)
add_subdirectory(3d_primitives)

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@@ -54,7 +54,12 @@ namespace omath::collision
const auto tHit = sideB.Dot(q) * invDet;
if (tHit <= kEpsilon)
if (ray.infinite_length)
{
if (tHit <= kEpsilon)
return ray.end;
}
else if (tHit <= kEpsilon || tHit > 1.0f - kEpsilon)
return ray.end;
return ray.start + rayDir * tHit;

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@@ -18,6 +18,7 @@ add_executable(unit-tests
general/unit_test_view_angles.cpp
general/unit_test_angle.cpp
general/unit_test_triangle.cpp
general/unit_test_box_primitive.cpp
engines/unit_test_open_gl.cpp
engines/unit_test_unity_engine.cpp

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@@ -0,0 +1,6 @@
//
// Created by Vlad on 4/18/2025.
//
#include <gtest/gtest.h>
#include <omath/3d_primitives/box.hpp>

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@@ -1,80 +1,121 @@
//
// Revised unittest suite for LineTracer (segmentbased MöllerTrumbore)
// Pure ASCII: avoids nonstandard characters that MSVC rejects.
//
#include "gtest/gtest.h"
#include "omath/collision/line_tracer.hpp"
#include "omath/triangle.hpp"
#include "omath/vector3.hpp"
#include <cmath>
using namespace omath;
using namespace omath::collision;
class LineTracerTest : public ::testing::Test
using Vec3 = Vector3<float>;
namespace
{
protected:
// Set up common variables for use in each test
Vector3<float> vertex1{0.0f, 0.0f, 0.0f};
Vector3<float> vertex2{1.0f, 0.0f, 0.0f};
Vector3<float> vertex3{0.0f, 1.0f, 0.0f};
Triangle<Vector3<float>> triangle{vertex1, vertex2, vertex3};
};
// Test that a ray intersecting the triangle returns false for CanTraceLine
TEST_F(LineTracerTest, RayIntersectsTriangle)
{
constexpr Ray ray{{0.3f, 0.3f, -1.0f}, {0.3f, 0.3f, 1.0f}};
EXPECT_FALSE(LineTracer::CanTraceLine(ray, triangle));
}
// -----------------------------------------------------------------------------
// Constants & helpers
// -----------------------------------------------------------------------------
constexpr float kTol = 1e-5f;
// Test that a ray parallel to the triangle plane returns true for CanTraceLine
TEST_F(LineTracerTest, RayParallelToTriangle)
{
constexpr Ray ray{{0.3f, 0.3f, 1.0f}, {0.3f, 0.3f, 2.0f}};
EXPECT_TRUE(LineTracer::CanTraceLine(ray, triangle));
}
bool VecEqual(const Vec3& a, const Vec3& b, float tol = kTol)
{
return std::fabs(a.x - b.x) < tol &&
std::fabs(a.y - b.y) < tol &&
std::fabs(a.z - b.z) < tol;
}
// Test that a ray starting inside the triangle but pointing away returns true
TEST_F(LineTracerTest, RayStartsInTriangleButDoesNotIntersect)
{
constexpr Ray ray{{0.3f, 0.3f, 0.0f}, {0.3f, 0.3f, -1.0f}};
EXPECT_TRUE(LineTracer::CanTraceLine(ray, triangle));
}
// -----------------------------------------------------------------------------
// Fixture with one canonical rightangled triangle in the XY plane.
// -----------------------------------------------------------------------------
class LineTracerFixture : public ::testing::Test
{
protected:
LineTracerFixture() :
triangle({0.f, 0.f, 0.f}, {1.f, 0.f, 0.f}, {0.f, 1.f, 0.f})
{
}
// Test that a ray not intersecting the triangle plane returns true
TEST_F(LineTracerTest, RayMissesTriangle)
{
constexpr Ray ray{{2.0f, 2.0f, -1.0f}, {2.0f, 2.0f, 1.0f}};
EXPECT_TRUE(LineTracer::CanTraceLine(ray, triangle));
}
// Test that a ray lying exactly in the plane of the triangle without intersecting returns true
TEST_F(LineTracerTest, RayInPlaneNotIntersecting)
{
constexpr Ray ray{{-1.0f, -1.0f, 0.0f}, {1.5f, 1.5f, 0.0f}};
EXPECT_TRUE(LineTracer::CanTraceLine(ray, triangle));
}
TEST_F(LineTracerTest, RayIntersectsVertex)
{
const Ray ray{{-1.0f, -1.0f, -1.0f}, vertex1}; // Intersecting at vertex1
EXPECT_TRUE(LineTracer::CanTraceLine(ray, triangle));
}
TEST_F(LineTracerTest, RayIntersectsEdge)
{
constexpr Ray ray{{-1.0f, 0.0f, -1.0f}, {0.5f, 0.0f, 0.0f}};
// Intersecting on the edge between vertex1 and vertex2
EXPECT_TRUE(LineTracer::CanTraceLine(ray, triangle));
}
TEST_F(LineTracerTest, TriangleFarBeyondRayEndPoint)
{
// Define a ray with a short length
constexpr Ray ray{{0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}};
// Define a triangle far beyond the ray's endpoint
constexpr Triangle<Vector3<float>> distantTriangle{
{1000.0f, 1000.0f, 1000.0f}, {1001.0f, 1000.0f, 1000.0f}, {1000.0f, 1001.0f, 1000.0f}
Triangle<Vec3> triangle;
};
// Expect true because the ray ends long before it could reach the distant triangle
EXPECT_TRUE(LineTracer::CanTraceLine(ray, distantTriangle));
}
// -----------------------------------------------------------------------------
// Datadriven tests for CanTraceLine
// -----------------------------------------------------------------------------
struct TraceCase
{
Ray ray;
bool expected_clear; // true => segment does NOT hit the triangle
};
class CanTraceLineParam : public LineTracerFixture,
public ::testing::WithParamInterface<TraceCase>
{
};
TEST_P(CanTraceLineParam, VariousRays)
{
const auto& p = GetParam();
EXPECT_EQ(LineTracer::CanTraceLine(p.ray, triangle), p.expected_clear);
}
INSTANTIATE_TEST_SUITE_P(
BasicScenarios,
CanTraceLineParam,
::testing::Values(
TraceCase{Ray{{ 0.3f, 0.3f, -1.f},{ 0.3f, 0.3f, 1.f}}, false}, // hit through centre
TraceCase{Ray{{ 0.3f, 0.3f, 1.f},{ 0.3f, 0.3f, 2.f}}, true}, // parallel above
TraceCase{Ray{{ 0.3f, 0.3f, 0.f},{ 0.3f, 0.3f,-1.f}}, true}, // starts inside, goes away
TraceCase{Ray{{ 2.0f, 2.0f, -1.f},{ 2.0f, 2.0f, 1.f}}, true}, // misses entirely
TraceCase{Ray{{-1.0f,-1.0f, 0.f},{ 1.5f, 1.5f, 0.f}},true}, // lies in plane, outside tri
TraceCase{Ray{{-1.0f,-1.0f, -1.f},{ 0.0f, 0.0f, 0.f}}, true}, // endpoint on vertex
TraceCase{Ray{{-1.0f, 0.0f, -1.f},{ 0.5f, 0.0f, 0.f}}, true} // endpoint on edge
)
);
// -----------------------------------------------------------------------------
// Validate that the reported hit point is correct for a genuine intersection.
// -----------------------------------------------------------------------------
TEST_F(LineTracerFixture, HitPointCorrect)
{
constexpr Ray ray{{0.3f, 0.3f, -1.f}, {0.3f, 0.3f, 1.f}};
constexpr Vec3 expected{0.3f, 0.3f, 0.f};
const Vec3 hit = LineTracer::GetRayHitPoint(ray, triangle);
ASSERT_FALSE(VecEqual(hit, ray.end));
EXPECT_TRUE(VecEqual(hit, expected));
}
// -----------------------------------------------------------------------------
// Triangle far beyond the ray should not block.
// -----------------------------------------------------------------------------
TEST_F(LineTracerFixture, DistantTriangleClear)
{
constexpr Ray short_ray{{0.f, 0.f, 0.f}, {0.f, 0.f, 1.f}};
constexpr Triangle<Vec3> distant{{1000.f, 1000.f, 1000.f},
{1001.f, 1000.f, 1000.f},
{1000.f, 1001.f, 1000.f}};
EXPECT_TRUE(LineTracer::CanTraceLine(short_ray, distant));
}
TEST(LineTracerTraceRayEdge, CantHit)
{
constexpr omath::Triangle<Vector3<float>> triangle{{2, 0, 0}, {2, 2, 0}, {2, 2, 2}};
constexpr Ray ray{{}, {1.0, 0, 0}, false};
EXPECT_TRUE(omath::collision::LineTracer::CanTraceLine(ray, triangle));
}
TEST(LineTracerTraceRayEdge, CanHit)
{
constexpr omath::Triangle<Vector3<float>> triangle{{2, 0, 0}, {2, 2, 0}, {2, 2, 2}};
constexpr Ray ray{{}, {2.1, 0, 0}, false};
auto endPoint = omath::collision::LineTracer::GetRayHitPoint(ray, triangle);
EXPECT_FALSE(omath::collision::LineTracer::CanTraceLine(ray, triangle));
}
} // namespace