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Adds mesh scaling to mesh collider
Updates the mesh collider to include a scale parameter, allowing for non-uniform scaling of the collision mesh. This provides more flexibility in defining collision shapes and supports a wider range of scenarios.
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@@ -13,20 +13,22 @@ namespace omath::collision
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{
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public:
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using VertexType = Vector3<float>;
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MeshCollider(const std::vector<Vector3<float>>& vertexes, const Vector3<float> origin)
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: m_vertexes(vertexes), m_origin(origin)
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MeshCollider(const std::vector<VertexType>& vertexes, const VertexType& origin, const VertexType& scale = {1.f, 1.f, 1.f})
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: m_vertexes(vertexes),m_scale(scale), m_origin(origin)
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{
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if (m_vertexes.empty())
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throw std::runtime_error("Collider cannot have 0 vertexes");
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}
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std::vector<Vector3<float>> m_vertexes;
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Vector3<float> m_scale;
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Vector3<float> m_origin;
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source_engine::ViewAngles m_rotation;
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[[nodiscard]]
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source_engine::Mat4X4 to_world() const
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{
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return mat_translation(m_origin) * source_engine::rotation_matrix(m_rotation);
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return mat_scale(m_scale) * mat_translation(m_origin) * source_engine::rotation_matrix(m_rotation);
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}
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[[nodiscard]]
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@@ -4,7 +4,7 @@
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#include <gtest/gtest.h>
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#include <omath/collision/gjk_algorithm.hpp>
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TEST(UnitTestGjk, TestCollisionTrue)
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namespace
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{
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const std::vector<omath::Vector3<float>> mesh = {
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{-1.f, -1.f, -1.f},
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@@ -16,6 +16,9 @@ TEST(UnitTestGjk, TestCollisionTrue)
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{ 1.f, -1.f, 1.f},
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{ 1.f, -1.f, -1.f}
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};
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}
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TEST(UnitTestGjk, TestCollisionTrue)
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{
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const omath::collision::MeshCollider collider_a(mesh, {0.f, 0.f, 0.f});
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const omath::collision::MeshCollider collider_b(mesh, {0.f, 0.5f, 0.f});
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@@ -26,17 +29,6 @@ TEST(UnitTestGjk, TestCollisionTrue)
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}
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TEST(UnitTestGjk, TestCollisionFalse)
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{
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const std::vector<omath::Vector3<float>> mesh = {
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{-1.f, -1.f, -1.f},
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{-1.f, -1.f, 1.f},
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{-1.f, 1.f, -1.f},
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{-1.f, 1.f, 1.f},
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{ 1.f, 1.f, 1.f}, // x = +1 vertices (put {1,1,1} first in case your support breaks ties by first-hit)
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{ 1.f, 1.f, -1.f},
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{ 1.f, -1.f, 1.f},
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{ 1.f, -1.f, -1.f}
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};
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const omath::collision::MeshCollider collider_a(mesh, {0.f, 0.f, 0.f});
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const omath::collision::MeshCollider collider_b(mesh, {0.f, 2.1f, 0.f});
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@@ -47,17 +39,6 @@ TEST(UnitTestGjk, TestCollisionFalse)
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TEST(UnitTestGjk, TestCollisionEqualOrigin)
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{
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const std::vector<omath::Vector3<float>> mesh = {
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{-1.f, -1.f, -1.f},
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{-1.f, -1.f, 1.f},
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{-1.f, 1.f, -1.f},
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{-1.f, 1.f, 1.f},
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{ 1.f, 1.f, 1.f}, // x = +1 vertices (put {1,1,1} first in case your support breaks ties by first-hit)
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{ 1.f, 1.f, -1.f},
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{ 1.f, -1.f, 1.f},
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{ 1.f, -1.f, -1.f}
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};
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const omath::collision::MeshCollider collider_a(mesh, {0.f, 0.f, 0.f});
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const omath::collision::MeshCollider collider_b(mesh, {0.f, 0.f, 0.f});
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