changed code style

This commit is contained in:
2025-05-03 20:31:59 +03:00
parent be3fae63b8
commit df6d75e554
70 changed files with 1258 additions and 1312 deletions

View File

@@ -5,63 +5,58 @@
namespace omath::collision
{
bool LineTracer::CanTraceLine(const Ray& ray, const Triangle<Vector3<float>>& triangle)
bool LineTracer::can_trace_line(const Ray& ray, const Triangle<Vector3<float>>& triangle)
{
return GetRayHitPoint(ray, triangle) == ray.end;
return get_ray_hit_point(ray, triangle) == ray.end;
}
Vector3<float> Ray::DirectionVector() const
Vector3<float> Ray::direction_vector() const
{
return end - start;
}
Vector3<float> Ray::DirectionVectorNormalized() const
Vector3<float> Ray::direction_vector_normalized() const
{
return DirectionVector().Normalized();
return direction_vector().normalized();
}
Vector3<float> LineTracer::GetRayHitPoint(const Ray& ray, const Triangle<Vector3<float>>& triangle)
Vector3<float> LineTracer::get_ray_hit_point(const Ray& ray, const Triangle<Vector3<float>>& triangle)
{
constexpr float kEpsilon = std::numeric_limits<float>::epsilon();
constexpr float k_epsilon = std::numeric_limits<float>::epsilon();
const auto sideA = triangle.SideAVector();
const auto sideB = triangle.SideBVector();
const auto side_a = triangle.side_a_vector();
const auto side_b = triangle.side_b_vector();
const auto ray_dir = ray.direction_vector();
const auto rayDir = ray.DirectionVector();
const auto p = ray_dir.cross(side_b);
const auto det = side_a.dot(p);
const auto p = rayDir.Cross(sideB);
const auto det = sideA.Dot(p);
if (std::abs(det) < kEpsilon)
if (std::abs(det) < k_epsilon)
return ray.end;
const auto invDet = 1.0f / det;
const auto inv_det = 1.0f / det;
const auto t = ray.start - triangle.m_vertex2;
const auto u = t.Dot(p) * invDet;
const auto u = t.dot(p) * inv_det;
if ((u < 0 && std::abs(u) > kEpsilon) || (u > 1 && std::abs(u - 1) > kEpsilon))
if ((u < 0 && std::abs(u) > k_epsilon) || (u > 1 && std::abs(u - 1) > k_epsilon))
return ray.end;
const auto q = t.Cross(sideA);
const auto v = rayDir.Dot(q) * invDet;
const auto q = t.cross(side_a);
const auto v = ray_dir.dot(q) * inv_det;
if ((v < 0 && std::abs(v) > kEpsilon) || (u + v > 1 && std::abs(u + v - 1) > kEpsilon))
if ((v < 0 && std::abs(v) > k_epsilon) || (u + v > 1 && std::abs(u + v - 1) > k_epsilon))
return ray.end;
const auto tHit = sideB.Dot(q) * invDet;
const auto t_hit = side_b.dot(q) * inv_det;
if (ray.infinite_length)
{
if (tHit <= kEpsilon)
if (t_hit <= k_epsilon)
return ray.end;
}
else if (tHit <= kEpsilon || tHit > 1.0f - kEpsilon)
else if (t_hit <= k_epsilon || t_hit > 1.0f - k_epsilon)
return ray.end;
return ray.start + rayDir * tHit;
return ray.start + ray_dir * t_hit;
}
} // namespace omath::collision