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mesh improvement
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@@ -101,7 +101,6 @@ namespace omath::primitives
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[[nodiscard]]
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[[nodiscard]]
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VectorType vertex_position_to_world_space(const Vector3<float>& vertex_position) const
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VectorType vertex_position_to_world_space(const Vector3<float>& vertex_position) const
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requires HasPosition<VertexType>
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{
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{
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auto abs_vec = get_to_world_matrix()
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auto abs_vec = get_to_world_matrix()
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* mat_column_from_vector<typename Mat4X4::ContainedType, Mat4X4::get_store_ordering()>(
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* mat_column_from_vector<typename Mat4X4::ContainedType, Mat4X4::get_store_ordering()>(
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@@ -112,11 +111,16 @@ namespace omath::primitives
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[[nodiscard]]
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[[nodiscard]]
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Triangle<VectorType> make_face_in_world_space(const Ebo::const_iterator vao_iterator) const
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Triangle<VectorType> make_face_in_world_space(const Ebo::const_iterator vao_iterator) const
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requires HasPosition<VertexType>
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{
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{
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return {vertex_position_to_world_space(m_vertex_buffer.at(vao_iterator->x).position),
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if constexpr (HasPosition<VertexType>)
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vertex_position_to_world_space(m_vertex_buffer.at(vao_iterator->y).position),
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{
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vertex_position_to_world_space(m_vertex_buffer.at(vao_iterator->z).position)};
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return {vertex_position_to_world_space(m_vertex_buffer.at(vao_iterator->x).position),
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vertex_position_to_world_space(m_vertex_buffer.at(vao_iterator->y).position),
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vertex_position_to_world_space(m_vertex_buffer.at(vao_iterator->z).position)};
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}
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return {vertex_position_to_world_space(m_vertex_buffer.at(vao_iterator->x)),
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vertex_position_to_world_space(m_vertex_buffer.at(vao_iterator->y)),
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vertex_position_to_world_space(m_vertex_buffer.at(vao_iterator->z))};
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}
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}
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private:
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private:
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@@ -2,11 +2,15 @@
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// Created by Vladislav on 11.01.2026.
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// Created by Vladislav on 11.01.2026.
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//
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//
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#include "omath/3d_primitives/box.hpp"
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#include "omath/3d_primitives/box.hpp"
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#include "omath/collision/line_tracer.hpp"
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#include "omath/engines/opengl_engine/primitives.hpp"
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#include "omath/engines/opengl_engine/primitives.hpp"
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#include <gtest/gtest.h>
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#include <gtest/gtest.h>
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TEST(test, test)
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TEST(test, test)
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{
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{
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auto result = omath::primitives::create_box<omath::opengl_engine::BoxMesh>({0.f, 30.f, 0.f}, {}, omath::opengl_engine::k_abs_forward,
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auto result = omath::primitives::create_box<omath::opengl_engine::BoxMesh>(
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omath::opengl_engine::k_abs_right);
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{0.f, 30.f, 0.f}, {}, omath::opengl_engine::k_abs_forward, omath::opengl_engine::k_abs_right);
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omath::collision::Ray ray{.start = {0, 0, 0}, .end = {-100, 0, 0}};
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std::ignore = omath::collision::LineTracer::get_ray_hit_point(ray, result);
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}
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}
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