Compare commits

..

11 Commits

Author SHA1 Message Date
31907ceca3 Merge pull request #24 from orange-cpp/u/orange-cpp/improved-triangle-class
U/orange cpp/improved triangle class
2025-01-06 05:19:27 +03:00
afcfed4834 path 2025-01-06 05:17:42 +03:00
835fd110ba fix 2025-01-06 05:15:12 +03:00
29629a737d added some methods 2025-01-06 05:08:32 +03:00
6a324e8c0e improvement 2025-01-06 04:42:43 +03:00
42c84f2523 added midpoint for triangle class 2025-01-06 04:30:03 +03:00
9a4fb67289 hotfix 2025-01-02 20:32:25 +03:00
824b301d40 small code improvement 2025-01-02 18:40:19 +03:00
dcf466316c Merge pull request #23 from orange-cpp/u/orange-cpp/vec3-angle-calc
added AngleBetween method for Vector3 + tests
2025-01-02 12:54:27 +03:00
dc0bca14c5 added method + tests 2025-01-02 12:52:34 +03:00
b2db06a739 updated read me 2024-12-26 18:52:24 +03:00
14 changed files with 258 additions and 90 deletions

View File

@@ -11,7 +11,7 @@
Oranges's Math Library (omath) is a comprehensive, open-source library aimed at providing efficient, reliable, and versatile mathematical functions and algorithms. Developed primarily in C++, this library is designed to cater to a wide range of mathematical operations essential in scientific computing, engineering, and academic research.
## Features
## 👁‍🗨 Features
- **Efficiency**: Optimized for performance, ensuring quick computations.
- **Versatility**: Includes a wide array of mathematical functions and algorithms.
- **Ease of Use**: Simplified interface for convenient integration into various projects.
@@ -20,7 +20,7 @@ Oranges's Math Library (omath) is a comprehensive, open-source library aimed at
- **Collision Detection**: Production ready code to handle collision detection by using simple interfaces.
- **No Additional Dependencies**: No additional dependencies need to use OMath except unit test execution
## Getting Started
## Getting Started
### Prerequisites
- C++ Compiler
- CMake (for building the project)
@@ -54,7 +54,7 @@ For detailed commands on installing different versions and more information, ple
cmake --build cmake-build/build/windows-release --target server -j 6
```
Use **\<platform\>-\<build configuration\>** preset to build siutable version for yourself. Like **windows-release** or **linux-release**.
## Usage
## Usage
Simple world to screen function
```c++
TEST(UnitTestProjection, IsPointOnScreen)
@@ -76,11 +76,11 @@ With `omath/projection` module you can achieve simple ESP hack for powered by So
</details>
## Contributing
## 🫵🏻 Contributing
Contributions to `omath` are welcome! Please read `CONTRIBUTING.md` for details on our code of conduct and the process for submitting pull requests.
## License
## 📜 License
This project is licensed under the MIT - see the `LICENSE` file for details.
## Acknowledgments
## 💘 Acknowledgments
- [All contributors](https://github.com/orange-cpp/omath/graphs/contributors)

View File

@@ -38,10 +38,7 @@ namespace omath
[[nodiscard]]
float& operator[](size_t row, size_t column)
{
return At(row, column);
}
float& operator[](size_t row, size_t column);
[[nodiscard]]
size_t ColumnsCount() const noexcept;

View File

@@ -0,0 +1,74 @@
//
// Created by Orange on 11/13/2024.
//
#pragma once
#include "omath/Vector3.hpp"
namespace omath
{
template<class Vector>
class Triangle final
{
public:
constexpr Triangle() = default;
constexpr Triangle(const Vector& vertex1, const Vector& vertex2, const Vector& vertex3)
: m_vertex1(vertex1), m_vertex2(vertex2), m_vertex3(vertex3)
{
}
Vector3 m_vertex1;
Vector3 m_vertex2;
Vector3 m_vertex3;
[[nodiscard]]
constexpr Vector3 CalculateNormal() const
{
const auto b = SideBVector();
const auto a = SideAVector();
return b.Cross(a).Normalized();
}
[[nodiscard]]
float SideALength() const
{
return m_vertex1.DistTo(m_vertex2);
}
[[nodiscard]]
float SideBLength() const
{
return m_vertex3.DistTo(m_vertex2);
}
[[nodiscard]]
constexpr Vector3 SideAVector() const
{
return m_vertex1 - m_vertex2;
}
[[nodiscard]]
constexpr float Hypot() const
{
return m_vertex1.DistTo(m_vertex3);
}
[[nodiscard]]
constexpr bool IsRectangular() const
{
const auto sideA = SideALength();
const auto sideB = SideBLength();
const auto hypot = Hypot();
return std::abs(sideA*sideA + sideB*sideB - hypot*hypot) <= 0.0001f;
}
[[nodiscard]]
constexpr Vector3 SideBVector() const
{
return m_vertex3 - m_vertex2;
}
[[nodiscard]]
constexpr Vector3 MidPoint() const
{
return (m_vertex1 + m_vertex2 + m_vertex3) / 3;
}
};
} // namespace omath

View File

@@ -1,33 +0,0 @@
//
// Created by Orange on 11/13/2024.
//
#pragma once
#include "omath/Vector3.hpp"
namespace omath
{
class Triangle3d final
{
public:
Triangle3d(const Vector3& vertex1, const Vector3& vertex2, const Vector3& vertex3);
Vector3 m_vertex1;
Vector3 m_vertex2;
Vector3 m_vertex3;
[[nodiscard]]
Vector3 CalculateNormal() const;
[[nodiscard]]
float SideALength() const;
[[nodiscard]]
float SideBLength() const;
[[nodiscard]]
Vector3 SideAVector() const;
[[nodiscard]]
Vector3 SideBVector() const;
};
}

View File

@@ -7,9 +7,18 @@
#include <cstdint>
#include <functional>
#include "omath/Vector2.hpp"
#include "omath/Angle.hpp"
#include <expected>
namespace omath
{
enum class Vector3Error
{
IMPOSSIBLE_BETWEEN_ANGLE,
};
class Vector3 : public Vector2
{
public:
@@ -208,6 +217,17 @@ namespace omath
return Sum2D() + z;
}
[[nodiscard]] std::expected<Angle<float, 0.f, 180.f, AngleFlags::Clamped>, Vector3Error>
AngleBetween(const Vector3& other) const
{
const auto bottom = Length() * other.Length();
if (bottom == 0.f)
return std::unexpected(Vector3Error::IMPOSSIBLE_BETWEEN_ANGLE);
return Angle<float, 0.f, 180.f, AngleFlags::Clamped>::FromRadians(std::acos(Dot(other) / bottom));
}
[[nodiscard]] constexpr float Sum2D() const
{
return Vector2::Sum();

View File

@@ -4,7 +4,7 @@
#pragma once
#include "omath/Vector3.hpp"
#include "omath/Triangle3d.hpp"
#include "omath/Triangle.hpp"
namespace omath::collision
{
@@ -27,12 +27,12 @@ namespace omath::collision
[[nodiscard]]
static bool CanTraceLine(const Ray& ray, const Triangle3d& triangle);
static bool CanTraceLine(const Ray& ray, const Triangle<Vector3>& triangle);
// Realization of MöllerTrumbore intersection algorithm
// https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
[[nodiscard]]
static Vector3 GetRayHitPoint(const Ray& ray, const Triangle3d& triangle);
static Vector3 GetRayHitPoint(const Ray& ray, const Triangle<Vector3>& triangle);
};
}

View File

@@ -4,7 +4,6 @@ target_sources(omath PRIVATE
color.cpp
Vector4.cpp
Vector2.cpp
Triangle3d.cpp
)
add_subdirectory(prediction)

View File

@@ -74,6 +74,11 @@ namespace omath
{
return m_rows;
}
float& Matrix::operator[](const size_t row, const size_t column)
{
return At(row, column);
}
Matrix::Matrix(Matrix&& other) noexcept
{

View File

@@ -1,36 +0,0 @@
#include "omath/Triangle3d.hpp"
namespace omath
{
Triangle3d::Triangle3d(const Vector3 &vertex1, const Vector3 &vertex2, const Vector3 &vertex3)
: m_vertex1(vertex1), m_vertex2(vertex2), m_vertex3(vertex3)
{
}
Vector3 Triangle3d::CalculateNormal() const
{
return (m_vertex1 - m_vertex2).Cross(m_vertex3 - m_vertex1).Normalized();
}
float Triangle3d::SideALength() const
{
return m_vertex1.DistTo(m_vertex2);
}
float Triangle3d::SideBLength() const
{
return m_vertex3.DistTo(m_vertex2);
}
Vector3 Triangle3d::SideAVector() const
{
return m_vertex1 - m_vertex2;
}
Vector3 Triangle3d::SideBVector() const
{
return m_vertex3 - m_vertex2;
}
}

View File

@@ -5,7 +5,7 @@
namespace omath::collision
{
bool LineTracer::CanTraceLine(const Ray &ray, const Triangle3d &triangle)
bool LineTracer::CanTraceLine(const Ray& ray, const Triangle<Vector3>& triangle)
{
return GetRayHitPoint(ray, triangle) == ray.end;
}
@@ -19,7 +19,7 @@ namespace omath::collision
return DirectionVector().Normalized();
}
Vector3 LineTracer::GetRayHitPoint(const Ray &ray, const Triangle3d &triangle)
Vector3 LineTracer::GetRayHitPoint(const Ray& ray, const Triangle<Vector3>& triangle)
{
constexpr float kEpsilon = std::numeric_limits<float>::epsilon();
@@ -41,7 +41,7 @@ namespace omath::collision
const auto u = t.Dot(p) * invDet;
if ((u < 0 && std::abs(u) > kEpsilon) || (u > 1 && std::abs(u-1) > kEpsilon))
if ((u < 0 && std::abs(u) > kEpsilon) || (u > 1 && std::abs(u - 1) > kEpsilon))
return ray.end;
const auto q = t.Cross(sideA);
@@ -59,4 +59,4 @@ namespace omath::collision
return ray.start + rayDir * tHit;
}
}
} // namespace omath::collision

View File

@@ -18,6 +18,7 @@ add_executable(unit-tests
general/UnitTestAngles.cpp
general/UnitTestViewAngles.cpp
general/UnitTestAngle.cpp
general/UnitTestTriangle.cpp
engines/UnitTestOpenGL.cpp
engines/UnitTestUnityEngine.cpp

View File

@@ -1,6 +1,6 @@
#include "gtest/gtest.h"
#include "omath/collision/LineTracer.hpp"
#include "omath/Triangle3d.hpp"
#include "omath/Triangle.hpp"
#include "omath/Vector3.hpp"
using namespace omath;
@@ -13,7 +13,7 @@ protected:
Vector3 vertex1{0.0f, 0.0f, 0.0f};
Vector3 vertex2{1.0f, 0.0f, 0.0f};
Vector3 vertex3{0.0f, 1.0f, 0.0f};
Triangle3d triangle{vertex1, vertex2, vertex3};
Triangle<Vector3> triangle{vertex1, vertex2, vertex3};
};
// Test that a ray intersecting the triangle returns false for CanTraceLine
@@ -71,7 +71,7 @@ TEST_F(LineTracerTest, TriangleFarBeyondRayEndPoint)
constexpr Ray ray{{0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}};
// Define a triangle far beyond the ray's endpoint
const Triangle3d distantTriangle{
constexpr Triangle<Vector3> distantTriangle{
{1000.0f, 1000.0f, 1000.0f}, {1001.0f, 1000.0f, 1000.0f}, {1000.0f, 1001.0f, 1000.0f}
};

View File

@@ -0,0 +1,132 @@
//
// Created by Orange on 1/6/2025.
//
#include "omath/Triangle.hpp"
#include <gtest/gtest.h>
#include <omath/Vector3.hpp>
#include <cmath> // For std::sqrt, std::isinf, std::isnan
using namespace omath;
class UnitTestTriangle : public ::testing::Test
{
protected:
// Define some Triangles to use in tests
Triangle<Vector3> t1;
Triangle<Vector3> t2;
Triangle<Vector3> t3;
constexpr void SetUp() override
{
// Triangle with vertices (0, 0, 0), (1, 0, 0), (0, 1, 0)
t1 = Triangle<Vector3>(
Vector3(0.0f, 0.0f, 0.0f),
Vector3(1.0f, 0.0f, 0.0f),
Vector3(0.0f, 1.0f, 0.0f)
);
// Triangle with vertices (1, 2, 3), (4, 5, 6), (7, 8, 9)
t2 = Triangle<Vector3>(
Vector3(1.0f, 2.0f, 3.0f),
Vector3(4.0f, 5.0f, 6.0f),
Vector3(7.0f, 8.0f, 9.0f)
);
// An isosceles right triangle
t3 = Triangle<Vector3>(
Vector3(0.0f, 0.0f, 0.0f),
Vector3(2.0f, 0.0f, 0.0f),
Vector3(0.0f, 2.0f, 0.0f)
);
}
};
// Test constructor and vertices
TEST_F(UnitTestTriangle, Constructor)
{
constexpr Triangle<Vector3> t(
Vector3(1.0f, 2.0f, 3.0f),
Vector3(4.0f, 5.0f, 6.0f),
Vector3(7.0f, 8.0f, 9.0f)
);
EXPECT_FLOAT_EQ(t.m_vertex1.x, 1.0f);
EXPECT_FLOAT_EQ(t.m_vertex1.y, 2.0f);
EXPECT_FLOAT_EQ(t.m_vertex1.z, 3.0f);
EXPECT_FLOAT_EQ(t.m_vertex2.x, 4.0f);
EXPECT_FLOAT_EQ(t.m_vertex2.y, 5.0f);
EXPECT_FLOAT_EQ(t.m_vertex2.z, 6.0f);
EXPECT_FLOAT_EQ(t.m_vertex3.x, 7.0f);
EXPECT_FLOAT_EQ(t.m_vertex3.y, 8.0f);
EXPECT_FLOAT_EQ(t.m_vertex3.z, 9.0f);
}
// Test CalculateNormal
TEST_F(UnitTestTriangle, CalculateNormal)
{
// For t1, the normal should point in the +Z direction (0, 0, 1) or (0, 0, -1)
const Vector3 normal_t1 = t1.CalculateNormal();
// Check if it's normalized and pointed along Z (sign can differ, so use absolute check)
EXPECT_NEAR(std::fabs(normal_t1.z), 1.0f, 1e-5f);
EXPECT_NEAR(normal_t1.Length(), 1.0f, 1e-5f);
// For t3, we expect the normal to be along +Z as well
const Vector3 normal_t3 = t3.CalculateNormal();
EXPECT_NEAR(std::fabs(normal_t3.z), 1.0f, 1e-5f);
}
// Test side lengths
TEST_F(UnitTestTriangle, SideLengths)
{
// For t1 side lengths
EXPECT_FLOAT_EQ(t1.SideALength(), std::sqrt(1.0f)); // distance between (0,0,0) and (1,0,0)
EXPECT_FLOAT_EQ(t1.SideBLength(), std::sqrt(1.0f + 1.0f)); // distance between (4,5,6) & (7,8,9)... but we are testing t1, so let's be accurate:
// Actually, for t1: vertex2=(1,0,0), vertex3=(0,1,0)
// Dist between (0,1,0) and (1,0,0) = sqrt((1-0)^2 + (0-1)^2) = sqrt(1 + 1) = sqrt(2)
EXPECT_FLOAT_EQ(t1.SideBLength(), std::sqrt(2.0f));
// For t3, side a = distance between vertex1=(0,0,0) and vertex2=(2,0,0), which is 2
// side b = distance between vertex3=(0,2,0) and vertex2=(2,0,0), which is sqrt(2^2 + (-2)^2)= sqrt(8)= 2.828...
// We'll just check side a first:
EXPECT_FLOAT_EQ(t3.SideALength(), 2.0f);
// Then side b:
EXPECT_FLOAT_EQ(t3.SideBLength(), std::sqrt(8.0f));
}
// Test side vectors
TEST_F(UnitTestTriangle, SideVectors)
{
const Vector3 sideA_t1 = t1.SideAVector(); // m_vertex1 - m_vertex2
EXPECT_FLOAT_EQ(sideA_t1.x, 0.0f - 1.0f);
EXPECT_FLOAT_EQ(sideA_t1.y, 0.0f - 0.0f);
EXPECT_FLOAT_EQ(sideA_t1.z, 0.0f - 0.0f);
const Vector3 sideB_t1 = t1.SideBVector(); // m_vertex3 - m_vertex2
EXPECT_FLOAT_EQ(sideB_t1.x, 0.0f - 1.0f);
EXPECT_FLOAT_EQ(sideB_t1.y, 1.0f - 0.0f);
EXPECT_FLOAT_EQ(sideB_t1.z, 0.0f - 0.0f);
}
TEST_F(UnitTestTriangle, IsRectangular)
{
EXPECT_TRUE(Triangle<Vector3>({2,0,0}, {}, {0,2,0}).IsRectangular());
}
// Test midpoint
TEST_F(UnitTestTriangle, MidPoint)
{
// For t1, midpoint of (0,0,0), (1,0,0), (0,1,0)
const Vector3 mid1 = t1.MidPoint();
EXPECT_FLOAT_EQ(mid1.x, (0.0f + 1.0f + 0.0f) / 3.0f);
EXPECT_FLOAT_EQ(mid1.y, (0.0f + 0.0f + 1.0f) / 3.0f);
EXPECT_FLOAT_EQ(mid1.z, 0.0f);
// For t2, midpoint of (1,2,3), (4,5,6), (7,8,9)
const Vector3 mid2 = t2.MidPoint();
EXPECT_FLOAT_EQ(mid2.x, (1.0f + 4.0f + 7.0f) / 3.0f);
EXPECT_FLOAT_EQ(mid2.y, (2.0f + 5.0f + 8.0f) / 3.0f);
EXPECT_FLOAT_EQ(mid2.z, (3.0f + 6.0f + 9.0f) / 3.0f);
}

View File

@@ -387,6 +387,15 @@ TEST_F(UnitTestVector3, AsTuple)
EXPECT_FLOAT_EQ(std::get<2>(tuple), v1.z);
}
// Test AsTuple method
TEST_F(UnitTestVector3, AngleBeatween)
{
EXPECT_EQ(Vector3(0.0f, 0.0f, 1.0f).AngleBetween({1, 0 ,0}).value().AsDegrees(), 90.0f);
EXPECT_EQ(Vector3(0.0f, 0.0f, 1.0f).AngleBetween({0.0f, 0.0f, 1.0f}).value().AsDegrees(), 0.0f);
EXPECT_FALSE(Vector3(0.0f, 0.0f, 0.0f).AngleBetween({0.0f, 0.0f, 1.0f}).has_value());
}
// Static assertions (compile-time checks)
static_assert(Vector3(1.0f, 2.0f, 3.0f).LengthSqr() == 14.0f, "LengthSqr should be 14");
static_assert(Vector3(1.0f, 2.0f, 3.0f).Dot(Vector3(4.0f, 5.0f, 6.0f)) == 32.0f, "Dot product should be 32");