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omath/include/omath/collision/mesh_collider.hpp
2026-03-03 09:38:05 +03:00

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//
// Created by Vlad on 11/9/2025.
//
#pragma once
#include "collider_interface.hpp"
#include "omath/linear_algebra/vector3.hpp"
#ifdef OMATH_BUILD_TESTS
// ReSharper disable once CppInconsistentNaming
class UnitTestColider_FindFurthestVertex_Test;
#endif
namespace omath::collision
{
template<class MeshType>
class MeshCollider final : public ColliderInterface<typename MeshType::VertexType::VectorType>
{
#ifdef OMATH_BUILD_TESTS
friend UnitTestColider_FindFurthestVertex_Test;
#endif
public:
using VertexType = MeshType::VertexType;
using VectorType = MeshType::VertexType::VectorType;
explicit MeshCollider(MeshType mesh): m_mesh(std::move(mesh))
{
}
[[nodiscard]]
VectorType find_abs_furthest_vertex_position(const VectorType& direction) const override
{
return m_mesh.vertex_position_to_world_space(find_furthest_vertex(direction).position);
}
[[nodiscard]]
const VectorType& get_origin() const override
{
return m_mesh.get_origin();
}
void set_origin(const VectorType& new_origin) override
{
m_mesh.set_origin(new_origin);
}
[[nodiscard]]
const MeshType& get_mesh() const
{
return m_mesh;
}
[[nodiscard]]
MeshType& get_mesh()
{
return m_mesh;
}
private:
[[nodiscard]]
const VertexType& find_furthest_vertex(const VectorType& direction) const
{
// The support query arrives in world space, but vertex positions are stored
// in local space. We need argmax_v { world(v) · d }.
//
// world(v) = M·v (ignoring translation, which is constant across vertices)
// world(v) · d = v · Mᵀ·d
//
// So we transform the direction to local space once — O(1) — then compare
// raw local positions, which is far cheaper than calling
// vertex_position_to_world_space (full 4×4 multiply) for every vertex.
//
// d_local = upper-left 3×3 of M, transposed, times d_world:
// d_local[j] = sum_i M.at(i,j) * d[i] (i.e. column j of M dotted with d)
const auto& m = m_mesh.get_to_world_matrix();
const VectorType d_local = {
m[0, 0] * direction.x + m[1, 0] * direction.y + m[2, 0] * direction.z,
m[0, 1] * direction.x + m[1, 1] * direction.y + m[2, 1] * direction.z,
m[0, 2] * direction.x + m[1, 2] * direction.y + m[2, 2] * direction.z,
};
return *std::ranges::max_element(m_mesh.m_vertex_buffer, [&d_local](const auto& first, const auto& second)
{ return first.position.dot(d_local) < second.position.dot(d_local); });
}
MeshType m_mesh;
};
} // namespace omath::collision