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This commit refactors the collision detection pipeline to utilize a more standard GJK algorithm and simplifies the EPA implementation. Removes the custom `GjkAlgorithmWithSimplex` in favor of the standalone `GjkAlgorithm`. This streamlines the collision detection process and enhances code clarity. Updates unit tests to align with the new GJK implementation, ensuring continued functionality and correctness.
76 lines
2.8 KiB
C++
76 lines
2.8 KiB
C++
#include "omath/collision/epa_algorithm.hpp" // Epa<Collider> + GjkAlgorithmWithSimplex<Collider>
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#include "omath/collision/gjk_algorithm.hpp"
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#include "omath/collision/simplex.hpp"
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#include "omath/engines/source_engine/collider.hpp"
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#include "omath/engines/source_engine/mesh.hpp"
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#include "omath/linear_algebra/vector3.hpp"
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#include <gtest/gtest.h>
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using Mesh = omath::source_engine::Mesh;
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using Collider = omath::source_engine::MeshCollider;
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using GJK = omath::collision::GjkAlgorithm<Collider>;
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using EPA = omath::collision::Epa<Collider>;
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TEST(UnitTestEpa, TestCollisionTrue)
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{
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// Unit cube [-1,1]^3
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std::vector<omath::Vector3<float>> vbo = {
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{-1,-1,-1}, {-1,-1, 1}, {-1, 1,-1}, {-1, 1, 1},
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{ 1, 1, 1}, { 1, 1,-1}, { 1,-1, 1}, { 1,-1,-1}
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};
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std::vector<omath::Vector3<std::size_t>> vao; // not needed
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Mesh a(vbo, vao, {1,1,1});
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Mesh b(vbo, vao, {1,1,1});
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// Overlap along +X by 0.5
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a.set_origin({0,0,0});
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b.set_origin({0.5f,0,0});
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Collider A(a), B(b);
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// GJK
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auto gjk = GJK::is_collide_with_simplex_info(A, B);
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ASSERT_TRUE(gjk.hit) << "GJK should report collision";
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// EPA
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EPA::Params params; params.max_iterations = 64; params.tolerance = 1e-4f;
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auto epa = EPA::solve(A, B, gjk.simplex, params);
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ASSERT_TRUE(epa.success) << "EPA should converge";
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// Normal is unit
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EXPECT_NEAR(epa.normal.dot(epa.normal), 1.0f, 1e-5f);
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// For this setup, depth ≈ 1.5 (2 - 0.5)
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EXPECT_NEAR(epa.depth, 1.5f, 1e-3f);
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// Normal axis sanity: near X axis
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EXPECT_NEAR(std::abs(epa.normal.x), 1.0f, 1e-3f);
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EXPECT_NEAR(epa.normal.y, 0.0f, 1e-3f);
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EXPECT_NEAR(epa.normal.z, 0.0f, 1e-3f);
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// Try both signs with a tiny margin (avoid grazing contacts)
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const float margin = 1.0f + 1e-3f;
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const auto pen = epa.normal * epa.depth;
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Mesh b_plus = b; b_plus.set_origin(b_plus.get_origin() + pen * margin);
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Mesh b_minus= b; b_minus.set_origin(b_minus.get_origin() - pen * margin);
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Collider B_plus(b_plus), B_minus(b_minus);
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const bool sep_plus = !GJK::is_collide_with_simplex_info(A, B_plus).hit;
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const bool sep_minus = !GJK::is_collide_with_simplex_info(A, B_minus).hit;
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// Exactly one direction should separate
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EXPECT_NE(sep_plus, sep_minus) << "Exactly one of ±penetration must separate";
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// Optional: pick the resolving direction and assert round-trip
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const auto resolve = sep_plus ? ( pen * margin) : (-pen * margin);
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Mesh b_resolved = b; b_resolved.set_origin(b_resolved.get_origin() + resolve);
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EXPECT_FALSE(GJK::is_collide(A, Collider(b_resolved))) << "Resolved position should be non-colliding";
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// Moving the other way should still collide
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Mesh b_wrong = b; b_wrong.set_origin(b_wrong.get_origin() - resolve);
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EXPECT_TRUE(GJK::is_collide(A, Collider(b_wrong)));
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} |