added ray tracer check for obb in line tracer

This commit is contained in:
2026-05-07 05:30:47 +03:00
parent 94f88056cb
commit 6413c5d59c
2 changed files with 282 additions and 0 deletions
+57
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@@ -4,6 +4,7 @@
#pragma once #pragma once
#include "omath/3d_primitives/aabb.hpp" #include "omath/3d_primitives/aabb.hpp"
#include "omath/3d_primitives/obb.hpp"
#include "omath/linear_algebra/triangle.hpp" #include "omath/linear_algebra/triangle.hpp"
#include "omath/linear_algebra/vector3.hpp" #include "omath/linear_algebra/vector3.hpp"
@@ -36,6 +37,7 @@ namespace omath::collision
{ {
using TriangleType = Triangle<typename RayType::VectorType>; using TriangleType = Triangle<typename RayType::VectorType>;
using AABBType = primitives::Aabb<typename RayType::VectorType::ContainedType>; using AABBType = primitives::Aabb<typename RayType::VectorType::ContainedType>;
using OBBType = primitives::Obb<typename RayType::VectorType::ContainedType>;
public: public:
LineTracer() = delete; LineTracer() = delete;
@@ -137,6 +139,61 @@ namespace omath::collision
return ray.start + dir * t_hit; return ray.start + dir * t_hit;
} }
// Slab method ray-OBB intersection. Project the ray into the OBB's local frame
// (axes are orthonormal, so the inverse rotation is just a transpose / dot products),
// then run the standard slab test against the local box [-half_extents, +half_extents].
// The ray parameter t is invariant under rigid transform, so the hit point is recovered
// in world space as ray.start + dir * t_hit.
[[nodiscard]]
constexpr static auto get_ray_hit_point(const RayType& ray, const OBBType& obb) noexcept
{
using T = typename RayType::VectorType::ContainedType;
const auto offset = ray.start - obb.center;
const auto dir = ray.direction_vector();
const T local_start[3] = {offset.dot(obb.axis_x), offset.dot(obb.axis_y), offset.dot(obb.axis_z)};
const T local_dir[3] = {dir.dot(obb.axis_x), dir.dot(obb.axis_y), dir.dot(obb.axis_z)};
const T half[3] = {obb.half_extents.x, obb.half_extents.y, obb.half_extents.z};
auto t_min = -std::numeric_limits<T>::infinity();
auto t_max = std::numeric_limits<T>::infinity();
const auto process_axis = [&](const T& d, const T& origin, const T& h) -> bool
{
constexpr T k_epsilon = std::numeric_limits<T>::epsilon();
if (std::abs(d) < k_epsilon)
return origin >= -h && origin <= h;
const T inv = T(1) / d;
T t0 = (-h - origin) * inv;
T t1 = (h - origin) * inv;
if (t0 > t1)
std::swap(t0, t1);
t_min = std::max(t_min, t0);
t_max = std::min(t_max, t1);
return t_min <= t_max;
};
if (!process_axis(local_dir[0], local_start[0], half[0]))
return ray.end;
if (!process_axis(local_dir[1], local_start[1], half[1]))
return ray.end;
if (!process_axis(local_dir[2], local_start[2], half[2]))
return ray.end;
const T t_hit = std::max(T(0), t_min);
if (t_max < T(0))
return ray.end; // box entirely behind origin
if (!ray.infinite_length && t_hit > T(1))
return ray.end; // box beyond ray endpoint
return ray.start + dir * t_hit;
}
template<class MeshType> template<class MeshType>
[[nodiscard]] [[nodiscard]]
constexpr static auto get_ray_hit_point(const RayType& ray, const MeshType& mesh) noexcept constexpr static auto get_ray_hit_point(const RayType& ray, const MeshType& mesh) noexcept
+225
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@@ -0,0 +1,225 @@
//
// Created by Vladislav on 07.05.2026.
//
#include "omath/3d_primitives/obb.hpp"
#include "omath/collision/line_tracer.hpp"
#include <cmath>
#include <gtest/gtest.h>
#include <numbers>
using Vec3 = omath::Vector3<float>;
using Ray = omath::collision::Ray<>;
using LineTracer = omath::collision::LineTracer<>;
using OBB = omath::primitives::Obb<float>;
namespace
{
Ray make_ray(const Vec3 start, const Vec3 end, const bool infinite = false)
{
Ray r;
r.start = start;
r.end = end;
r.infinite_length = infinite;
return r;
}
constexpr OBB axis_aligned_obb(const Vec3& center, const Vec3& half_extents) noexcept
{
return OBB{center, {1.f, 0.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 0.f, 1.f}, half_extents};
}
OBB rotated_around_z(const Vec3& center, const Vec3& half_extents, const float radians) noexcept
{
const auto c = std::cos(radians);
const auto s = std::sin(radians);
return OBB{center, {c, s, 0.f}, {-s, c, 0.f}, {0.f, 0.f, 1.f}, half_extents};
}
} // namespace
// --- axis-aligned OBB behaves like AABB ---
TEST(LineTracerOBBTests, AxisAlignedHitAlongZ)
{
const auto box = axis_aligned_obb({0.f, 0.f, 0.f}, {1.f, 1.f, 1.f});
const auto ray = make_ray({0.f, 0.f, -5.f}, {0.f, 0.f, 5.f});
const auto hit = LineTracer::get_ray_hit_point(ray, box);
EXPECT_NE(hit, ray.end);
EXPECT_NEAR(hit.x, 0.f, 1e-4f);
EXPECT_NEAR(hit.y, 0.f, 1e-4f);
EXPECT_NEAR(hit.z, -1.f, 1e-4f);
}
TEST(LineTracerOBBTests, AxisAlignedHitAlongX)
{
const auto box = axis_aligned_obb({0.f, 0.f, 0.f}, {1.f, 1.f, 1.f});
const auto ray = make_ray({-5.f, 0.f, 0.f}, {5.f, 0.f, 0.f});
const auto hit = LineTracer::get_ray_hit_point(ray, box);
EXPECT_NE(hit, ray.end);
EXPECT_NEAR(hit.x, -1.f, 1e-4f);
}
TEST(LineTracerOBBTests, MissReturnsEnd)
{
const auto box = axis_aligned_obb({0.f, 0.f, 0.f}, {1.f, 1.f, 1.f});
const auto ray = make_ray({0.f, 5.f, -5.f}, {0.f, 5.f, 5.f});
const auto hit = LineTracer::get_ray_hit_point(ray, box);
EXPECT_EQ(hit, ray.end);
}
TEST(LineTracerOBBTests, RayTooShortReturnsEnd)
{
const auto box = axis_aligned_obb({4.f, 0.f, 0.f}, {1.f, 1.f, 1.f});
const auto ray = make_ray({0.f, 0.f, 0.f}, {2.f, 0.f, 0.f});
const auto hit = LineTracer::get_ray_hit_point(ray, box);
EXPECT_EQ(hit, ray.end);
}
TEST(LineTracerOBBTests, InfiniteRayHits)
{
const auto box = axis_aligned_obb({4.f, 0.f, 0.f}, {1.f, 1.f, 1.f});
const auto ray = make_ray({0.f, 0.f, 0.f}, {2.f, 0.f, 0.f}, true);
const auto hit = LineTracer::get_ray_hit_point(ray, box);
EXPECT_NE(hit, ray.end);
EXPECT_NEAR(hit.x, 3.f, 1e-4f);
}
TEST(LineTracerOBBTests, RayStartsInsideBox)
{
const auto box = axis_aligned_obb({0.f, 0.f, 0.f}, {1.f, 1.f, 1.f});
const auto ray = make_ray({0.f, 0.f, 0.f}, {5.f, 0.f, 0.f});
const auto hit = LineTracer::get_ray_hit_point(ray, box);
EXPECT_NE(hit, ray.end);
EXPECT_NEAR(hit.x, 0.f, 1e-4f);
EXPECT_NEAR(hit.y, 0.f, 1e-4f);
EXPECT_NEAR(hit.z, 0.f, 1e-4f);
}
TEST(LineTracerOBBTests, RayBehindBoxReturnsEnd)
{
const auto box = axis_aligned_obb({4.f, 0.f, 0.f}, {1.f, 1.f, 1.f});
const auto ray = make_ray({10.f, 0.f, 0.f}, {20.f, 0.f, 0.f});
const auto hit = LineTracer::get_ray_hit_point(ray, box);
EXPECT_EQ(hit, ray.end);
}
// --- rotated OBB ---
TEST(LineTracerOBBTests, RotatedBoxHitOnRotatedFace)
{
// Box centred at the origin, rotated 45° around Z. After rotation, the box's "near" face
// (originally x=-1) is now perpendicular to the (1, 1, 0)/√2 direction. A ray approaching
// from +X (along world -X) first hits the box at the rotated face — at x = √2 ≈ 1.414.
const auto box = rotated_around_z({0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}, std::numbers::pi_v<float> / 4.f);
const auto ray = make_ray({5.f, 0.f, 0.f}, {-5.f, 0.f, 0.f});
const auto hit = LineTracer::get_ray_hit_point(ray, box);
EXPECT_NE(hit, ray.end);
EXPECT_NEAR(hit.x, std::numbers::sqrt2_v<float>, 1e-4f);
EXPECT_NEAR(hit.y, 0.f, 1e-4f);
EXPECT_NEAR(hit.z, 0.f, 1e-4f);
}
TEST(LineTracerOBBTests, RotatedBoxMissesWhereAabbWouldHit)
{
// A unit cube rotated 45° around Z has an XY footprint that is a diamond reaching
// (±√2, 0) and (0, ±√2). The AABB envelope spans x,y ∈ [-√2, √2], but at y just below √2
// the diamond is essentially a point. A ray at y = 1.43 is outside the diamond entirely
// (|x| + |y| ≤ √2 ⇒ |x| ≤ √2 - 1.43 < 0), yet it would still pass through the AABB
// envelope of the rotated box.
const auto box = rotated_around_z({0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}, std::numbers::pi_v<float> / 4.f);
const auto ray = make_ray({-5.f, 1.43f, 0.f}, {5.f, 1.43f, 0.f});
const auto hit = LineTracer::get_ray_hit_point(ray, box);
EXPECT_EQ(hit, ray.end);
}
TEST(LineTracerOBBTests, RotatedThinBoxHitFromTheSide)
{
// Long, thin axis-aligned slab along X, rotated 90° around Z so it now points along Y.
// A ray from +X straight back along -X must miss (the slab is thin in X), but a ray along
// -Y from +Y must hit.
const auto box = rotated_around_z({0.f, 0.f, 0.f}, {5.f, 0.5f, 1.f}, std::numbers::pi_v<float> / 2.f);
const auto ray_along_x = make_ray({10.f, 0.f, 0.f}, {-10.f, 0.f, 0.f});
const auto hit_x = LineTracer::get_ray_hit_point(ray_along_x, box);
EXPECT_NE(hit_x, ray_along_x.end);
EXPECT_NEAR(hit_x.x, 0.5f, 1e-4f); // hit on the rotated slab's narrow side
const auto ray_along_y = make_ray({0.f, 10.f, 0.f}, {0.f, -10.f, 0.f});
const auto hit_y = LineTracer::get_ray_hit_point(ray_along_y, box);
EXPECT_NE(hit_y, ray_along_y.end);
EXPECT_NEAR(hit_y.y, 5.f, 1e-4f); // hit on the long end at y=+5
}
TEST(LineTracerOBBTests, RotatedAndTranslatedBoxHit)
{
const auto box = rotated_around_z({10.f, 5.f, 0.f}, {1.f, 1.f, 1.f}, std::numbers::pi_v<float> / 4.f);
// Ray approaches the rotated box from +X.
const auto ray = make_ray({20.f, 5.f, 0.f}, {0.f, 5.f, 0.f});
const auto hit = LineTracer::get_ray_hit_point(ray, box);
EXPECT_NE(hit, ray.end);
EXPECT_NEAR(hit.x, 10.f + std::numbers::sqrt2_v<float>, 1e-4f);
EXPECT_NEAR(hit.y, 5.f, 1e-4f);
}
TEST(LineTracerOBBTests, ParallelRayOutsideMisses)
{
// Ray runs parallel to a slab face, completely outside the slab.
const auto box = axis_aligned_obb({0.f, 0.f, 0.f}, {1.f, 1.f, 1.f});
const auto ray = make_ray({-5.f, 2.f, 0.f}, {5.f, 2.f, 0.f});
const auto hit = LineTracer::get_ray_hit_point(ray, box);
EXPECT_EQ(hit, ray.end);
}
TEST(LineTracerOBBTests, ParallelRayInsideHits)
{
// Ray runs parallel to a slab face but inside the slab — should still hit the entry plane.
const auto box = axis_aligned_obb({0.f, 0.f, 0.f}, {1.f, 1.f, 1.f});
const auto ray = make_ray({-5.f, 0.5f, 0.f}, {5.f, 0.5f, 0.f});
const auto hit = LineTracer::get_ray_hit_point(ray, box);
EXPECT_NE(hit, ray.end);
EXPECT_NEAR(hit.x, -1.f, 1e-4f);
}
TEST(LineTracerOBBTests, MatchesAabbForAxisAlignedBox)
{
using AABB = omath::primitives::Aabb<float>;
struct
{
Vec3 center;
Vec3 half;
Vec3 ray_start;
Vec3 ray_end;
} cases[] = {
{{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}, {-5.f, 0.f, 0.f}, {5.f, 0.f, 0.f}},
{{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}, {0.f, -5.f, 0.f}, {0.f, 5.f, 0.f}},
{{4.f, 0.f, 0.f}, {1.f, 1.f, 1.f}, {0.f, 0.f, 0.f}, {2.f, 0.f, 0.f}}, // too short
{{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}, {-5.f, 5.f, 0.f}, {5.f, 5.f, 0.f}}, // miss
{{2.f, 3.f, -1.f}, {0.5f, 0.5f, 0.5f}, {0.f, 0.f, 0.f}, {10.f, 15.f, -5.f}}, // diagonal
};
for (const auto& [center, half, start, end]: cases)
{
const AABB aabb{center - half, center + half};
const auto obb = axis_aligned_obb(center, half);
const auto ray = make_ray(start, end);
const auto aabb_hit = LineTracer::get_ray_hit_point(ray, aabb);
const auto obb_hit = LineTracer::get_ray_hit_point(ray, obb);
EXPECT_NEAR(aabb_hit.x, obb_hit.x, 1e-4f);
EXPECT_NEAR(aabb_hit.y, obb_hit.y, 1e-4f);
EXPECT_NEAR(aabb_hit.z, obb_hit.z, 1e-4f);
}
}