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Merge pull request #24 from orange-cpp/u/orange-cpp/improved-triangle…
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…-class

U/orange cpp/improved triangle class
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orange-cpp authored Jan 6, 2025
2 parents 42c84f2 + afcfed4 commit 31907ce
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Showing 9 changed files with 217 additions and 87 deletions.
74 changes: 74 additions & 0 deletions include/omath/Triangle.hpp
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@@ -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
36 changes: 0 additions & 36 deletions include/omath/Triangle3d.hpp

This file was deleted.

6 changes: 3 additions & 3 deletions include/omath/collision/LineTracer.hpp
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Expand Up @@ -4,7 +4,7 @@
#pragma once

#include "omath/Vector3.hpp"
#include "omath/Triangle3d.hpp"
#include "omath/Triangle.hpp"

namespace omath::collision
{
Expand All @@ -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 Möller–Trumbore 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);
};
}
1 change: 0 additions & 1 deletion source/CMakeLists.txt
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Expand Up @@ -4,7 +4,6 @@ target_sources(omath PRIVATE
color.cpp
Vector4.cpp
Vector2.cpp
Triangle3d.cpp
)

add_subdirectory(prediction)
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40 changes: 0 additions & 40 deletions source/Triangle3d.cpp

This file was deleted.

8 changes: 4 additions & 4 deletions source/collision/LineTracer.cpp
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Expand Up @@ -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;
}
Expand All @@ -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();

Expand All @@ -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);
Expand All @@ -59,4 +59,4 @@ namespace omath::collision

return ray.start + rayDir * tHit;
}
}
} // namespace omath::collision
1 change: 1 addition & 0 deletions tests/CMakeLists.txt
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Expand Up @@ -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
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6 changes: 3 additions & 3 deletions tests/general/UnitTestLineTrace.cpp
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@@ -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;
Expand All @@ -13,7 +13,7 @@ class LineTracerTest : public ::testing::Test
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
Expand Down Expand Up @@ -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}
};

Expand Down
132 changes: 132 additions & 0 deletions tests/general/UnitTestTriangle.cpp
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@@ -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);
}

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