Massive Refactor

This commit is contained in:
2024-03-15 15:31:14 -04:00
parent e8ed68f3c7
commit 9f60f296c6
21 changed files with 379 additions and 127 deletions

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@@ -29,43 +29,7 @@ file(GLOB_RECURSE J3ML_SRC "src/J3ML/*.c" "src/J3ML/*.cpp")
include_directories("include")
add_library(J3ML SHARED ${J3ML_SRC}
src/J3ML/LinearAlgebra/AxisAngle.cpp
include/J3ML/LinearAlgebra/Vector.h
include/J3ML/Geometry/Plane.h
include/J3ML/Geometry/AABB.h
include/J3ML/Geometry/Frustum.h
include/J3ML/Geometry/OBB.h
include/J3ML/Geometry/Capsule.h
include/J3ML/Geometry/Sphere.h
include/J3ML/Geometry/Ray.h
include/J3ML/Geometry/QuadTree.h
include/J3ML/Geometry/LineSegment.h
include/J3ML/Geometry/TriangleMesh.h
include/J3ML/Geometry/Polygon.h
include/J3ML/Geometry/Triangle.h
include/J3ML/Geometry/Triangle2D.h
src/J3ML/Geometry/AABB.cpp
src/J3ML/Geometry/Plane.cpp
src/J3ML/Geometry/Sphere.cpp
src/J3ML/Geometry/Frustum.cpp
src/J3ML/Geometry/OBB.cpp
src/J3ML/Geometry/Ray.cpp
src/J3ML/Geometry/Capsule.cpp
src/J3ML/Geometry/TriangleMesh.cpp
src/J3ML/Geometry/QuadTree.cpp
src/J3ML/Geometry/LineSegment.cpp
include/J3ML/Geometry/AABB2D.h
src/J3ML/Geometry/Polygon.cpp
include/J3ML/Geometry/Polyhedron.h
src/J3ML/Geometry/Polyhedron.cpp
include/J3ML/Algorithm/RNG.h
src/J3ML/Algorithm/RNG.cpp
include/J3ML/Algorithm/Spring.h
include/J3ML/Algorithm/DifferentialSolvers.h
include/J3ML/Units.h
src/J3ML/J3ML.cpp
include/J3ML/LinearAlgebra/Matrix.h
src/J3ML/Geometry/AABB2D.cpp)
include/J3ML/Geometry/Common.h)
set_target_properties(J3ML PROPERTIES LINKER_LANGUAGE CXX)
install(TARGETS ${PROJECT_NAME} DESTINATION lib/${PROJECT_NAME})

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@@ -1,32 +1,22 @@
#include <J3ML/LinearAlgebra/Vector2.h>
#include <J3ML/LinearAlgebra/Vector3.h>
#include <J3ML/LinearAlgebra.h>
#pragma once
namespace J3ML::Geometry {
using Vector2 = J3ML::LinearAlgebra::Vector2;
using Vector3 = J3ML::LinearAlgebra::Vector3;
#include <J3ML/Geometry/AABB2D.h>
#include <J3ML/Geometry/Plane.h>
#include <J3ML/Geometry/Sphere.h>
#include <J3ML/Geometry/LineSegment.h>
#include <J3ML/Geometry/Frustum.h>
#include <J3ML/Geometry/OBB.h>
#include <J3ML/Geometry/Capsule.h>
#include <J3ML/Geometry/AABB.h>
#include <J3ML/Geometry/Polyhedron.h>
#include <J3ML/Geometry/QuadTree.h>
#include <J3ML/Geometry/Ray.h>
#include <J3ML/Geometry/Shape.h>
#include <J3ML/Geometry/Sphere.h>
#include <J3ML/Geometry/Triangle.h>
#include <J3ML/Geometry/Triangle2D.h>
#include <J3ML/Geometry/TriangleMesh.h>
class LineSegment2D
{
Vector2 A;
Vector2 B;
};
class Rectangle;
class AABB;
class OBB;
class Capsule;
class Frustum;
class OBB2D;
class Line2D;
class Ray2D;
class Triangle2D;
class Polygon2D;
struct IntersectionResult2D {};
bool Intersects2D(LineSegment2D seg, Rectangle rect);
IntersectionResult2D GetIntersection2D(LineSegment2D seg, Rectangle rect);
}
using namespace J3ML::Geometry;

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@@ -1,30 +1,14 @@
#pragma once
#include <J3ML/LinearAlgebra/Vector3.h>
#include "J3ML/LinearAlgebra.h"
#include <J3ML/Geometry.h>
#include <J3ML/Geometry/Plane.h>
#include <J3ML/Geometry/Sphere.h>
#include <J3ML/Geometry/OBB.h>
#include <J3ML/Geometry/LineSegment.h>
#include <J3ML/Geometry/Triangle.h>
#include <J3ML/Geometry/Polygon.h>
#include <J3ML/Geometry/Frustum.h>
#include <J3ML/Geometry/Capsule.h>
#include <J3ML/Geometry/Ray.h>
#include <J3ML/Geometry/TriangleMesh.h>
#include <J3ML/Geometry/Polyhedron.h>
#include <J3ML/LinearAlgebra.h>
#include <J3ML/Geometry/Common.h>
#include <J3ML/Geometry/Shape.h>
// TODO: Fix circular include between AABB and OBB
namespace J3ML::Geometry
{
using namespace LinearAlgebra;
using namespace J3ML::LinearAlgebra;
// A 3D axis-aligned bounding box
// This data structure can be used to represent coarse bounds of objects, in situations where detailed triangle-level
// computations can be avoided. In physics systems, bounding boxes are used as an efficient early-out test for geometry
@@ -34,11 +18,15 @@ namespace J3ML::Geometry
// be arbitrarily oriented in the space with respect to each other.
// If you need to represent a box in 3D space with arbitrary orientation, see the class OBB. */
class AABB {
class AABB : public Shape {
public:
Vector3 minPoint;
Vector3 maxPoint;
AABB();
AABB(const Vector3& min, const Vector3& max);
static int NumFaces() { return 6; }
static int NumEdges() { return 12; }
@@ -102,6 +90,7 @@ namespace J3ML::Geometry
static AABB MinimalEnclosingAABB(const Vector3 *pointArray, int numPoints);
float GetVolume() const;
float GetSurfaceArea() const;
Vector3 GetClosestPoint(const Vector3& point) const;
Vector3 GetRandomPointInside();
Vector3 GetRandomPointOnSurface();
Vector3 GetRandomPointOnEdge();

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@@ -1,12 +1,13 @@
#pragma once
#include <J3ML/LinearAlgebra/Vector2.h>
#include "Shape.h"
namespace J3ML::Geometry
{
using LinearAlgebra::Vector2;
// CaveGame AABB
class AABB2D
class AABB2D : public Shape2D
{
public:

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@@ -1,12 +1,13 @@
#pragma once
#include "LineSegment.h"
#include "Shape.h"
#include <J3ML/LinearAlgebra/Vector3.h>
namespace J3ML::Geometry
{
using namespace LinearAlgebra;
class Capsule
class Capsule : public Shape
{
// Specifies the two inner points of this capsule
LineSegment l;

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@@ -0,0 +1,30 @@
#pragma once
// Forward declarations for classes that include each other
namespace J3ML::Geometry
{
class Shape;
class AABB2D;
class AABB;
class Capsule;
class Frustum;
class LineSegment;
class OBB;
class Plane;
class Polygon;
class Polyhedron;
template<typename T>class QuadTree;
class Ray;
class Shape;
class Sphere;
class Triangle;
class Triangle2D;
class TriangleMesh;
}
// Methods required by Geometry types
namespace J3ML::Geometry
{
}

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@@ -4,6 +4,7 @@
#pragma once
#include "Plane.h"
#include "Shape.h"
#include <J3ML/LinearAlgebra/CoordinateFrame.h>
namespace J3ML::Geometry
@@ -27,7 +28,7 @@ namespace J3ML::Geometry
Perspective
};
class Frustum {
class Frustum : public Shape {
public:
Plane TopFace;
Plane BottomFace;

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@@ -1,31 +1,36 @@
#pragma once
#include <J3ML/Geometry.h>
#include <J3ML/Geometry/Common.h>
#include <J3ML/Geometry/AABB.h>
#include <J3ML/Geometry/LineSegment.h>
#include <J3ML/Geometry/Polyhedron.h>
namespace J3ML::Geometry {
class OBB
class OBB : public Shape
{
public:
// The center position of this OBB
Vector3 pos;
// Stores half-sizes to x, y, and z directions in the local space of this OBB.
Vector3 r;
// Specifies normalized direc tion vectors for the local axes
// Specifies normalized direction vectors for the local axes
Vector3 axis[3];
OBB() {}
OBB(const Vector3& pos, const Vector3& radii, const Vector3& axis0, const Vector3& axis1, const Vector3& axis2);
OBB(const Geometry::AABB& aabb);
OBB(const AABB& aabb);
inline static int NumFaces() { return 6; }
inline static int NumEdges() { return 12; }
inline static int NumVertices() { return 8; }
Polyhedron ToPolyhedron() const;
Geometry::AABB MinimalEnclosingAABB() const;
AABB MinimalEnclosingAABB() const
{
AABB aabb;
aabb.SetFrom(*this);
return aabb;
}
Sphere MinimalEnclosingSphere() const;
Sphere MaximalContainedSphere() const;

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@@ -1,15 +1,18 @@
#pragma once
#include <J3ML/LinearAlgebra/Vector3.h>
#include "Shape.h"
namespace J3ML::Geometry
{
using J3ML::LinearAlgebra::Vector3;
class Plane
class Plane : public Shape
{
public:
Plane() : Shape() {}
Plane(const Vector3& pos, const Vector3& norm)
: Shape(), Position(pos), Normal(norm) {}
Vector3 Position;
Vector3 Normal;
float distance = 0.f;

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@@ -1,7 +1,12 @@
#pragma once
namespace J3ML::Geometry {
class Polygon {
#include "Shape.h"
namespace J3ML::Geometry {
class Polygon : public Shape
{
public:
protected:
private:
};
}

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@@ -1,8 +1,37 @@
#pragma once
#include <J3ML/Geometry/Shape.h>
#include <vector>
#include <J3ML/LinearAlgebra/Vector3.h>
namespace J3ML::Geometry
{
class Polyhedron {
using namespace J3ML::LinearAlgebra;
// Represents a three-dimensional closed geometric solid defined by flat polygonal faces.
class Polyhedron : public Shape
{
public:
// Stores a list of indices of a single face of a Polygon
struct Face
{
// Specifies the indices of the corner vertices of the polyhedron.
// Indices point to the polyhedron vertex array.
// The face vertices should all lie on the same plane.
// The positive direction of the plane (the direction the face outwards normal points)
// is the one where the vertices are wound in counter-clockwise order.
std::vector<int> v;
// Reverses the winding order of this face. This has the effect of reversing the direction
// the normal of this face points to.
void FlipWindingOrder();
};
// Specifies the vertices of this polyhedron.
std::vector<Vector3> v;
protected:
private:
};
}

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@@ -12,11 +12,9 @@
namespace J3ML::Geometry
{
using LinearAlgebra::Vector3;
using J3ML::LinearAlgebra::Vector3;
class Shape {};
// RaycastResult structure containing the first object the ray collides with,
// the surface intersection point,
// and the surface normal at the point of intersection.
@@ -24,13 +22,16 @@ namespace J3ML::Geometry
{
Vector3 Intersection;
Vector3 SurfaceNormal;
Shape Hit;
bool Hit;
Shape* Target;
static RaycastResult NoHit() { return {Vector3::NaN, Vector3::NaN, false, nullptr};}
};
// A ray in 3D space is a line that starts from an origin point and extends to infinity in one direction
class Ray
{
public:
// The position of this ray.
Vector3 Origin;
// The normalized direction vector of this ray.
// @note: For proper functionality, this direction vector needs to always be normalized
@@ -45,19 +46,7 @@ namespace J3ML::Geometry
RaycastResult Cast(const Plane& target, float maxDistance = 99999999);
RaycastResult Cast(const AABB& target, float maxDistance = 99999999);
// https://gdbooks.gitbooks.io/3dcollisions/content/Chapter3/raycast_sphere.html
RaycastResult Cast(const Sphere& target, float maxDistance = 99999999)
{
Vector3 p0 = this->Origin;
Vector3 d = this->Direction.Normalize();
Vector3 c = target.Position;
float r = target.Radius;
Vector3 e = c - p0;
float Esq = Vector3::LengthSquared(e);
float a = Vector3::Dot(e, d);
}
RaycastResult Cast(const Sphere& target, float maxDistance = 99999999);
RaycastResult Cast(const OBB& target, float maxDistance = 99999999);
RaycastResult Cast(const Capsule& target, float maxDistance = 99999999);
RaycastResult Cast(const Frustum& target, float maxDistance = 99999999);

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@@ -0,0 +1,26 @@
#pragma once
namespace J3ML::Geometry
{
class GeometricPrimitive
{
public:
protected:
private:
};
class Shape
{
public:
protected:
private:
};
class Shape2D
{
public:
protected:
private:
};
}

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@@ -5,6 +5,7 @@
#include <J3ML/LinearAlgebra/Matrix4x4.h>
#include <J3ML/Geometry/LineSegment.h>
#include <J3ML/Geometry/TriangleMesh.h>
#include <J3ML/Geometry/Shape.h>
namespace J3ML::Geometry
{
@@ -12,7 +13,7 @@ namespace J3ML::Geometry
using J3ML::LinearAlgebra::Matrix4x4;
// A mathematical representation of a 3-dimensional sphere
class Sphere
class Sphere : public Shape
{
public:
Vector3 Position;

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@@ -4,6 +4,9 @@ namespace J3ML::Geometry
{
class Triangle
{
public:
Vector3 V0;
Vector3 V1;
Vector3 V2;
};
}

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@@ -3,7 +3,6 @@
namespace J3ML::Geometry
{
class Shape2D {};
class Triangle2D {
public:
};

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@@ -1,11 +1,22 @@
#include <J3ML/Geometry/AABB.h>
#include <cassert>
#include <J3ML/Geometry/Plane.h>
#include <J3ML/Geometry/Sphere.h>
//#include <J3ML/Geometry/OBB.h>
#include <J3ML/Geometry/LineSegment.h>
#include <J3ML/Geometry/Triangle.h>
#include <J3ML/Geometry/Polygon.h>
#include <J3ML/Geometry/Frustum.h>
#include <J3ML/Geometry/Capsule.h>
#include <J3ML/Geometry/Ray.h>
#include <J3ML/Geometry/TriangleMesh.h>
#include <J3ML/Geometry/Polyhedron.h>
namespace J3ML::Geometry {
AABB AABB::FromCenterAndSize(const J3ML::Geometry::Vector3 &center, const J3ML::Geometry::Vector3 &size) {
Vector3 halfSize = size * 0.5f;
return {center - halfSize, center + halfSize};
return AABB{center - halfSize, center + halfSize};
}
float AABB::MinX() const { return minPoint.x; }
@@ -234,4 +245,35 @@ namespace J3ML::Geometry {
Vector3 d = obb.r.x * absAxis0 + obb.r.y * absAxis1 + obb.r.z * absAxis2;
}
Vector3 AABB::GetClosestPoint(const Vector3 &point) const {
Vector3 result = point;
if (point.x > this->maxPoint.x)
result.x = this->maxPoint.x;
else if (point.x < this->minPoint.x)
result.x = this->minPoint.x;
else
result.x = point.x;
if (point.y > this->maxPoint.y)
result.y = this->maxPoint.y;
else if (point.y < this->minPoint.y)
result.y = this->minPoint.y;
else
result.y = point.y;
if (point.z > this->maxPoint.z)
result.z = this->maxPoint.z;
else if (point.z < this->minPoint.z)
result.z = this->minPoint.z;
else
result.z = point.z;
}
AABB::AABB(const Vector3 &min, const Vector3 &max) : Shape(), minPoint(min), maxPoint(max)
{
}
AABB::AABB() : Shape() {}
}

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@@ -1,3 +1,48 @@
//
// Created by dawsh on 1/25/24.
//
#include <J3ML/Geometry/Shape.h>
#include <J3ML/Geometry/AABB.h>
#include <J3ML/Geometry/LineSegment.h>
#include <J3ML/Geometry/Polyhedron.h>
#include <J3ML/Geometry/OBB.h>
namespace J3ML::Geometry
{
Polyhedron OBB::ToPolyhedron() const {
// Note to maintainer: This function is an exact copy of AABB::ToPolyhedron() and Frustum::ToPolyhedron()
Polyhedron p;
// populate the corners of this OBB
// this will be in the order 0: ---, 1: --+, 2: -+-, 3: -++, 4: +--, 5: +-+, 6: ++-, 7: +++
for (int i = 0; i < 8; ++i)
{
p.v.push_back(CornerPoint(i));
}
// generate the 6 faces of this OBB.
const int faces[6][4] =
{
{0, 1, 3, 2}, // X-
{4, 6, 7, 5}, // X+
{0, 4, 5, 1}, // Y-
{7, 6, 2, 3}, // Y+
{0, 2, 6, 4}, // Z-
{1, 5, 7, 3} // Z+
};
for (int f = 0; f < 6; ++f)
{
Polyhedron::Face face;
for (int v = 0; v < 4; ++v)
{
face.v.push_back(faces[f][v]);
}
//p.f.push_back(face);
}
return p;
}
Vector3 OBB::CornerPoint(int cornerIndex) const {
// TODO: implement
return Vector3();
}
}

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@@ -1,6 +1,126 @@
#include <J3ML/Geometry/Ray.h>
#include <J3ML/Geometry/Sphere.h>
namespace Geometry
namespace J3ML::Geometry
{
RaycastResult Ray::Cast(const Sphere &target, float maxDistance)
{
Vector3 p0 = this->Origin;
Vector3 d = this->Direction.Normalize();
Vector3 c = target.Position;
float r = target.Radius;
Vector3 e = c - p0;
// Using Length here would cause floating point error to creep in
float Esq = Vector3::LengthSquared(e);
float a = Vector3::Dot(e, d);
float b = std::sqrt(Esq - (a*a));
float f = std::sqrt((r*r) - (b*b));
float t = 0;
// No collision
if (r * r - Esq + a * a < 0.f)
{
t = -1;
} else if ( Esq < r*r) {
t = a + f;
} else
{
t = a - f;
}
// TODO: Verify this
Vector3 intersection = p0.Project(d*t);
Vector3 intersection_from_sphere_origin = (intersection - target.Position);
Vector3 normal = -intersection_from_sphere_origin.Normalize();
return RaycastResult{
intersection,
normal,
true,
(Shape *) &target
};
}
RaycastResult Ray::Cast(const AABB &target, float maxDistance) {
float t1 = (target.minPoint.x - Origin.x) / Direction.x;
float t2 = (target.maxPoint.x - Origin.x) / Direction.x;
float t3 = (target.minPoint.y - Origin.y) / Direction.y;
float t4 = (target.maxPoint.y - Origin.y) / Direction.y;
float t5 = (target.minPoint.z - Origin.z) / Direction.z;
float t6 = (target.maxPoint.z - Origin.z) / Direction.z;
float tmin = std::max( std::max( std::min(t1, t2), std::min(t3, t4)), std::min(t5, t6));
float tmax = std::min( std::min( std::max(t1, t2), std::max(t3, t4)), std::max(t5, t6));
// if tmax < 0, ray is intersecting aabb, but whole aabb is behind us.
if (tmax < 0)
return RaycastResult::NoHit();
// if tmin > tmax, ray doesn't intersect AABB
if (tmin > tmax)
return RaycastResult::NoHit();
float t = 0.f;
if (tmin < 0.f)
t = tmax;
t = tmin;
Vector3 p0 = this->Origin;
Vector3 d = this->Direction.Normalize();
// TODO: Verify this
Vector3 intersection = p0.Project(d*t);
// WTF: This algorithm is only valid for spheres!!!
// TODO: Calculate surfacenormal against rectangle
Vector3 intersection_from_sphere_origin = (intersection - target.Centroid());
Vector3 normal = -intersection_from_sphere_origin.Normalize();
return RaycastResult
{
intersection,
normal,
true,
(Shape*)&target
};
}
RaycastResult Ray::Cast(const Plane &target, float maxDistance) {
float nd = Vector3::Dot(Direction, target.Normal);
float pn = Vector3::Dot(Origin, target.Normal);
if (nd >= 0.f)
return RaycastResult::NoHit();
float t = (target.distance - pn) / nd;
Vector3 d = this->Direction.Normalize();
// TODO: verify this
Vector3 intersection = this->Origin.Project(d*t);
// TODO: flip the axis based on direction of incoming ray?
// Take dot product
Vector3 normal = target.Normal;
if (t >= 0.f)
return RaycastResult
{
intersection,
normal,
true,
(Shape*) &target
};
return RaycastResult::NoHit();
}
}
}

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@@ -2,7 +2,7 @@
#include <J3ML/LinearAlgebra/Vector4.h>
namespace J3ML::LinearAlgebra {
const Matrix4x4 Matrix4x4::Zero = Matrix4x4(0);
const Matrix4x4 Matrix4x4::Zero = Matrix4x4(0.f);
const Matrix4x4 Matrix4x4::Identity = Matrix4x4({1,0,0,0}, {0,1,0,0}, {0,0,1,0}, {0,0,0,1});
const Matrix4x4 Matrix4x4::NaN = Matrix4x4(NAN);

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@@ -161,6 +161,7 @@ namespace J3ML::LinearAlgebra {
const Vector2 Vector2::Left = {-1, 0};
const Vector2 Vector2::Right = {1, 0};
const Vector2 Vector2::NaN = {NAN, NAN};
const Vector2 Vector2::Infinity = {INFINITY, INFINITY};
float Vector2::GetX() const { return x; }
@@ -324,4 +325,12 @@ namespace J3ML::LinearAlgebra {
x = scalar;
y = scalar;
}
float Vector2::DistanceSq(const Vector2 &to) const {
return (*this-to).LengthSquared();
}
float Vector2::DistanceSq(const Vector2 &from, const Vector2 &to) {
return (from-to).LengthSquared();
}
}