fix: GJK 重写 — 球体碰撞正确 + 所有示例验证通过
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- GJK: 重写 simplex 迭代逻辑,球体分离/重叠判定正确
- collision 示例: 修复 lambda 返回类型
- 测试: 25/25 passed
- 示例: 6个全部跑通且输出正确
This commit is contained in:
ViewDesignEngine
2026-07-23 09:22:36 +00:00
parent 352ee39f53
commit ad85f199db
2 changed files with 178 additions and 132 deletions
+14 -7
View File
@@ -2,24 +2,31 @@
#include "vde/collision/gjk.h"
#include "vde/collision/ray_intersect.h"
using namespace vde::collision;
using namespace vde::core;
int main() {
using namespace vde::collision;
// Sphere support
auto sphere = [](const Point3D& c, double r) -> SupportFunc {
return [=](const Vector3D& d) { return c + d.normalized() * r; };
return [=](const Vector3D& d) -> Point3D {
double n = d.norm();
if (n < 1e-12) return Point3D(c.x() + r, c.y(), c.z());
Vector3D nd = d / n;
return Point3D(c.x() + nd.x() * r,
c.y() + nd.y() * r,
c.z() + nd.z() * r);
};
};
auto a = sphere({0,0,0}, 1.0);
auto b = sphere({2,0,0}, 1.0);
std::cout << "Spheres intersect: " << (gjk_intersect(a, b) ? "yes" : "no") << "\n";
auto b = sphere({3,0,0}, 1.0);
std::cout << "Separated spheres intersect: " << (gjk_intersect(a, b) ? "yes" : "no") << "\n";
auto c = sphere({0,0,0}, 1.0);
auto d = sphere({0.5,0,0}, 1.0);
std::cout << "Overlapping spheres intersect: " << (gjk_intersect(c, d) ? "yes" : "no") << "\n";
// Ray-triangle
Triangle3D tri({0,0,0},{1,0,0},{0,1,0});
auto hit = ray_triangle_intersect({0.25,0.25,-1}, Vector3D(0,0,1), tri);
auto hit = ray_triangle_intersect(Ray3Dd({0.25,0.25,-1}, Vector3D(0,0,1)), tri);
std::cout << "Ray hits triangle: " << (hit.has_value() ? "yes" : "no") << "\n";
if (hit) std::cout << " at (" << hit->point.transpose() << "), t=" << hit->t << "\n";