ad85f199db
- 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
35 lines
1.2 KiB
C++
35 lines
1.2 KiB
C++
#include <iostream>
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#include "vde/collision/gjk.h"
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#include "vde/collision/ray_intersect.h"
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using namespace vde::collision;
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using namespace vde::core;
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int main() {
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auto sphere = [](const Point3D& c, double r) -> SupportFunc {
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return [=](const Vector3D& d) -> Point3D {
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double n = d.norm();
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if (n < 1e-12) return Point3D(c.x() + r, c.y(), c.z());
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Vector3D nd = d / n;
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return Point3D(c.x() + nd.x() * r,
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c.y() + nd.y() * r,
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c.z() + nd.z() * r);
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};
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};
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auto a = sphere({0,0,0}, 1.0);
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auto b = sphere({3,0,0}, 1.0);
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std::cout << "Separated spheres intersect: " << (gjk_intersect(a, b) ? "yes" : "no") << "\n";
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auto c = sphere({0,0,0}, 1.0);
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auto d = sphere({0.5,0,0}, 1.0);
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std::cout << "Overlapping spheres intersect: " << (gjk_intersect(c, d) ? "yes" : "no") << "\n";
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Triangle3D tri({0,0,0},{1,0,0},{0,1,0});
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auto hit = ray_triangle_intersect(Ray3Dd({0.25,0.25,-1}, Vector3D(0,0,1)), tri);
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std::cout << "Ray hits triangle: " << (hit.has_value() ? "yes" : "no") << "\n";
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if (hit) std::cout << " at (" << hit->point.transpose() << "), t=" << hit->t << "\n";
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return 0;
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}
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