// ----------------------------------------------------------------------------- // original code by @vurtun (PD) and @barerose (CC0). // [src] https://gist.github.com/vurtun/95f088e4889da2474ad1ce82d7911fee // - rlyeh, public domain. typedef struct line { vec3 a, b; } line; typedef struct sphere { vec3 c; float r; } sphere; typedef struct aabb { vec3 min, max; } aabb; typedef struct plane { vec3 p, n; } plane; typedef struct capsule { vec3 a, b; float r; } capsule; typedef struct ray { vec3 p, d; } ray; typedef struct triangle { vec3 p0,p1,p2; } triangle; typedef struct poly { vec3* verts; int cnt; } poly; typedef union frustum { struct { vec4 l, r, t, b, n, f; }; vec4 pl[6]; float v[24]; } frustum; #define line(...) C_CAST(line, __VA_ARGS__) #define sphere(...) C_CAST(sphere, __VA_ARGS__) #define aabb(...) C_CAST(aabb, __VA_ARGS__) #define plane(...) C_CAST(plane, __VA_ARGS__) #define capsule(...) C_CAST(capsule, __VA_ARGS__) #define ray(p,normdir) C_CAST(ray, p, normdir) #define triangle(...) C_CAST(triangle, __VA_ARGS__) #define poly(...) C_CAST(poly, __VA_ARGS__) #define frustum(...) C_CAST(frustum, __VA_ARGS__) // ---------------------------------------------------------------------------- typedef struct hit { union { // general case float depth; // rays only: penetration (t0) and extraction (t1) points along ray line struct { float t0, t1; }; // gjk only struct { int hits; vec3 p0, p1; float distance2; int iterations; }; }; union { vec3 p; vec3 contact_point; }; union { vec3 n; vec3 normal; }; } hit; #define hit(...) C_CAST(hit, __VA_ARGS__) // ---------------------------------------------------------------------------- /* line/segment */ API float line_distance2_point(line l, vec3 p); API vec3 line_closest_point(line l, vec3 p); /* ray */ API float ray_test_plane(ray r, vec4 p4); API float ray_test_triangle(ray r, triangle t); API int ray_test_sphere(float *t0, float *t1, ray r, sphere s); API int ray_test_aabb(float *t0, float *t1, ray r, aabb a); API hit* ray_hit_plane(ray r, plane p); API hit* ray_hit_triangle(ray r, triangle t); API hit* ray_hit_sphere(ray r, sphere s); API hit* ray_hit_aabb(ray r, aabb a); /* sphere */ API vec3 sphere_closest_point(sphere s, vec3 p); API hit* sphere_hit_aabb(sphere s, aabb a); API hit* sphere_hit_capsule(sphere s, capsule c); API hit* sphere_hit_sphere(sphere a, sphere b); API int sphere_test_aabb(sphere s, aabb a); API int sphere_test_capsule(sphere s, capsule c); API int sphere_test_sphere(sphere a, sphere b); /* aabb */ API vec3 aabb_closest_point(aabb a, vec3 p); API float aabb_distance2_point(aabb a, vec3 p); API int aabb_contains_point(aabb a, vec3 p); API hit* aabb_hit_aabb(aabb a, aabb b); API hit* aabb_hit_capsule(aabb a, capsule c); API hit* aabb_hit_sphere(aabb a, sphere s); API int aabb_test_aabb(aabb a, aabb b); API int aabb_test_capsule(aabb a, capsule c); API int aabb_test_sphere(aabb a, sphere s); /* capsule */ API float capsule_distance2_point(capsule c, vec3 p); API vec3 capsule_closest_point(capsule c, vec3 p); API hit* capsule_hit_aabb(capsule c, aabb a); API hit* capsule_hit_capsule(capsule a, capsule b); API hit* capsule_hit_sphere(capsule c, sphere s); API int capsule_test_aabb(capsule c, aabb a); API int capsule_test_capsule(capsule a, capsule b); API int capsule_test_sphere(capsule c, sphere s); API vec4 plane4(vec3 p, vec3 n); API frustum frustum_build(mat44 projview); API int frustum_test_sphere(frustum f, sphere s); API int frustum_test_aabb(frustum f, aabb a); API poly poly_alloc(int cnt); API void poly_free(poly *p); API poly pyramid(vec3 from, vec3 to, float size); // poly_free() required API poly diamond(vec3 from, vec3 to, float size); // poly_free() required API void collide_demo(); // debug draw collisions