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//-----------------------------------------------------------------------------
// Name: collisiondetection.h
// Developer: Wolfire Games LLC
// Author: David Rosen
// Description: This file stores collision detection functions
// (mostly scavenged from the internet)
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Math/vec3.h>
class Object;
class Collision {
public:
Collision();
bool hit;
Object* hit_what;
int hit_how;
vec3 hit_normal;
vec3 hit_where;
};
//-----------------------------------------------------------------------------
// Class Definition
//-----------------------------------------------------------------------------
int LineFacet(const vec3 &p1,const vec3 &p2,const vec3 &pa,const vec3 &pb,const vec3 &pc, vec3 *p);
int LineFacetNoBackface(const vec3 &p1,const vec3 &p2,const vec3 &pa,const vec3 &pb,const vec3 &pc, vec3 *p, const vec3 &n);
int LineFacet(const vec3 &p1,const vec3 &p2,const vec3 &pa,const vec3 &pb,const vec3 &pc, vec3 *p, const vec3 &n);
int LineFacet(vec3 *p1,vec3 *p2,vec3 *pa,vec3 *pb,vec3 *pc,vec3 *p);
int LineFacet(vec3 *p1,vec3 *p2,vec3 *pa,vec3 *pb,vec3 *pc,vec3 *p,vec3 *n);
bool inTriangle(const vec3 &pointv, const vec3 &normal, const vec3 &p1v, const vec3 &p2v, const vec3 &p3v);
vec3 barycentric(const vec3 &pointv, const vec3 &normal, const vec3 &p1v, const vec3 &p2v, const vec3 &p3v);
bool sphere_line_intersection (const vec3& p1, const vec3& p2, const vec3& p3, const float &r , vec3 *ret=0);
bool lineBox(const vec3 &start, const vec3 &end,const vec3 &box_min,const vec3 &box_max, float *time);
bool triBoxOverlap(const vec3 &min, const vec3 &max, const vec3 &vert1, const vec3 &vert2, const vec3 &vert3);
int coplanar_tri_tri_OG(float N[3],float V0[3],float V1[3],float V2[3],
float U0[3],float U1[3],float U2[3]);
int tri_tri_intersect(float V0[3],float V1[3],float V2[3],
float U0[3],float U1[3],float U2[3]);
int NoDivTriTriIsect(float V0[3],float V1[3],float V2[3],
float U0[3],float U1[3],float U2[3]);
int tri_tri_intersect_with_isectline(float V0[3],float V1[3],float V2[3],
float U0[3],float U1[3],float U2[3],int *coplanar,
float *isectpt1,float *isectpt2);
bool PointInTriangle(vec3 &point, vec3 *tri_point[3]);
bool LineIntersection2D(vec3 &p1, vec3 &p2, vec3 &p3, vec3 &p4);
bool LineSquareIntersection2D(vec3 &min, vec3 &max, vec3 &start, vec3 &end);
bool TriangleSquareIntersection2D(vec3 &min, vec3 &max, vec3 *tri_point[3]);
bool DistancePointLine( const vec3 &Point, const vec3 &LineStart, const vec3 &LineEnd, float *Distance, vec3 *Intersection );
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