#include "util.h" AxisAngle AxisAngleIdentity() { return (AxisAngle){Vector3Zero(), 0.0}; } float signum(float n) { if (n > 0.0) return 1.0; else if (n < 0.0) return -1.0; else return 0.0; } void printVector3(Vector3 v) { printf("%f %f %f\n", v.x, v.y, v.z); } void printVector2(Vector2 v) { printf("%f %f\n", v.x, v.y); } // Warning. Mostly chatgpt written. static void projectTriangleOntoAxis(const Triangle3D triangle, const Vector3 axis, float* min, float* max) { float dot1 = Vector3DotProduct(triangle[0], axis); float dot2 = Vector3DotProduct(triangle[1], axis); float dot3 = Vector3DotProduct(triangle[2], axis); *min = fminf(fminf(dot1, dot2), dot3); *max = fmaxf(fmaxf(dot1, dot2), dot3); } static bool trianglesIntersectOnAxis(const Triangle3D triangleA, const Triangle3D triangleB, Vector3 axis) { float minA, maxA; float minB, maxB; projectTriangleOntoAxis(triangleA, axis, &minA, &maxA); projectTriangleOntoAxis(triangleB, axis, &minB, &maxB); return (minA <= maxB && maxA >= minB); } bool checkTriangleCollision3D(const Triangle3D triangleA, const Triangle3D triangleB, Vector3 normalA, Vector3 normalB) { // Test triangle normals if (!trianglesIntersectOnAxis(triangleA, triangleB, normalA)) return false; if (!trianglesIntersectOnAxis(triangleA, triangleB, normalB)) return false; // Test cross products of triangle edges Vector3 edgesA[3] = { Vector3Subtract(triangleA[1], triangleA[0]), Vector3Subtract(triangleA[2], triangleA[1]), Vector3Subtract(triangleA[0], triangleA[2]) }; Vector3 edgesB[3] = { Vector3Subtract(triangleB[1], triangleB[0]), Vector3Subtract(triangleB[2], triangleB[1]), Vector3Subtract(triangleB[0], triangleB[2]) }; for (int i = 0; i < 3; i++) { Vector3 axis = Vector3CrossProduct(normalA, edgesA[i]); if (!trianglesIntersectOnAxis(triangleA, triangleB, axis)) return false; axis = Vector3CrossProduct(normalB, edgesB[i]); if (!trianglesIntersectOnAxis(triangleA, triangleB, axis)) return false; } return true; } void copyTriangle3D(Triangle3D a, const Triangle3D b) { a[0] = b[0]; a[1] = b[1]; a[2] = b[2]; }