#include "sd_sacd.h" // Standard library includes. #include int SC_SACD_AABB_Box_Collision(const SC_SACD_AABB_Box *a, const SC_SACD_AABB_Box *b) { float ax_min = a->x - a->width / 2.0F; float ax_max = a->x + a->width / 2.0F; float ay_min = a->y - a->height / 2.0F; float ay_max = a->y + a->height / 2.0F; float az_min = a->z - a->depth / 2.0F; float az_max = a->z + a->depth / 2.0F; float bx_min = b->x - b->width / 2.0F; float bx_max = b->x + b->width / 2.0F; float by_min = b->y - b->height / 2.0F; float by_max = b->y + b->height / 2.0F; float bz_min = b->z - b->depth / 2.0F; float bz_max = b->z + b->depth / 2.0F; return (ax_min < bx_max && ax_max > bx_min && ay_min < by_max && ay_max > by_min && az_min < bz_max && az_max > bz_min) ? 1 : 0; } int SC_SACD_Generic_Box_Collision(const SC_SACD_Generic_Box *a, const SC_SACD_Generic_Box *b) { // TODO return 0; } int SC_SACD_AABB_Generic_Box_Collision(const SC_SACD_AABB_Box *a, const SC_SACD_Generic_Box *b) { SC_SACD_Generic_Box a_conv; a_conv.x = a->x; a_conv.y = a->y; a_conv.z = a->z; a_conv.width = a->width; a_conv.height = a->height; a_conv.depth = a->depth; a_conv.x_radians = 0.0F; a_conv.y_radians = 0.0F; a_conv.z_radians = 0.0F; return SC_SACD_Generic_Box_Collision(&a_conv, b); } float SC_SACD_Dot_Product(const SC_SACD_Vec3 a, const SC_SACD_Vec3 b) { return a.x * b.x + a.y * b.y + a.z * b.z; } SC_SACD_Vec3 SC_SACD_Cross_Product(const SC_SACD_Vec3 a, const SC_SACD_Vec3 b) { return SC_SACD_Vec3{a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x}; } SC_SACD_Vec3 SC_SACD_Mat3_Vec3_Mult(const SC_SACD_Mat3 *mat, const SC_SACD_Vec3 vec) { return SC_SACD_Vec3{ vec.x * mat->x0 + vec.y * mat->y0 + vec.z * mat->z0, vec.x * mat->x1 + vec.y * mat->y1 + vec.z * mat->z1, vec.x * mat->x2 + vec.y * mat->y2 + vec.z * mat->z2, }; } SC_SACD_Vec3 SC_SACD_Vec3_Rotate(const SC_SACD_Vec3 vec, float x_axis, float y_axis, float z_axis) { /* * z_axis counter-clockwise affects x and y. * [ cos, -sin, 0 ] * [ sin, cos, 0 ] * [ 0, 0, 1 ] * * x_axis counter-clockwise affects y and z. * [ 1, 0, 0 ] * [ 0, cos, -sin ] * [ 0, sin, cos ] * * y_axis counter-clockwise affects x and z. * [ cos, 0, sin ] * [ 0, 1, 0 ] * [ -sin, 0, cos ] */ SC_SACD_Mat3 mat; SC_SACD_Vec3 result; // About x_axis. mat.x0 = 1.0F; mat.y0 = 0.0F; mat.z0 = 0.0F; mat.x1 = 0.0F; mat.y1 = std::cos(x_axis); mat.z1 = -std::sin(x_axis); mat.x2 = 0.0F; mat.y2 = -mat.z1; mat.z2 = mat.y1; result = SC_SACD_Mat3_Vec3_Mult(&mat, vec); // About y_axis. mat.x0 = std::cos(y_axis); mat.y0 = 0.0F; mat.z0 = std::sin(y_axis); mat.x1 = 0.0F; mat.y1 = 1.0F; mat.z1 = 0.0F; mat.x2 = -mat.z0; mat.y2 = 0.0F; mat.z2 = mat.x0; result = SC_SACD_Mat3_Vec3_Mult(&mat, result); // About z_axis. mat.x0 = std::cos(z_axis); mat.y0 = -std::sin(z_axis); mat.z0 = 0.0F; mat.x1 = -mat.y0; mat.y1 = mat.x0; mat.z1 = 0.0F; mat.x2 = 0.0F; mat.y2 = 0.0F; mat.z2 = 1.0F; return SC_SACD_Mat3_Vec3_Mult(&mat, result); }