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ViewDesignEngine/examples/06_collision/main.cpp
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#include <iostream>
#include "vde/collision/gjk.h"
#include "vde/collision/ray_intersect.h"
using namespace vde::collision;
using namespace vde::core;
int main() {
auto sphere = [](const Point3D& c, double r) -> SupportFunc {
return [=](const Vector3D& d) -> Point3D {
double n = d.norm();
if (n < 1e-12) return Point3D(c.x() + r, c.y(), c.z());
Vector3D nd = d / n;
return Point3D(c.x() + nd.x() * r,
c.y() + nd.y() * r,
c.z() + nd.z() * r);
};
};
auto a = sphere({0,0,0}, 1.0);
auto b = sphere({3,0,0}, 1.0);
std::cout << "Separated spheres intersect: " << (gjk_intersect(a, b) ? "yes" : "no") << "\n";
auto c = sphere({0,0,0}, 1.0);
auto d = sphere({0.5,0,0}, 1.0);
std::cout << "Overlapping spheres intersect: " << (gjk_intersect(c, d) ? "yes" : "no") << "\n";
Triangle3D tri({0,0,0},{1,0,0},{0,1,0});
auto hit = ray_triangle_intersect(Ray3Dd({0.25,0.25,-1}, Vector3D(0,0,1)), tri);
std::cout << "Ray hits triangle: " << (hit.has_value() ? "yes" : "no") << "\n";
if (hit) std::cout << " at (" << hit->point.transpose() << "), t=" << hit->t << "\n";
return 0;
}