#include #include "vde/collision/gjk.h" #include "vde/collision/ray_intersect.h" int main() { using namespace vde::collision; // Sphere support auto sphere = [](const Point3D& c, double r) -> SupportFunc { return [=](const Vector3D& d) { return c + d.normalized() * r; }; }; auto a = sphere({0,0,0}, 1.0); auto b = sphere({2,0,0}, 1.0); std::cout << "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"; // Ray-triangle Triangle3D tri({0,0,0},{1,0,0},{0,1,0}); auto hit = ray_triangle_intersect({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; }