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in-package search v0.2.0
tiny_libs.physics_3d
Collide3d
val closest_on_segment : (Vec3.t * Vec3.t) -> Vec3.t -> Vec3.t
val closest_between_segments : (Vec3.t * Vec3.t) -> (Vec3.t * Vec3.t) -> Vec3.t * Vec3.t
val closest_on_box : Hitbox3d.placed -> Vec3.t -> Vec3.t
val closest_on_triangle : (Vec3.t * Vec3.t * Vec3.t) -> Vec3.t -> Vec3.t
val spheres : (Vec3.t * float) -> (Vec3.t * float) -> Contact3d.t option
val sphere_box : (Vec3.t * float) -> Hitbox3d.placed -> Contact3d.t option
val sphere_capsule : (Vec3.t * float) -> Hitbox3d.placed -> Contact3d.t option
val capsules : Hitbox3d.placed -> Hitbox3d.placed -> Contact3d.t option
val boxes : ?edge_axes:bool -> Hitbox3d.placed -> Hitbox3d.placed -> Contact3d.t option
val box_capsule : Hitbox3d.placed -> Hitbox3d.placed -> Contact3d.t option
val plane_hitbox : (Vec3.t * float) -> Hitbox3d.placed -> Contact3d.t option
val sphere_triangle : (Vec3.t * float) -> (Vec3.t * Vec3.t * Vec3.t) -> Contact3d.t option
val contact : Hitbox3d.placed -> Hitbox3d.placed -> Contact3d.t option
val touching : Hitbox3d.placed -> Hitbox3d.placed -> bool
val manifold : Hitbox3d.placed -> Hitbox3d.placed -> Contact3d.t list
val box_faces : Hitbox3d.placed -> (Vec3.t * Vec3.t list) list
val clip_by_plane : Vec3.t list -> Vec3.t -> float -> Vec3.t list
val spread_out : int -> Contact3d.t list -> Contact3d.t list
val bounds_overlap : (Vec3.t * Vec3.t) -> (Vec3.t * Vec3.t) -> bool
val ray_sphere : from:Vec3.t -> direction:Vec3.t -> (Vec3.t * float) -> float option
val ray_plane : from:Vec3.t -> direction:Vec3.t -> (Vec3.t * float) -> float option
val ray_box : from:Vec3.t -> direction:Vec3.t -> Hitbox3d.placed -> float option
val ray_capsule : from:Vec3.t -> direction:Vec3.t -> Hitbox3d.placed -> float option
val ray_triangle : from:Vec3.t -> direction:Vec3.t -> (Vec3.t * Vec3.t * Vec3.t) -> float option
val ray : from:Vec3.t -> direction:Vec3.t -> Hitbox3d.placed -> float option