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Odin/vendor/box3d/box3d_collision.odin
gingerBill 759061db9e Update box3d to latest commit
Only Windows lib is updated in this commit
2026-07-09 11:21:42 +01:00

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Odin

package vendor_box3d
import "core:c"
// Query callback.
MeshQueryFcn :: proc "c" (x, y, z: Vec3, triangleIndex: c.int, ctx: rawptr) -> bool
@(link_prefix="b3", default_calling_convention="c", require_results)
foreign lib {
/**
* @addtogroup tree
* @{
*/
// Constructing the tree initializes the node pool.
DynamicTree_Create :: proc(proxyCapacity: c.int) -> DynamicTree ---
// Destroy the tree, freeing the node pool.
DynamicTree_Destroy :: proc(tree: ^DynamicTree) ---
// Create a proxy. Provide an AABB and a userData value.
DynamicTree_CreateProxy :: proc(tree: ^DynamicTree, aabb: AABB, categoryBits: u64, userData: u64) -> c.int ---
// Destroy a proxy. This asserts if the id is invalid.
DynamicTree_DestroyProxy :: proc(tree: ^DynamicTree, proxyId: c.int) ---
// Move a proxy to a new AABB by removing and reinserting into the tree.
DynamicTree_MoveProxy :: proc(tree: ^DynamicTree, proxyId: c.int, aabb: AABB) ---
// Enlarge a proxy and enlarge ancestors as necessary.
DynamicTree_EnlargeProxy :: proc(tree: ^DynamicTree, proxyId: c.int, aabb: AABB) ---
// Modify the category bits on a proxy. This is an expensive operation.
DynamicTree_SetCategoryBits :: proc(tree: ^DynamicTree, proxyId: c.int, categoryBits: u64) ---
// Get the category bits on a proxy.
DynamicTree_GetCategoryBits :: proc(tree: ^DynamicTree, proxyId: c.int) -> u64 ---
// Query an AABB for overlapping proxies. The callback function is called for each proxy that overlaps the supplied AABB.
// @return performance data
DynamicTree_Query :: proc(#by_ptr tree: DynamicTree, aabb: AABB, maskBits: u64, requireAllBits: bool, callback: TreeQueryCallbackFcn, ctx: rawptr) -> TreeStats ---
// Query an AABB for the closest object. The callback function is called for each proxy that might be closest to the supplied point.
// @param tree the dynamic tree to query
// @param point the query point
// @param maskBits nodes are skipped if the bit-wise AND with the node category bits is zero
// @param requireAllBits nodes are skipped if the bit-wise AND with the node category bits does not equal the maskBits
// @param callback a user provided instance of TreeQueryClosestCallbackFcn
// @param context a user context object that is provided to the callback
// @param minDistanceSqr the initial and final minimum squared distance. Provide a small initial to restrict the search and
// improve performance. If the value is large this query has performance that scales linearly with the number of proxies and
// would be slower than a brute force search.
// @return performance data
DynamicTree_QueryClosest :: proc(#by_ptr tree: DynamicTree, point: Vec3, maskBits: u64, requireAllBits: bool, callback: TreeQueryClosestCallbackFcn, ctx: rawptr, minDistanceSqr: ^f32) -> TreeStats ---
// Ray cast against the proxies in the tree. This relies on the callback
// to perform an exact ray cast in the case where the proxy contains a shape.
// The callback also performs any collision filtering. This has performance
// roughly equal to k * log(n), where k is the number of collisions and n is the
// number of proxies in the tree.
// Bit-wise filtering using mask bits can greatly improve performance in some scenarios.
// However, this filtering may be approximate, so the user should still apply filtering to results.
// @param tree the dynamic tree to ray cast
// @param input the ray cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1)
// @param maskBits bit mask test: `bool accept = (maskBits & node->categoryBits) != 0;`
// @param requireAllBits modifies bit mask test: `bool accept = (maskBits & node->categoryBits) == maskBits;`
// @param callback a callback function that is called for each proxy that is hit by the ray
// @param context user context that is passed to the callback
// @return performance data
DynamicTree_RayCast :: proc(#by_ptr tree: DynamicTree, #by_ptr input: RayCastInput, maskBits: u64, requireAllBits: bool, callback: TreeRayCastCallbackFcn, ctx: rawptr) -> TreeStats ---
// Sweep an AABB through the tree. The box is in the tree's world float frame and the callback
// re-differences each shape at full precision aganist the query origin. Used by the large world
// spatial queries so the tree traversal stays float while the narrow phase stays precise.
DynamicTree_BoxCast :: proc(#by_ptr tree: DynamicTree, #by_ptr input: BoxCastInput, maskBits: u64, requireAllBits: bool, callback: TreeBoxCastCallbackFcn, ctx: rawptr) -> TreeStats ---
// Validate this tree. For testing.
DynamicTree_Validate :: proc(#by_ptr tree: DynamicTree) ---
// Get the height of the binary tree.
DynamicTree_GetHeight :: proc(#by_ptr tree: DynamicTree) -> c.int ---
// Get the ratio of the sum of the node areas to the root area.
DynamicTree_GetAreaRatio :: proc(#by_ptr tree: DynamicTree) -> f32 ---
// Get the bounding box that contains the entire tree
DynamicTree_GetRootBounds :: proc(#by_ptr tree: DynamicTree) -> AABB ---
// Get the number of proxies created
DynamicTree_GetProxyCount :: proc(#by_ptr tree: DynamicTree) -> c.int ---
// Rebuild the tree while retaining subtrees that haven't changed. Returns the number of boxes sorted.
DynamicTree_Rebuild :: proc(tree: ^DynamicTree, fullBuild: bool) -> c.int ---
// Get the number of bytes used by this tree
DynamicTree_GetByteCount :: proc(#by_ptr tree: DynamicTree) -> c.int ---
// Validate this tree has no enlarged AABBs. For testing.
DynamicTree_ValidateNoEnlarged :: proc(#by_ptr tree: DynamicTree) ---
// Save this tree to a file for debugging
DynamicTree_Save :: proc(#by_ptr tree: DynamicTree, fileName: cstring) ---
// Load a file for debugging
DynamicTree_Load :: proc(fileName: cstring, scale: f32) -> DynamicTree ---
/**@}*/ // tree
/**
* @addtogroup hull
* @{
*/
// Create a tessellated cylinder as a hull.
CreateCylinder :: proc(height: f32, radius: f32, yOffset: f32, sides: c.int) -> ^HullData ---
// Create a tessellated cone as a hull.
CreateCone :: proc(height: f32, radius1: f32, radius2: f32, slices: c.int) -> ^HullData ---
// Create a rock shaped hull.
CreateRock :: proc(radius: f32) -> ^HullData ---
// Create a generic convex hull.
CreateHull :: proc(points: [^]Vec3, pointCount: c.int, maxVertexCount: c.int) -> ^HullData ---
// Deep clone a hull.
CloneHull :: proc(#by_ptr hull: HullData) -> ^HullData ---
// Clone and transform a hull. Supports non-uniform and mirroring scale.
CloneAndTransformHull :: proc(#by_ptr original: HullData, transform: Transform, scale: Vec3) -> ^HullData ---
// Destroy a hull.
DestroyHull :: proc(hull: ^HullData) ---
// Make a cube as a hull. Do not call DestroyHull on this.
MakeCubeHull :: proc(halfWidth: f32) -> BoxHull ---
// Make a box as a hull. Do not call DestroyHull on this.
MakeBoxHull :: proc(hx, hy, hz: f32) -> BoxHull ---
// Make an offset box as a hull. Do not call DestroyHull on this.
MakeOffsetBoxHull :: proc(hx, hy, hz: f32, offset: Vec3) -> BoxHull ---
// Make a transformed box as a hull. Do not call DestroyHull on this.
// @param hx, hy, hz positive half widths
// @param transform local transform of box
MakeTransformedBoxHull :: proc(hx, hy, hz: f32, transform: Transform) -> BoxHull ---
// This makes a transformed box hull with post scaling. This is useful for boxes that are scaled in
// a level editor. Such scaling can have reflection and shear. In the case of shear the result
// may be approximate. If you need to support shear consider using CreateHull.
// Do not call DestroyHull on this.
// @param halfWidths positive half widths
// @param transform local transform of box
// @param postScale scale applied after the transform, may be negative
MakeScaledBoxHull :: proc(halfWidths: Vec3, transform: Transform, postScale: Vec3) -> BoxHull ---
// This takes a box with a transform and post scale and converts it into a box with the post scale
// resolved with new half-widths and transform. This accepts non-uniform and negative scale.
// This is approximate if there is shear.
// @param halfWidths [in/out] the box half widths
// @param transform [in/out] the box transform with rotation and translation
// @param postScale the post scale being applied to the box after the transform
// @param minHalfWidth the minimum half width after scale is applied
ScaleBox :: proc(halfWidths: ^Vec3, transform: ^Transform, postScale: Vec3, minHalfWidth: f32) ---
/**@}*/ // hull
/**
* @addtogroup mesh
* @{
*/
// Create a grid mesh along the x and z axes.
// @param xCount the number of rows in the x direction
// @param zCount the number of rows in the z direction
// @param cellWidth the width of each cell
// @param materialCount the number of materials to generate
// @param identifyEdges compute adjacency information
CreateGridMesh :: proc(xCount: c.int, zCount: c.int, cellWidth: f32, materialCount: c.int, identifyEdges: bool) -> ^MeshData ---
// Create a wave mesh along the x and z axes.
CreateWaveMesh :: proc(xCount: c.int, zCount: c.int, cellWidth: f32, amplitude: f32, rowFrequency: f32, columnFrequency: f32) -> ^MeshData ---
// Create a torus mesh.
CreateTorusMesh :: proc(radialResolution: c.int, tubularResolution: c.int, radius: f32, thickness: f32) -> ^MeshData ---
// Create a box mesh.
CreateBoxMesh :: proc(center: Vec3, extent: Vec3, identifyEdges: bool) -> ^MeshData ---
// Create a hollow box mesh.
CreateHollowBoxMesh :: proc(center: Vec3, extent: Vec3) -> ^MeshData ---
// Create a platform mesh. A truncated pyramid.
CreatePlatformMesh :: proc(center: Vec3, height, topWidth, bottomWidth: f32) -> ^MeshData ---
// Create a generic mesh.
CreateMesh :: proc(#by_ptr def: MeshDef, degenerateTriangleIndices: [^]c.int, degenerateCapacity: c.int) -> ^MeshData ---
// Destroy a mesh.
DestroyMesh :: proc(mesh: ^MeshData) ---
// Get the height of the mesh BVH.
GetHeight :: proc(#by_ptr mesh: MeshData) -> c.int ---
/**@}*/ // mesh
/**
* @addtogroup height_field
* @{
*/
// Create a generic height field.
CreateHeightField :: proc(#by_ptr data: HeightFieldDef) -> ^HeightFieldData ---
// Create a grid as a height field.
CreateGrid :: proc(rowCount, columnCount: c.int, scale: Vec3, makeHoles: bool) -> ^HeightFieldData ---
// Create a wave grid as a height field.
CreateWave :: proc(rowCount, columnCount: c.int, scale: Vec3, rowFrequency: f32, columnFrequency: f32, makeHoles: bool) -> ^HeightFieldData ---
// Destroy a height field.
DestroyHeightField :: proc(heightField: ^HeightFieldData) ---
// Save input height data to a file
DumpHeightData :: proc(#by_ptr data: HeightFieldDef, fileName: cstring) ---
// Create a height field by loading a previously saved height data
LoadHeightField :: proc(fileName: cstring) -> ^HeightFieldData ---
/**@}*/ // height_field
/**
* @addtogroup compound
* @{
*/
// Get a child shape of a compound.
GetCompoundChild :: proc(#by_ptr compound: CompoundData, childIndex: c.int) -> ChildShape ---
// Query a compound shape for children that overlap an AABB.
QueryCompound :: proc(#by_ptr compound: CompoundData, aabb: AABB, fcn: CompoundQueryFcn, ctx: rawptr) ---
// Access a child capsule by index.
GetCompoundCapsule :: proc(#by_ptr compound: CompoundData, index: c.int) -> CompoundCapsule ---
// Access a child hull by index.
GetCompoundHull :: proc(#by_ptr compound: CompoundData, index: c.int) -> CompoundHull ---
// Access a child mesh by index.
GetCompoundMesh :: proc(#by_ptr compound: CompoundData, index: c.int) -> CompoundMesh ---
// Access a child sphere by index.
GetCompoundSphere :: proc(#by_ptr compound: CompoundData, index: c.int) -> CompoundSphere ---
// Access the compound material array.
GetCompoundMaterials :: proc(#by_ptr compound: CompoundData) -> ^SurfaceMaterial ---
// Create a compound shape. All input data in the definition is cloned into the resulting compound.
CreateCompound :: proc(#by_ptr def: CompoundDef) -> ^CompoundData ---
// Destroy a compound shape.
DestroyCompound :: proc(compound: ^CompoundData) ---
// If bytes is null then this returns the number of required bytes. This clones all the
// data into the bytes buffer. This is expected to run offline or asynchronously.
// This mutates the compound to nullify pointers, leaving the compound in an unusable state.
ConvertCompoundToBytes :: proc(compound: ^CompoundData) -> [^]u8 ---
// Convert bytes to compound. This does not clone. The bytes must remain in scope while the
// compound is used. This is done to improve run-time performance and allow for instancing.
// The bytes are mutated to fixup pointers.
ConvertBytesToCompound :: proc(bytes: [^]u8, byteCount: c.int) -> ^CompoundData ---
/**@}*/ // compound
/**
* @addtogroup geometry
* @{
*/
// Compute mass properties of a sphere
ComputeSphereMass :: proc(#by_ptr shape: Sphere, density: f32) -> MassData ---
// Compute mass properties of a capsule
ComputeCapsuleMass :: proc(#by_ptr shape: Capsule, density: f32) -> MassData ---
// Compute mass properties of a hull
ComputeHullMass :: proc(#by_ptr shape: HullData, density: f32) -> MassData ---
// Compute the bounding box of a transformed sphere
ComputeSphereAABB :: proc(#by_ptr shape: Sphere, transform: Transform) -> AABB ---
// Compute the bounding box of a transformed capsule
ComputeCapsuleAABB :: proc(#by_ptr shape: Capsule, transform: Transform) -> AABB ---
// Compute the bounding box of a transformed hull
ComputeHullAABB :: proc(#by_ptr shape: HullData, transform: Transform) -> AABB ---
// Compute the bounding box of a transformed mesh. Scale may be non-uniform and have negative components.
ComputeMeshAABB :: proc(#by_ptr shape: MeshData, transform: Transform, scale: Vec3) -> AABB ---
// Compute the bounding box of a transformed height-field
ComputeHeightFieldAABB :: proc(#by_ptr shape: HeightFieldData, transform: Transform) -> AABB ---
// Compute the bounding box of a compound
ComputeCompoundAABB :: proc(#by_ptr shape: CompoundData, transform: Transform) -> AABB ---
/**@}*/ // geometry
/**
* @addtogroup query
* @{
*/
// Use this to ensure your ray cast input is valid and avoid internal assertions.
IsValidRay :: proc(#by_ptr input: RayCastInput) -> bool ---
// Overlap shape versus capsule
OverlapCapsule :: proc(#by_ptr shape: Capsule, shapeTransform: Transform, #by_ptr proxy: ShapeProxy) -> bool ---
// Overlap shape versus compound
OverlapCompound :: proc(#by_ptr shape: CompoundData, shapeTransform: Transform, #by_ptr proxy: ShapeProxy) -> bool ---
// Overlap shape versus height field
OverlapHeightField :: proc(#by_ptr shape: HeightFieldData, shapeTransform: Transform, #by_ptr proxy: ShapeProxy) -> bool ---
// Overlap shape versus hull
OverlapHull :: proc(#by_ptr shape: HullData, shapeTransform: Transform, #by_ptr proxy: ShapeProxy) -> bool ---
// Overlap shape versus mesh
OverlapMesh :: proc(#by_ptr shape: Mesh, shapeTransform: Transform, #by_ptr proxy: ShapeProxy) -> bool ---
// Overlap shape versus sphere
OverlapSphere :: proc(#by_ptr shape: Sphere, shapeTransform: Transform, #by_ptr proxy: ShapeProxy) -> bool ---
// Ray cast versus sphere in local space. A zero length ray is a point query. Initial overlap
// reports a hit at the ray origin with zero fraction and zero normal.
RayCastSphere :: proc(#by_ptr shape: Sphere, #by_ptr input: RayCastInput) -> CastOutput ---
// Ray cast versus a hollow sphere shell in local space. Unlike the solid sphere a ray starting
// inside is not an overlap: it passes through and hits the far wall.
RayCastHollowSphere :: proc(#by_ptr shape: Sphere, #by_ptr input: RayCastInput) -> CastOutput ---
// Ray cast versus capsule in local space. A zero length ray is a point query. Initial overlap
// reports a hit at the ray origin with zero fraction and zero normal.
RayCastCapsule :: proc(#by_ptr shape: Capsule, #by_ptr input: RayCastInput) -> CastOutput ---
// Ray cast versus compound in local space. A zero length ray is a point query. Initial overlap
// with a child reports a hit at the ray origin with zero fraction and zero normal.
RayCastCompound :: proc(#by_ptr shape: CompoundData, #by_ptr input: RayCastInput) -> CastOutput ---
// Ray cast versus hull shape in local space. A zero length ray is a point query. Initial overlap
// reports a hit at the ray origin with zero fraction and zero normal.
RayCastHull :: proc(#by_ptr shape: HullData, #by_ptr input: RayCastInput) -> CastOutput ---
// Ray cast versus mesh in local space. A thin surface with no interior, so there is no overlap case.
RayCastMesh :: proc(#by_ptr shape: Mesh, #by_ptr input: RayCastInput) -> CastOutput ---
// Ray cast versus height field in local space. A thin surface with no interior, so there is no overlap case.
RayCastHeightField :: proc(#by_ptr shape: HeightFieldData, #by_ptr input: RayCastInput) -> CastOutput ---
// Shape cast versus a sphere. Initial overlap is treated as a miss.
ShapeCastSphere :: proc(#by_ptr shape: Sphere, #by_ptr input: ShapeCastInput) -> CastOutput ---
// Shape cast versus a capsule. Initial overlap is treated as a miss.
ShapeCastCapsule :: proc(#by_ptr shape: Capsule, #by_ptr input: ShapeCastInput) -> CastOutput ---
// Shape cast versus compound. Initial overlap is treated as a miss.
ShapeCastCompound :: proc(#by_ptr shape: CompoundData, #by_ptr input: ShapeCastInput) -> CastOutput ---
// Shape cast versus a hull. Initial overlap is treated as a miss.
ShapeCastHull :: proc(#by_ptr shape: HullData, #by_ptr input: ShapeCastInput) -> CastOutput ---
// Shape cast versus a mesh. Initial overlap is treated as a miss.
ShapeCastMesh :: proc(#by_ptr shape: Mesh, #by_ptr input: ShapeCastInput) -> CastOutput ---
// Shape cast versus a height field. Initial overlap is treated as a miss.
ShapeCastHeightField :: proc(#by_ptr shape: HeightFieldData, #by_ptr input: ShapeCastInput) -> CastOutput ---
// Query a mesh for triangles overlapping a bounding box in local space. May have false positives. Useful for debug draw.
// @param mesh the mesh to query, includes scale
// @param bounds the bounding box in local space
// @param fcn a user function to collect triangles
// @param context the context sent to the user function.
QueryMesh :: proc(#by_ptr mesh: Mesh, bounds: AABB, fcn: MeshQueryFcn, ctx: rawptr) ---
// Query a height field for triangles overlapping a bounding box in local space. May have false positives. Useful for debug draw.
// @param heightField the height field to query
// @param bounds the bounding box in local space
// @param fcn a user function to collect triangles
// @param context the context sent to the user function.
QueryHeightField :: proc(#by_ptr heightField: HeightFieldData, bounds: AABB, fcn: MeshQueryFcn, ctx: rawptr) ---
// Compute the closest points between two shapes represented as point clouds.
// SimplexCache cache is input/output. On the first call set SimplexCache.count to zero.
// The query runs in frame A, so the witness points and normal are returned in frame A.
// The underlying GJK algorithm may be debugged by passing in debug simplexes and capacity. You may pass in NULL and 0 for these.
ShapeDistance :: proc(#by_ptr input: DistanceInput, cache: ^SimplexCache, simplexes: [^]Simplex, simplexCapacity: c.int) -> DistanceOutput ---
// Perform a linear shape cast of shape B moving and shape A fixed. Determines the hit point, normal, and translation fraction.
// The query runs in frame A, so the hit point and normal are returned in frame A. Initially touching shapes are a miss.
ShapeCast :: proc(#by_ptr input: ShapeCastPairInput) -> CastOutput ---
// Evaluate the transform sweep at a specific time.
GetSweepTransform :: proc(#by_ptr sweep: Sweep, time: f32) -> Transform ---
// Compute the upper bound on time before two shapes penetrate. Time is represented as
// a fraction between [0,tMax]. This uses a swept separating axis and may miss some intermediate,
// non-tunneling collisions. If you change the time interval, you should call this function
// again.
TimeOfImpact :: proc(#by_ptr input: TOIInput) -> TOIOutput ---
/**@}*/ // query
/**
* @addtogroup collision
* @{
*/
// Collide two spheres.
CollideSpheres :: proc(manifold: ^LocalManifold, capacity: c.int, #by_ptr sphereA, sphereB: Sphere, transformBtoA: Transform) ---
// Collide a capsule and a sphere.
CollideCapsuleAndSphere :: proc(manifold: ^LocalManifold, capacity: c.int, #by_ptr capsuleA: Capsule, #by_ptr sphereB: Sphere, transformBtoA: Transform) ---
// Collide a hull and a sphere.
CollideHullAndSphere :: proc(manifold: ^LocalManifold, capacity: c.int, #by_ptr hullA: HullData, #by_ptr sphereB: Sphere, transformBtoA: Transform, cache: ^SimplexCache) ---
// Collide two capsules.
CollideCapsules :: proc(manifold: ^LocalManifold, capacity: c.int, #by_ptr capsuleA, capsuleB: Capsule, transformBtoA: Transform) ---
// Collide a hull and a capsule.
CollideHullAndCapsule :: proc(manifold: ^LocalManifold, capacity: c.int, #by_ptr hullA: HullData, #by_ptr capsuleB: Capsule, transformBtoA: Transform, cache: ^SimplexCache) ---
// Collide two hulls.
CollideHulls :: proc(manifold: ^LocalManifold, capacity: c.int, #by_ptr hullA: HullData, #by_ptr hullB: HullData, transformBtoA: Transform, cache: ^SATCache) ---
// Collide a capsule and a triangle.
CollideCapsuleAndTriangle :: proc(manifold: ^LocalManifold, capacity: c.int, #by_ptr capsuleA: Capsule, #by_ptr triangleB: [3]Vec3, cache: ^SimplexCache) ---
// Collide a hull and a triangle.
CollideHullAndTriangle :: proc(manifold: ^LocalManifold, capacity: c.int, #by_ptr hullA: HullData, v1, v2, v3: Vec3,
triangleFlags: c.int, cache: ^SATCache, enableSpeculative: bool) ---
// Collide a sphere and a triangle.
CollideSphereAndTriangle :: proc(manifold: ^LocalManifold, capacity: c.int, #by_ptr sphereA: Sphere, #by_ptr triangleB: [3]Vec3) ---
/**@}*/ // collision
/**
* @addtogroup character
* @{
*/
// Solves the position of a mover that satisfies the given collision planes.
// @param targetDelta the desired translation from the position used to generate the collision planes
// @param planes the collision planes
// @param count the number of collision planes
SolvePlanes :: proc(targetDelta: Vec3, planes: [^]CollisionPlane, count: c.int) -> PlaneSolverResult ---
// Clips the velocity against the given collision planes. Planes with zero push or clipVelocity
// set to false are skipped.
ClipVector :: proc(vector: Vec3, planes: [^]CollisionPlane, count: c.int) -> Vec3 ---
/**@}*/ // character
}
// Get proxy user data
@(require_results)
DynamicTree_GetUserData :: proc "c" (#by_ptr tree: DynamicTree, proxyId: c.int) -> u64 {
return tree.nodes[proxyId].userData
}
// Get the AABB of a proxy
@(require_results)
DynamicTree_GetAABB :: proc "c" (#by_ptr tree: DynamicTree, proxyId: c.int) -> AABB {
return tree.nodes[proxyId].aabb
}
// Get read only hull vertices.
@(require_results)
GetHullVertices :: proc "c" (hull: ^HullData) -> Maybe(^HullVertex) {
if hull.vertexOffset == 0 {
return nil
}
return (^HullVertex)(uintptr(hull) + uintptr(hull.vertexOffset))
}
// Get read only hull points.
@(require_results)
GetHullPoints :: proc "c" (hull: ^HullData) -> Maybe(^Vec3) {
if hull.pointOffset == 0 {
return nil
}
return (^Vec3)(uintptr(hull) + uintptr(hull.pointOffset))
}
// Get read only hull half edges.
@(require_results)
GetHullEdges :: proc "c" (hull: ^HullData) -> Maybe(^HullHalfEdge) {
if hull.edgeOffset == 0 {
return nil
}
return (^HullHalfEdge)(uintptr(hull) + uintptr(hull.edgeOffset))
}
// Get read only hull faces.
@(require_results)
GetHullFaces :: proc "c" (hull: ^HullData) -> Maybe(^HullFace) {
if hull.faceOffset == 0 {
return nil
}
return (^HullFace)(uintptr(hull) + uintptr(hull.faceOffset))
}
// Get read only hull planes.
@(require_results)
GetHullPlanes :: proc "c" (hull: ^HullData) -> Maybe(^Plane) {
if hull.planeOffset == 0 {
return nil
}
return (^Plane)(uintptr(hull) + uintptr(hull.planeOffset))
}
// Get read only mesh BVH nodes.
@(require_results)
GetMeshNodes :: proc "c" (mesh: ^MeshData) -> Maybe(^MeshNode) {
if mesh.nodeOffset == 0 {
return nil
}
return (^MeshNode)(uintptr(mesh) + uintptr(mesh.nodeOffset))
}
// Get read only mesh vertices.
@(require_results)
GetMeshVertices :: proc "c" (mesh: ^MeshData) -> Maybe(^Vec3) {
if mesh.vertexOffset == 0 {
return nil
}
return (^Vec3)(uintptr(mesh) + uintptr(mesh.vertexOffset))
}
// Get read only mesh triangles.
@(require_results)
GetMeshTriangles :: proc "c" (mesh: ^MeshData) -> Maybe(^MeshTriangle) {
if mesh.triangleOffset == 0 {
return nil
}
return (^MeshTriangle)(uintptr(mesh) + uintptr(mesh.triangleOffset))
}
// Get read only mesh materials. The count is equal to the triangle count.
@(require_results)
GetMeshMaterialIndices :: proc "c" (mesh: ^MeshData) -> Maybe([^]u8) {
if mesh.materialOffset == 0 {
return nil
}
return ([^]u8)(uintptr(mesh) + uintptr(mesh.materialOffset))
}
// Get read only mesh flags. The count is equal to the triangle count.
@(require_results)
GetMeshFlags :: proc "c" (mesh: ^MeshData) -> [^]u8 {
if mesh.flagsOffset == 0 {
return nil
}
return ([^]u8)(uintptr(mesh) + uintptr(mesh.flagsOffset))
}
// Get read only compressed heights. One u16 per grid point.
@(require_results)
GetHeightFieldCompressedHeights :: proc "c" (hf: ^HeightFieldData) -> [^]u16 {
if hf.heightsOffset == 0 {
return nil
}
return ([^]u16)(uintptr(hf) + uintptr(hf.heightsOffset))
}
// Get read only material indices. One u8 per cell.
@(require_results)
GetHeightFieldMaterialIndices :: proc "c" (hf: ^HeightFieldData) -> [^]u8 {
if hf.materialOffset == 0 {
return nil
}
return ([^]u8)(uintptr(hf) + uintptr(hf.materialOffset))
}
// Get read only triangle flags. One u8 per triangle.
@(require_results)
GetHeightFieldFlags :: proc "c" (hf: ^HeightFieldData) -> [^]u8 {
if hf.flagsOffset == 0 {
return nil
}
return ([^]u8)(uintptr(hf) + uintptr(hf.flagsOffset))
}