/**************************************************************************/
/*  geometry_3d.h                                                         */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#pragma once

#include "core/math/color.h"
#include "core/math/delaunay_3d.h"
#include "core/math/face3.h"
#include "core/math/vector2.h"
#include "core/templates/local_vector.h"
#include "core/templates/vector.h"

namespace Geometry3D {
void get_closest_points_between_segments(const Vector3 &p_p0, const Vector3 &p_p1, const Vector3 &p_q0, const Vector3 &p_q1, Vector3 &r_ps, Vector3 &r_qt);
real_t get_closest_distance_between_segments(const Vector3 &p_p0, const Vector3 &p_p1, const Vector3 &p_q0, const Vector3 &p_q1);

inline bool ray_intersects_triangle(const Vector3 &p_from, const Vector3 &p_dir, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2, Vector3 *r_res = nullptr) {
	Vector3 e1 = p_v1 - p_v0;
	Vector3 e2 = p_v2 - p_v0;
	Vector3 h = p_dir.cross(e2);
	real_t a = e1.dot(h);
	if (Math::is_zero_approx(a)) { // Parallel test.
		return false;
	}

	real_t f = 1.0f / a;

	Vector3 s = p_from - p_v0;
	real_t u = f * s.dot(h);

	if ((u < 0.0f) || (u > 1.0f)) {
		return false;
	}

	Vector3 q = s.cross(e1);

	real_t v = f * p_dir.dot(q);

	if ((v < 0.0f) || (u + v > 1.0f)) {
		return false;
	}

	// At this stage we can compute t to find out where
	// the intersection point is on the line.
	real_t t = f * e2.dot(q);

	if (t > 0.00001f) { // ray intersection
		if (r_res) {
			*r_res = p_from + p_dir * t;
		}
		return true;
	} else { // This means that there is a line intersection but not a ray intersection.
		return false;
	}
}

inline bool segment_intersects_triangle(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2, Vector3 *r_res = nullptr) {
	Vector3 rel = p_to - p_from;
	Vector3 e1 = p_v1 - p_v0;
	Vector3 e2 = p_v2 - p_v0;
	Vector3 h = rel.cross(e2);
	real_t a = e1.dot(h);
	if (Math::is_zero_approx(a)) { // Parallel test.
		return false;
	}

	real_t f = 1.0f / a;

	Vector3 s = p_from - p_v0;
	real_t u = f * s.dot(h);

	if ((u < 0.0f) || (u > 1.0f)) {
		return false;
	}

	Vector3 q = s.cross(e1);

	real_t v = f * rel.dot(q);

	if ((v < 0.0f) || (u + v > 1.0f)) {
		return false;
	}

	// At this stage we can compute t to find out where
	// the intersection point is on the line.
	real_t t = f * e2.dot(q);

	if (t > (real_t)CMP_EPSILON && t <= 1.0f) { // Ray intersection.
		if (r_res) {
			*r_res = p_from + rel * t;
		}
		return true;
	} else { // This means that there is a line intersection but not a ray intersection.
		return false;
	}
}

inline bool segment_intersects_sphere(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_sphere_pos, real_t p_sphere_radius, Vector3 *r_res = nullptr, Vector3 *r_norm = nullptr) {
	Vector3 sphere_pos = p_sphere_pos - p_from;
	Vector3 rel = (p_to - p_from);
	real_t rel_l = rel.length();
	if (rel_l < (real_t)CMP_EPSILON) {
		return false; // Both points are the same.
	}
	Vector3 normal = rel / rel_l;

	real_t sphere_d = normal.dot(sphere_pos);

	real_t ray_distance = sphere_pos.distance_to(normal * sphere_d);

	if (ray_distance >= p_sphere_radius) {
		return false;
	}

	real_t inters_d2 = p_sphere_radius * p_sphere_radius - ray_distance * ray_distance;
	real_t inters_d = sphere_d;

	if (inters_d2 >= (real_t)CMP_EPSILON) {
		inters_d -= Math::sqrt(inters_d2);
	}

	// Check in segment.
	if (inters_d < 0 || inters_d > rel_l) {
		return false;
	}

	Vector3 result = p_from + normal * inters_d;

	if (r_res) {
		*r_res = result;
	}
	if (r_norm) {
		*r_norm = (result - p_sphere_pos).normalized();
	}

	return true;
}

inline bool segment_intersects_cylinder(const Vector3 &p_from, const Vector3 &p_to, real_t p_height, real_t p_radius, Vector3 *r_res = nullptr, Vector3 *r_norm = nullptr, int p_cylinder_axis = 2) {
	Vector3 rel = (p_to - p_from);
	real_t rel_l = rel.length();
	if (rel_l < (real_t)CMP_EPSILON) {
		return false; // Both points are the same.
	}

	ERR_FAIL_COND_V(p_cylinder_axis < 0, false);
	ERR_FAIL_COND_V(p_cylinder_axis > 2, false);
	Vector3 cylinder_axis;
	cylinder_axis[p_cylinder_axis] = 1.0f;

	// First check if they are parallel.
	Vector3 normal = (rel / rel_l);
	Vector3 crs = normal.cross(cylinder_axis);
	real_t crs_l = crs.length();

	Vector3 axis_dir;

	if (crs_l < (real_t)CMP_EPSILON) {
		Vector3 side_axis;
		side_axis[(p_cylinder_axis + 1) % 3] = 1.0f; // Any side axis OK.
		axis_dir = side_axis;
	} else {
		axis_dir = crs / crs_l;
	}

	real_t dist = axis_dir.dot(p_from);

	if (dist >= p_radius) {
		return false; // Too far away.
	}

	// Convert to 2D.
	real_t w2 = p_radius * p_radius - dist * dist;
	if (w2 < (real_t)CMP_EPSILON) {
		return false; // Avoid numerical error.
	}
	Size2 size(Math::sqrt(w2), p_height * 0.5f);

	Vector3 side_dir = axis_dir.cross(cylinder_axis).normalized();

	Vector2 from2D(side_dir.dot(p_from), p_from[p_cylinder_axis]);
	Vector2 to2D(side_dir.dot(p_to), p_to[p_cylinder_axis]);

	real_t min = 0, max = 1;

	int axis = -1;

	for (int i = 0; i < 2; i++) {
		real_t seg_from = from2D[i];
		real_t seg_to = to2D[i];
		real_t box_begin = -size[i];
		real_t box_end = size[i];
		real_t cmin, cmax;

		if (seg_from < seg_to) {
			if (seg_from > box_end || seg_to < box_begin) {
				return false;
			}
			real_t length = seg_to - seg_from;
			cmin = (seg_from < box_begin) ? ((box_begin - seg_from) / length) : 0;
			cmax = (seg_to > box_end) ? ((box_end - seg_from) / length) : 1;

		} else {
			if (seg_to > box_end || seg_from < box_begin) {
				return false;
			}
			real_t length = seg_to - seg_from;
			cmin = (seg_from > box_end) ? (box_end - seg_from) / length : 0;
			cmax = (seg_to < box_begin) ? (box_begin - seg_from) / length : 1;
		}

		if (cmin > min) {
			min = cmin;
			axis = i;
		}
		if (cmax < max) {
			max = cmax;
		}
		if (max < min) {
			return false;
		}
	}

	// Convert to 3D again.
	Vector3 result = p_from + (rel * min);
	Vector3 res_normal = result;

	if (axis == 0) {
		res_normal[p_cylinder_axis] = 0;
	} else {
		int axis_side = (p_cylinder_axis + 1) % 3;
		res_normal[axis_side] = 0;
		axis_side = (axis_side + 1) % 3;
		res_normal[axis_side] = 0;
	}

	res_normal.normalize();

	if (r_res) {
		*r_res = result;
	}
	if (r_norm) {
		*r_norm = res_normal;
	}

	return true;
}

inline bool segment_intersects_convex(const Vector3 &p_from, const Vector3 &p_to, const Plane *p_planes, int p_plane_count, Vector3 *r_res, Vector3 *r_norm) {
	real_t min = -1e20, max = 1e20;

	Vector3 rel = p_to - p_from;
	real_t rel_l = rel.length();

	if (rel_l < (real_t)CMP_EPSILON) {
		return false;
	}

	Vector3 dir = rel / rel_l;

	int min_index = -1;

	for (int i = 0; i < p_plane_count; i++) {
		const Plane &p = p_planes[i];

		real_t den = p.normal.dot(dir);

		if (Math::abs(den) <= (real_t)CMP_EPSILON) {
			if (p.is_point_over(p_from)) {
				// Separating plane.
				return false;
			}
			continue; // Ignore parallel plane.
		}

		real_t dist = -p.distance_to(p_from) / den;

		if (den > 0) {
			// Backwards facing plane.
			if (dist < max) {
				max = dist;
			}
		} else {
			// Front facing plane.
			if (dist > min) {
				min = dist;
				min_index = i;
			}
		}
	}

	if (max <= min || min < 0 || min > rel_l || min_index == -1) { // Exit conditions.
		return false; // No intersection.
	}

	if (r_res) {
		*r_res = p_from + dir * min;
	}
	if (r_norm) {
		*r_norm = p_planes[min_index].normal;
	}

	return true;
}

inline Vector3 get_closest_point_to_segment(const Vector3 &p_point, const Vector3 &p_segment_a, const Vector3 &p_segment_b) {
	Vector3 p = p_point - p_segment_a;
	Vector3 n = p_segment_b - p_segment_a;
	real_t l2 = n.length_squared();
	if (l2 < 1e-20f) {
		return p_segment_a; // Both points are the same, just give any.
	}

	real_t d = n.dot(p) / l2;

	if (d <= 0.0f) {
		return p_segment_a; // Before first point.
	} else if (d >= 1.0f) {
		return p_segment_b; // After first point.
	} else {
		return p_segment_a + n * d; // Inside.
	}
}

#ifndef DISABLE_DEPRECATED
inline Vector3 get_closest_point_to_segment(const Vector3 &p_point, const Vector3 *p_segment) {
	return get_closest_point_to_segment(p_point, p_segment[0], p_segment[1]);
}
#endif // DISABLE_DEPRECATED

inline Vector3 get_closest_point_to_segment_uncapped(const Vector3 &p_point, const Vector3 &p_segment_a, const Vector3 &p_segment_b) {
	Vector3 p = p_point - p_segment_a;
	Vector3 n = p_segment_b - p_segment_a;
	real_t l2 = n.length_squared();
	if (l2 < 1e-20f) {
		return p_segment_a; // Both points are the same, just give any.
	}

	real_t d = n.dot(p) / l2;

	return p_segment_a + n * d; // Inside.
}

#ifndef DISABLE_DEPRECATED
inline Vector3 get_closest_point_to_segment_uncapped(const Vector3 &p_point, const Vector3 *p_segment) {
	return get_closest_point_to_segment_uncapped(p_point, p_segment[0], p_segment[1]);
}
#endif // DISABLE_DEPRECATED

inline bool point_in_projected_triangle(const Vector3 &p_point, const Vector3 &p_v1, const Vector3 &p_v2, const Vector3 &p_v3) {
	Vector3 face_n = (p_v1 - p_v3).cross(p_v1 - p_v2);

	Vector3 n1 = (p_point - p_v3).cross(p_point - p_v2);

	if (face_n.dot(n1) < 0) {
		return false;
	}

	Vector3 n2 = (p_v1 - p_v3).cross(p_v1 - p_point);

	if (face_n.dot(n2) < 0) {
		return false;
	}

	Vector3 n3 = (p_v1 - p_point).cross(p_v1 - p_v2);

	if (face_n.dot(n3) < 0) {
		return false;
	}

	return true;
}

inline bool triangle_sphere_intersection_test(const Vector3 &p_triangle_a, const Vector3 &p_triangle_b, const Vector3 &p_triangle_c, const Vector3 &p_normal, const Vector3 &p_sphere_pos, real_t p_sphere_radius, Vector3 &r_triangle_contact, Vector3 &r_sphere_contact) {
	real_t d = p_normal.dot(p_sphere_pos) - p_normal.dot(p_triangle_a);

	if (d > p_sphere_radius || d < -p_sphere_radius) {
		// Not touching the plane of the face, return.
		return false;
	}

	Vector3 contact = p_sphere_pos - (p_normal * d);

	/** 2nd) TEST INSIDE TRIANGLE **/

	if (Geometry3D::point_in_projected_triangle(contact, p_triangle_a, p_triangle_b, p_triangle_c)) {
		r_triangle_contact = contact;
		r_sphere_contact = p_sphere_pos - p_normal * p_sphere_radius;
		//printf("solved inside triangle\n");
		return true;
	}

	/** 3rd TEST INSIDE EDGE CYLINDERS **/

	const Vector3 verts[4] = { p_triangle_a, p_triangle_b, p_triangle_c, p_triangle_a }; // for() friendly

	for (int i = 0; i < 3; i++) {
		// Check edge cylinder.

		Vector3 n1 = verts[i] - verts[i + 1];
		Vector3 n2 = p_sphere_pos - verts[i + 1];

		///@TODO Maybe discard by range here to make the algorithm quicker.

		// Check point within cylinder radius.
		Vector3 axis = n1.cross(n2).cross(n1);
		axis.normalize();

		real_t ad = axis.dot(n2);

		if (Math::abs(ad) > p_sphere_radius) {
			// No chance with this edge, too far away.
			continue;
		}

		// Check point within edge capsule cylinder.
		/** 4th TEST INSIDE EDGE POINTS **/

		real_t sphere_at = n1.dot(n2);

		if (sphere_at >= 0 && sphere_at < n1.dot(n1)) {
			r_triangle_contact = p_sphere_pos - axis * (axis.dot(n2));
			r_sphere_contact = p_sphere_pos - axis * p_sphere_radius;
			// Point inside here.
			return true;
		}

		real_t r2 = p_sphere_radius * p_sphere_radius;

		if (n2.length_squared() < r2) {
			Vector3 n = (p_sphere_pos - verts[i + 1]).normalized();

			r_triangle_contact = verts[i + 1];
			r_sphere_contact = p_sphere_pos - n * p_sphere_radius;
			return true;
		}

		if (n2.distance_squared_to(n1) < r2) {
			Vector3 n = (p_sphere_pos - verts[i]).normalized();

			r_triangle_contact = verts[i];
			r_sphere_contact = p_sphere_pos - n * p_sphere_radius;
			return true;
		}

		break; // It's pointless to continue at this point, so save some CPU cycles.
	}

	return false;
}

#ifndef DISABLE_DEPRECATED
inline bool triangle_sphere_intersection_test(const Vector3 *p_triangle, const Vector3 &p_normal, const Vector3 &p_sphere_pos, real_t p_sphere_radius, Vector3 &r_triangle_contact, Vector3 &r_sphere_contact) {
	return triangle_sphere_intersection_test(p_triangle[0], p_triangle[1], p_triangle[2], p_normal, p_sphere_pos, p_sphere_radius, r_triangle_contact, r_sphere_contact);
}
#endif // DISABLE_DEPRECATED

inline Vector<Vector3> clip_polygon(const Vector<Vector3> &polygon, const Plane &p_plane) {
	enum LocationCache {
		LOC_INSIDE = 1,
		LOC_BOUNDARY = 0,
		LOC_OUTSIDE = -1
	};

	if (polygon.is_empty()) {
		return polygon;
	}

	int *location_cache = (int *)alloca(sizeof(int) * polygon.size());
	int inside_count = 0;
	int outside_count = 0;

	for (int a = 0; a < polygon.size(); a++) {
		real_t dist = p_plane.distance_to(polygon[a]);
		if (dist < (real_t)-CMP_POINT_IN_PLANE_EPSILON) {
			location_cache[a] = LOC_INSIDE;
			inside_count++;
		} else {
			if (dist > (real_t)CMP_POINT_IN_PLANE_EPSILON) {
				location_cache[a] = LOC_OUTSIDE;
				outside_count++;
			} else {
				location_cache[a] = LOC_BOUNDARY;
			}
		}
	}

	if (outside_count == 0) {
		return polygon; // No changes.
	} else if (inside_count == 0) {
		return Vector<Vector3>(); // Empty.
	}

	long previous = polygon.size() - 1;
	Vector<Vector3> clipped;

	for (int index = 0; index < polygon.size(); index++) {
		int loc = location_cache[index];
		if (loc == LOC_OUTSIDE) {
			if (location_cache[previous] == LOC_INSIDE) {
				const Vector3 &v1 = polygon[previous];
				const Vector3 &v2 = polygon[index];

				Vector3 segment = v1 - v2;
				real_t den = p_plane.normal.dot(segment);
				real_t dist = p_plane.distance_to(v1) / den;
				dist = -dist;
				clipped.push_back(v1 + segment * dist);
			}
		} else {
			const Vector3 &v1 = polygon[index];
			if ((loc == LOC_INSIDE) && (location_cache[previous] == LOC_OUTSIDE)) {
				const Vector3 &v2 = polygon[previous];
				Vector3 segment = v1 - v2;
				real_t den = p_plane.normal.dot(segment);
				real_t dist = p_plane.distance_to(v1) / den;
				dist = -dist;
				clipped.push_back(v1 + segment * dist);
			}

			clipped.push_back(v1);
		}

		previous = index;
	}

	return clipped;
}

inline Vector<int32_t> tetrahedralize_delaunay(const Vector<Vector3> &p_points) {
	Vector<Delaunay3D::OutputSimplex> tetr = Delaunay3D::tetrahedralize(p_points);
	Vector<int32_t> tetrahedrons;

	tetrahedrons.resize(4 * tetr.size());
	int32_t *ptr = tetrahedrons.ptrw();
	for (int i = 0; i < tetr.size(); i++) {
		*ptr++ = tetr[i].points[0];
		*ptr++ = tetr[i].points[1];
		*ptr++ = tetr[i].points[2];
		*ptr++ = tetr[i].points[3];
	}
	return tetrahedrons;
}

// Create a "wrap" that encloses the given geometry.
Vector<Face3> wrap_geometry(const Vector<Face3> &p_array, real_t *p_error = nullptr);

struct MeshData {
	struct Face {
		Plane plane;
		LocalVector<int> indices;
	};

	LocalVector<Face> faces;

	struct Edge {
		int vertex_a, vertex_b;
		int face_a, face_b;
	};

	LocalVector<Edge> edges;

	LocalVector<Vector3> vertices;

	void optimize_vertices();
};

MeshData build_convex_mesh(const Vector<Plane> &p_planes);
Vector<Plane> build_sphere_planes(real_t p_radius, int p_lats, int p_lons, Vector3::Axis p_axis = Vector3::AXIS_Z);
Vector<Plane> build_box_planes(const Vector3 &p_extents);
Vector<Plane> build_cylinder_planes(real_t p_radius, real_t p_height, int p_sides, Vector3::Axis p_axis = Vector3::AXIS_Z);
Vector<Plane> build_capsule_planes(real_t p_radius, real_t p_height, int p_sides, int p_lats, Vector3::Axis p_axis = Vector3::AXIS_Z);

Vector<Vector3> compute_convex_mesh_points(const Plane *p_planes, int p_plane_count);

#define FINDMINMAX(x0, x1, x2, min, max) \
	min = max = x0; \
	if (x1 < min) { \
		min = x1; \
	} \
	if (x1 > max) { \
		max = x1; \
	} \
	if (x2 < min) { \
		min = x2; \
	} \
	if (x2 > max) { \
		max = x2; \
	}

_FORCE_INLINE_ bool planeBoxOverlap(Vector3 normal, real_t d, Vector3 maxbox) {
	int q;
	Vector3 vmin, vmax;
	for (q = 0; q <= 2; q++) {
		if (normal[q] > 0.0f) {
			vmin[q] = -maxbox[q];
			vmax[q] = maxbox[q];
		} else {
			vmin[q] = maxbox[q];
			vmax[q] = -maxbox[q];
		}
	}
	if (normal.dot(vmin) + d > 0.0f) {
		return false;
	}
	if (normal.dot(vmax) + d >= 0.0f) {
		return true;
	}

	return false;
}

/*======================== X-tests ========================*/
#define AXISTEST_X01(a, b, fa, fb) \
	p0 = a * v0.y - b * v0.z; \
	p2 = a * v2.y - b * v2.z; \
	if (p0 < p2) { \
		min = p0; \
		max = p2; \
	} else { \
		min = p2; \
		max = p0; \
	} \
	rad = fa * boxhalfsize.y + fb * boxhalfsize.z; \
	if (min > rad || max < -rad) { \
		return false; \
	}

#define AXISTEST_X2(a, b, fa, fb) \
	p0 = a * v0.y - b * v0.z; \
	p1 = a * v1.y - b * v1.z; \
	if (p0 < p1) { \
		min = p0; \
		max = p1; \
	} else { \
		min = p1; \
		max = p0; \
	} \
	rad = fa * boxhalfsize.y + fb * boxhalfsize.z; \
	if (min > rad || max < -rad) { \
		return false; \
	}

/*======================== Y-tests ========================*/
#define AXISTEST_Y02(a, b, fa, fb) \
	p0 = -a * v0.x + b * v0.z; \
	p2 = -a * v2.x + b * v2.z; \
	if (p0 < p2) { \
		min = p0; \
		max = p2; \
	} else { \
		min = p2; \
		max = p0; \
	} \
	rad = fa * boxhalfsize.x + fb * boxhalfsize.z; \
	if (min > rad || max < -rad) { \
		return false; \
	}

#define AXISTEST_Y1(a, b, fa, fb) \
	p0 = -a * v0.x + b * v0.z; \
	p1 = -a * v1.x + b * v1.z; \
	if (p0 < p1) { \
		min = p0; \
		max = p1; \
	} else { \
		min = p1; \
		max = p0; \
	} \
	rad = fa * boxhalfsize.x + fb * boxhalfsize.z; \
	if (min > rad || max < -rad) { \
		return false; \
	}

/*======================== Z-tests ========================*/
#define AXISTEST_Z12(a, b, fa, fb) \
	p1 = a * v1.x - b * v1.y; \
	p2 = a * v2.x - b * v2.y; \
	if (p2 < p1) { \
		min = p2; \
		max = p1; \
	} else { \
		min = p1; \
		max = p2; \
	} \
	rad = fa * boxhalfsize.x + fb * boxhalfsize.y; \
	if (min > rad || max < -rad) { \
		return false; \
	}

#define AXISTEST_Z0(a, b, fa, fb) \
	p0 = a * v0.x - b * v0.y; \
	p1 = a * v1.x - b * v1.y; \
	if (p0 < p1) { \
		min = p0; \
		max = p1; \
	} else { \
		min = p1; \
		max = p0; \
	} \
	rad = fa * boxhalfsize.x + fb * boxhalfsize.y; \
	if (min > rad || max < -rad) { \
		return false; \
	}

_FORCE_INLINE_ bool triangle_box_overlap(const Vector3 &boxcenter, const Vector3 boxhalfsize, const Vector3 *triverts) {
	/*    use separating axis theorem to test overlap between triangle and box */
	/*    need to test for overlap in these directions: */
	/*    1) the {x,y,z}-directions (actually, since we use the AABB of the triangle */
	/*       we do not even need to test these) */
	/*    2) normal of the triangle */
	/*    3) crossproduct(edge from tri, {x,y,z}-directin) */
	/*       this gives 3x3=9 more tests */
	real_t min, max, p0, p1, p2, rad, fex, fey, fez;

	/* This is the fastest branch on Sun */
	/* move everything so that the boxcenter is in (0,0,0) */

	const Vector3 v0 = triverts[0] - boxcenter;
	const Vector3 v1 = triverts[1] - boxcenter;
	const Vector3 v2 = triverts[2] - boxcenter;

	/* compute triangle edges */
	const Vector3 e0 = v1 - v0; /* tri edge 0 */
	const Vector3 e1 = v2 - v1; /* tri edge 1 */
	const Vector3 e2 = v0 - v2; /* tri edge 2 */

	/* Bullet 3:  */
	/*  test the 9 tests first (this was faster) */
	fex = Math::abs(e0.x);
	fey = Math::abs(e0.y);
	fez = Math::abs(e0.z);
	AXISTEST_X01(e0.z, e0.y, fez, fey);
	AXISTEST_Y02(e0.z, e0.x, fez, fex);
	AXISTEST_Z12(e0.y, e0.x, fey, fex);

	fex = Math::abs(e1.x);
	fey = Math::abs(e1.y);
	fez = Math::abs(e1.z);
	AXISTEST_X01(e1.z, e1.y, fez, fey);
	AXISTEST_Y02(e1.z, e1.x, fez, fex);
	AXISTEST_Z0(e1.y, e1.x, fey, fex);

	fex = Math::abs(e2.x);
	fey = Math::abs(e2.y);
	fez = Math::abs(e2.z);
	AXISTEST_X2(e2.z, e2.y, fez, fey);
	AXISTEST_Y1(e2.z, e2.x, fez, fex);
	AXISTEST_Z12(e2.y, e2.x, fey, fex);

	/* Bullet 1: */
	/*  first test overlap in the {x,y,z}-directions */
	/*  find min, max of the triangle each direction, and test for overlap in */
	/*  that direction -- this is equivalent to testing a minimal AABB around */
	/*  the triangle against the AABB */

	/* test in X-direction */
	FINDMINMAX(v0.x, v1.x, v2.x, min, max);
	if (min > boxhalfsize.x || max < -boxhalfsize.x) {
		return false;
	}

	/* test in Y-direction */
	FINDMINMAX(v0.y, v1.y, v2.y, min, max);
	if (min > boxhalfsize.y || max < -boxhalfsize.y) {
		return false;
	}

	/* test in Z-direction */
	FINDMINMAX(v0.z, v1.z, v2.z, min, max);
	if (min > boxhalfsize.z || max < -boxhalfsize.z) {
		return false;
	}

	/* Bullet 2: */
	/*  test if the box intersects the plane of the triangle */
	/*  compute plane equation of triangle: normal*x+d=0 */
	const Vector3 normal = e0.cross(e1);
	const real_t d = -normal.dot(v0); /* plane eq: normal.x+d=0 */
	return planeBoxOverlap(normal, d, boxhalfsize); /* if true, box and triangle overlaps */
}

Vector<uint32_t> generate_edf(const Vector<bool> &p_voxels, const Vector3i &p_size, bool p_negative);
Vector<int8_t> generate_sdf8(const Vector<uint32_t> &p_positive, const Vector<uint32_t> &p_negative);

inline Vector3 triangle_get_barycentric_coords(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_c, const Vector3 &p_pos) {
	const Vector3 v0 = p_b - p_a;
	const Vector3 v1 = p_c - p_a;
	const Vector3 v2 = p_pos - p_a;

	const real_t d00 = v0.dot(v0);
	const real_t d01 = v0.dot(v1);
	const real_t d11 = v1.dot(v1);
	const real_t d20 = v2.dot(v0);
	const real_t d21 = v2.dot(v1);
	const real_t denom = (d00 * d11 - d01 * d01);
	if (denom == 0) {
		return Vector3(); //invalid triangle, return empty
	}
	const real_t v = (d11 * d20 - d01 * d21) / denom;
	const real_t w = (d00 * d21 - d01 * d20) / denom;
	const real_t u = 1.0f - v - w;
	return Vector3(u, v, w);
}

inline Color tetrahedron_get_barycentric_coords(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_c, const Vector3 &p_d, const Vector3 &p_pos) {
	const Vector3 vap = p_pos - p_a;
	const Vector3 vbp = p_pos - p_b;

	const Vector3 vab = p_b - p_a;
	const Vector3 vac = p_c - p_a;
	const Vector3 vad = p_d - p_a;

	const Vector3 vbc = p_c - p_b;
	const Vector3 vbd = p_d - p_b;
	// ScTP computes the scalar triple product
#define STP(m_a, m_b, m_c) ((m_a).dot((m_b).cross((m_c))))
	const real_t va6 = STP(vbp, vbd, vbc);
	const real_t vb6 = STP(vap, vac, vad);
	const real_t vc6 = STP(vap, vad, vab);
	const real_t vd6 = STP(vap, vab, vac);
	const real_t v6 = 1 / STP(vab, vac, vad);
	return Color(va6 * v6, vb6 * v6, vc6 * v6, vd6 * v6);
#undef STP
}

_FORCE_INLINE_ Vector3 octahedron_map_decode(const Vector2 &p_uv) {
	// https://twitter.com/Stubbesaurus/status/937994790553227264
	const Vector2 f = p_uv * 2.0f - Vector2(1.0f, 1.0f);
	Vector3 n = Vector3(f.x, f.y, 1.0f - Math::abs(f.x) - Math::abs(f.y));
	const real_t t = CLAMP(-n.z, 0.0f, 1.0f);
	n.x += n.x >= 0 ? -t : t;
	n.y += n.y >= 0 ? -t : t;
	return n.normalized();
}
} //namespace Geometry3D
