use glam::Vec3;
#[inline(always)]
pub fn sdf_hex_prism(p: Vec3, hex_radius: f32, half_height: f32) -> f32 {
let kx: f32 = -0.8660254;
let ky: f32 = 0.5;
let kz: f32 = 0.57735027;
let mut px = p.x.abs();
let mut py = p.y.abs();
let pz = p.z.abs();
let dot_kxy = kx.mul_add(px, ky * py);
let reflect = 2.0 * dot_kxy.min(0.0);
px -= reflect * kx;
py -= reflect * ky;
let clamped_x = px.clamp(-kz * hex_radius, kz * hex_radius);
let dx = px - clamped_x;
let dy = py - hex_radius;
let d_xy = dx.hypot(dy) * dy.signum();
let d_z = pz - half_height;
d_xy.max(d_z).min(0.0) + glam::Vec2::new(d_xy.max(0.0), d_z.max(0.0)).length()
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_hex_prism_origin_inside() {
let d = sdf_hex_prism(Vec3::ZERO, 1.0, 1.0);
assert!(d < 0.0, "Origin should be inside, got {}", d);
}
#[test]
fn test_hex_prism_vertex() {
let d = sdf_hex_prism(Vec3::new(0.0, 1.0, 0.0), 1.0, 1.0);
assert!(
d.abs() < 0.001,
"Hex vertex should be on surface, got {}",
d
);
}
#[test]
fn test_hex_prism_z_cap() {
let d = sdf_hex_prism(Vec3::new(0.0, 0.0, 1.0), 1.0, 1.0);
assert!(d.abs() < 0.001, "Z cap should be on surface, got {}", d);
}
#[test]
fn test_hex_prism_outside() {
let d = sdf_hex_prism(Vec3::new(5.0, 0.0, 0.0), 1.0, 1.0);
assert!(d > 0.0, "Far point should be outside, got {}", d);
}
}