use glam::Vec3;
#[inline(always)]
pub fn sdf_octahedron(p: Vec3, s: f32) -> f32 {
let p = Vec3::new(p.x.abs(), p.y.abs(), p.z.abs());
let m = p.x + p.y + p.z - s;
let q = if 3.0 * p.x < m {
p
} else if 3.0 * p.y < m {
Vec3::new(p.y, p.z, p.x)
} else if 3.0 * p.z < m {
Vec3::new(p.z, p.x, p.y)
} else {
return m * 0.57735027; };
let k = (0.5 * (q.z - q.y + s)).clamp(0.0, s);
Vec3::new(q.x, q.y - s + k, q.z - k).length()
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_octahedron_origin_inside() {
let d = sdf_octahedron(Vec3::ZERO, 1.0);
assert!(d < 0.0, "Origin should be inside, got {}", d);
}
#[test]
fn test_octahedron_vertex() {
let d = sdf_octahedron(Vec3::new(1.0, 0.0, 0.0), 1.0);
assert!(d.abs() < 0.001, "Vertex should be on surface, got {}", d);
}
#[test]
fn test_octahedron_symmetry() {
let s = 1.5;
let d1 = sdf_octahedron(Vec3::new(0.5, 0.3, 0.2), s);
let d2 = sdf_octahedron(Vec3::new(-0.5, 0.3, 0.2), s);
assert!((d1 - d2).abs() < 0.001, "Should be symmetric");
}
#[test]
fn test_octahedron_outside() {
let d = sdf_octahedron(Vec3::new(5.0, 0.0, 0.0), 1.0);
assert!(d > 0.0, "Far point should be outside, got {}", d);
}
}