use crate::compiled::real::LawMinMax;
use glam::{Vec2, Vec3};
#[inline(always)]
pub fn sdf_solid_angle(p: Vec3, angle: f32, radius: f32) -> f32 {
let c = Vec2::new(alice_det_math::sin(angle), alice_det_math::cos(angle));
let q = Vec2::new(alice_det_math::hypot(p.x, p.z), p.y);
let l = q.length() - radius;
let t = super::clamp_total(q.dot(c), 0.0, radius);
let m = (q - c * t).length();
let sign = if (c.y * q.x + -(c.x * q.y)) < 0.0 {
-1.0
} else {
1.0
};
l.law_max(m * sign)
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_solid_angle_origin() {
let d = sdf_solid_angle(Vec3::ZERO, 0.5, 1.0);
assert!(
d <= 0.001,
"Origin should be on or inside surface, got {}",
d
);
}
#[test]
fn test_solid_angle_inside() {
let d = sdf_solid_angle(Vec3::new(0.0, 0.5, 0.0), 1.0, 2.0);
assert!(d < 0.0, "Inside cone should be negative, got {}", d);
}
#[test]
fn test_solid_angle_outside() {
let d = sdf_solid_angle(Vec3::new(5.0, 0.0, 0.0), 0.5, 1.0);
assert!(d > 0.0, "Far point should be outside, got {}", d);
}
#[test]
fn test_solid_angle_above() {
let d = sdf_solid_angle(Vec3::new(0.0, 0.5, 0.0), 1.0, 1.0);
assert!(d < 0.0, "Inside cone should be negative, got {}", d);
}
}