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HitDetection

Struct HitDetection 

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pub struct HitDetection;
Expand description

Geometric hit detection utilities.

All hit detection is point-vs-shape — no physics engine is required.

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impl HitDetection

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pub fn point_in_sphere(point: Vec3, center: Vec3, radius: f32) -> bool

Point vs sphere. Returns true if point is within radius of center.

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pub fn point_in_aabb(point: Vec3, min: Vec3, max: Vec3) -> bool

Point vs AABB. Returns true if point is inside the box.

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pub fn point_in_cylinder( point: Vec3, center: Vec3, radius: f32, half_height: f32, ) -> bool

Point vs cylinder (along Y axis). Returns true if point is inside.

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pub fn sphere_overlap(ca: Vec3, ra: f32, cb: Vec3, rb: f32) -> f32

Sphere vs sphere intersection. Returns overlap depth (negative = no overlap).

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pub fn point_in_cone( target: Vec3, origin: Vec3, direction: Vec3, half_angle_rad: f32, range: f32, ) -> bool

Cone hit test — used for directional attacks (breath, slam, sweep).

Returns true if target is inside a cone from origin pointing direction, with half-angle half_angle_rad and max range range.

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pub fn ray_vs_sphere( ray_origin: Vec3, ray_dir: Vec3, sphere_center: Vec3, sphere_radius: f32, ) -> Option<f32>

Raycast against a sphere. Returns distance to hit (None if miss).

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pub fn targets_in_range<'a>( origin: Vec3, targets: &'a [Vec3], range: f32, ) -> Vec<(usize, f32)>

Find all targets within range of origin, sorted by distance.

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pub fn knockback(attacker_pos: Vec3, defender_pos: Vec3, strength: f32) -> Vec3

Compute knockback vector from attacker to defender, scaled by strength.

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