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+// Geometry functions
+// Copyright (C) 2002  David Rosen
+// Copyright (C) 2023  Nguyễn Gia Phong
+//
+// This file is part of Black Shades.
+//
+// Black Shades is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published
+// by the Free Software Foundation, either version 3 of the License, or
+// (at your option) any later version.
+//
+// Black Shades is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with Black Shades.  If not, see <https://www.gnu.org/licenses/>.
+
+const Child = std.meta.Child;
+const std = @import("std");
+
+const c = @import("cimport.zig");
+
+fn sqr(x: anytype) @TypeOf(x) {
+    return x * x;
+}
+
+fn dot(u: anytype, v: @TypeOf(u)) Child(@TypeOf(u)) {
+    return @reduce(.Add, u * v);
+}
+
+export fn sqrlen(v: XYZ) f32 {
+    const u = @bitCast(@Vector(3, f32), v);
+    return dot(u, u);
+}
+
+fn norm(v: anytype) Child(@TypeOf(v)) {
+    return @sqrt(dot(v, v));
+}
+
+const XYZ = extern struct { x: f32, y: f32, z: f32 };
+
+export fn crossProduct(u: XYZ, v: XYZ) XYZ {
+    return .{
+        .x = u.y * v.z - u.z * v.y,
+        .y = u.z * v.x - u.x * v.z,
+        .z = u.x * v.y - u.y * v.x,
+    };
+}
+
+export fn normalize(v: XYZ) XYZ {
+    const u = @bitCast(@Vector(3, f32), v);
+    const d = norm(u);
+    return if (d == 0) v else @bitCast(XYZ, u / @splat(3, d));
+}
+
+export fn reflect(v: XYZ, n: XYZ) XYZ {
+    const u = @bitCast(@Vector(3, f32), v);
+    const m = @bitCast(@Vector(3, f32), n);
+    return @bitCast(XYZ, u - m * @splat(3, dot(u, m) * 2));
+}
+
+export fn segmentIntersectsSphere(a: XYZ, b: XYZ, j: XYZ, r: f32) bool {
+    // FIXME: call directly with vectors
+    const p = @bitCast(@Vector(3, f32), a);
+    const q = @bitCast(@Vector(3, f32), b);
+    const i = @bitCast(@Vector(3, f32), j);
+
+    if (@reduce(.Or, @max(p, q) < i - @splat(3, r))) return false;
+    if (@reduce(.Or, @min(p, q) > i + @splat(3, r))) return false;
+    // https://en.wikipedia.org/wiki/Line–sphere_intersection
+    const d = q - p; // line's direction
+    const u = d / @splat(3, norm(d)); // unit vector
+    return sqr(dot(u, (p - i))) >= @reduce(.Add, sqr(p - i)) - sqr(r);
+}
+
+export fn getFrustum(frustum: [*][4]f32) void {
+    var proj: [16]f32 = undefined;
+    c.glGetFloatv(c.GL_PROJECTION_MATRIX, &proj);
+
+    var mv: [16]f32 = undefined;
+    c.glGetFloatv(c.GL_MODELVIEW_MATRIX, &mv);
+
+    const clip = [16]f32{
+        mv[0] * proj[0] + mv[1] * proj[4] + mv[2] * proj[8] + mv[3] * proj[12],
+        mv[0] * proj[1] + mv[1] * proj[5] + mv[2] * proj[9] + mv[3] * proj[13],
+        mv[0] * proj[2] + mv[1] * proj[6] + mv[2] * proj[10] + mv[3] * proj[14],
+        mv[0] * proj[3] + mv[1] * proj[7] + mv[2] * proj[11] + mv[3] * proj[15],
+        mv[4] * proj[0] + mv[5] * proj[4] + mv[6] * proj[8] + mv[7] * proj[12],
+        mv[4] * proj[1] + mv[5] * proj[5] + mv[6] * proj[9] + mv[7] * proj[13],
+        mv[4] * proj[2] + mv[5] * proj[6] + mv[6] * proj[10] + mv[7] * proj[14],
+        mv[4] * proj[3] + mv[5] * proj[7] + mv[6] * proj[11] + mv[7] * proj[15],
+        mv[8] * proj[0] + mv[9] * proj[4] + mv[10] * proj[8] + mv[11] * proj[12],
+        mv[8] * proj[1] + mv[9] * proj[5] + mv[10] * proj[9] + mv[11] * proj[13],
+        mv[8] * proj[2] + mv[9] * proj[6] + mv[10] * proj[10] + mv[11] * proj[14],
+        mv[8] * proj[3] + mv[9] * proj[7] + mv[10] * proj[11] + mv[11] * proj[15],
+        mv[12] * proj[0] + mv[13] * proj[4] + mv[14] * proj[8] + mv[15] * proj[12],
+        mv[12] * proj[1] + mv[13] * proj[5] + mv[14] * proj[9] + mv[15] * proj[13],
+        mv[12] * proj[2] + mv[13] * proj[6] + mv[14] * proj[10] + mv[15] * proj[14],
+        mv[12] * proj[3] + mv[13] * proj[7] + mv[14] * proj[11] + mv[15] * proj[15],
+    };
+
+    // Right plane
+    frustum[0][0] = clip[3] - clip[0];
+    frustum[0][1] = clip[7] - clip[4];
+    frustum[0][2] = clip[11] - clip[8];
+    frustum[0][3] = clip[15] - clip[12];
+
+    // Left plane
+    frustum[1][0] = clip[3] + clip[0];
+    frustum[1][1] = clip[7] + clip[4];
+    frustum[1][2] = clip[11] + clip[8];
+    frustum[1][3] = clip[15] + clip[12];
+
+    // Bottom plane
+    frustum[2][0] = clip[3] + clip[1];
+    frustum[2][1] = clip[7] + clip[5];
+    frustum[2][2] = clip[11] + clip[9];
+    frustum[2][3] = clip[15] + clip[13];
+
+    // Top plane
+    frustum[3][0] = clip[3] - clip[1];
+    frustum[3][1] = clip[7] - clip[5];
+    frustum[3][2] = clip[11] - clip[9];
+    frustum[3][3] = clip[15] - clip[13];
+
+    // Far plane
+    frustum[4][0] = clip[3] - clip[2];
+    frustum[4][1] = clip[7] - clip[6];
+    frustum[4][2] = clip[11] - clip[10];
+    frustum[4][3] = clip[15] - clip[14];
+
+    // Near plane
+    frustum[5][0] = clip[3] + clip[2];
+    frustum[5][1] = clip[7] + clip[6];
+    frustum[5][2] = clip[11] + clip[10];
+    frustum[5][3] = clip[15] + clip[14];
+
+    // normalize the right plane
+    var t: f32 = undefined;
+    t = @sqrt(frustum[0][0]*frustum[0][0]
+        + frustum[0][1]*frustum[0][1]
+        + frustum[0][2]*frustum[0][2]);
+    frustum[0][0] /= t;
+    frustum[0][1] /= t;
+    frustum[0][2] /= t;
+    frustum[0][3] /= t;
+
+    // calculate left plane
+    frustum[1][0] = clip[3] + clip[0];
+    frustum[1][1] = clip[7] + clip[4];
+    frustum[1][2] = clip[11] + clip[ 8];
+    frustum[1][3] = clip[15] + clip[12];
+
+    // normalize the left plane
+    t = @sqrt(frustum[1][0]*frustum[1][0]
+        + frustum[1][1]*frustum[1][1]
+        + frustum[1][2]*frustum[1][2]);
+    frustum[1][0] /= t;
+    frustum[1][1] /= t;
+    frustum[1][2] /= t;
+    frustum[1][3] /= t;
+
+    // calculate the bottom plane
+    frustum[2][0] = clip[3] + clip[1];
+    frustum[2][1] = clip[7] + clip[5];
+    frustum[2][2] = clip[11] + clip[9];
+    frustum[2][3] = clip[15] + clip[13];
+
+    // normalize the bottom plane
+    t = @sqrt(frustum[2][0]*frustum[2][0]
+        + frustum[2][1]*frustum[2][1]
+        + frustum[2][2]*frustum[2][2]);
+    frustum[2][0] /= t;
+    frustum[2][1] /= t;
+    frustum[2][2] /= t;
+    frustum[2][3] /= t;
+
+    // calculate the top plane
+    frustum[3][0] = clip[3] - clip[1];
+    frustum[3][1] = clip[7] - clip[5];
+    frustum[3][2] = clip[11] - clip[9];
+    frustum[3][3] = clip[15] - clip[13];
+
+    // normalize the top plane
+    t = @sqrt(frustum[3][0]*frustum[3][0]
+        + frustum[3][1]*frustum[3][1]
+        + frustum[3][2]*frustum[3][2]);
+    frustum[3][0] /= t;
+    frustum[3][1] /= t;
+    frustum[3][2] /= t;
+    frustum[3][3] /= t;
+
+    // calculate the far plane
+    frustum[4][0] = clip[3] - clip[2];
+    frustum[4][1] = clip[7] - clip[6];
+    frustum[4][2] = clip[11] - clip[10];
+    frustum[4][3] = clip[15] - clip[14];
+
+    // normalize the far plane
+    t = @sqrt(frustum[4][0]*frustum[4][0]
+        + frustum[4][1]*frustum[4][1]
+        + frustum[4][2]*frustum[4][2]);
+    frustum[4][0] /= t;
+    frustum[4][1] /= t;
+    frustum[4][2] /= t;
+    frustum[4][3] /= t;
+
+    // calculate the near plane
+    frustum[5][0] = clip[3] + clip[2];
+    frustum[5][1] = clip[7] + clip[6];
+    frustum[5][2] = clip[11] + clip[10];
+    frustum[5][3] = clip[15] + clip[14];
+
+    // normalize the near plane
+    t = @sqrt(frustum[5][0]*frustum[5][0]
+        + frustum[5][1]*frustum[5][1]
+        + frustum[5][2]*frustum[5][2]);
+    frustum[5][0] /= t;
+    frustum[5][1] /= t;
+    frustum[5][2] /= t;
+    frustum[5][3] /= t;
+}
+
+export fn cubeInFrustum(frustum: [*][4]f32,
+                        x: f32, y: f32, z: f32, size: f32) bool {
+    const delta = [_]f32{ -size, size };
+    var i = @as(u8, 0);
+    loop: while (i < 6) : (i += 1) {
+        for (delta) |dx| for (delta) |dy| for (delta) |dz|
+            if (frustum[i][0] * (x + dx) + frustum[i][1] * (y + dy)
+                + frustum[i][2] * (z + dz) + frustum[i][3] > 0) continue :loop;
+        return false;
+    }
+    return true;
+}
+
+export fn sphereInFrustum(frustum: [*][4]f32,
+                          x: f32, y: f32, z: f32, r: f32) bool {
+    var i = @as(u8, 0);
+    while (i < 6) : (i += 1)
+        if (frustum[i][0] * x + frustum[i][1] * y
+            + frustum[i][2] * z + frustum[i][3] <= -r)
+            return false;
+    return true;
+}