v3_sub( mtxA[3], (v3f){ r,r,r }, box[0] );
v3_add( mtxA[3], (v3f){ r,r,r }, box[1] );
v3_sub( mtxA[3], (v3f){ r,r,r }, box[0] );
v3_add( mtxA[3], (v3f){ r,r,r }, box[1] );
- while( bh_next( s->bh_scene, &it, box, &idx ) )
- {
+ while( bh_next( s->bh_scene, &it, box, &idx ) ){
int contact = rb_sphere__triangle( mtxA, b, tri, &buf[count] );
count += contact;
int contact = rb_sphere__triangle( mtxA, b, tri, &buf[count] );
count += contact;
- while( bh_next( s->bh_scene, &it, bbx, &idx ) )
- {
+ while( bh_next( s->bh_scene, &it, bbx, &idx ) ){
int contact = rb_capsule__triangle( mtxA, c, tri, &buf[count] );
count += contact;
int contact = rb_capsule__triangle( mtxA, c, tri, &buf[count] );
count += contact;