- v3f p0, h0, p1, h1, p, pd;
-
- v3_copy( rnj->co, p0 );
- v3_muladds( rnj->co, rnj->h, 1.0f, h0 );
- v3_copy( rnk->co, p1 );
- v3_muladds( rnk->co, rnk->h, -1.0f, h1 );
-
- float t=0.0f;
- int it = 0;
-
- for( int it=0; it<256; it ++ )
- {
- float const k_sample_dist = 0.02f;
- eval_bezier_time( p0,p1,h0,h1, t,p );
- eval_bezier_time( p0,p1,h0,h1, t+k_sample_dist,pd );
-
- float mod = k_sample_dist / v3_dist( p, pd );
-
- v3f v0,up, right;
- v3_muls( rnj->up, 1.0f-t, up );
- v3_muladds( up, rnk->up, t, up );
-
- v3_sub( pd,p,v0 );
- v3_cross( up, v0, right );
- v3_normalize( right );
-
- float cur_x = (1.0f-t)*base_x0 + t*base_x1;
-
- v3f sc, sa, sb, down;
- v3_muladds( p, right, cur_x, sc );
- v3_muladds( sc, up, 1.5f, sc );
- v3_muladds( sc, right, 0.45f, sa );
- v3_muladds( sc, right, -0.45f, sb );
- v3_muls( up, -1.0f, down );
-
- ray_hit ha, hb;
- ha.dist = 8.0f;
- hb.dist = 8.0f;
- if(ray_world( sa, down, &ha ) &&
- ray_world( sb, down, &hb ))
- {
- mdl_vert va, vb;
-
- v3_muladds( ha.pos, up, 0.06f, va.co );
- v3_muladds( hb.pos, up, 0.06f, vb.co );
- v3_copy( up, va.norm );
- v3_copy( up, vb.norm );
- v2_zero( va.uv );
- v2_zero( vb.uv );
-
- scene_push_vert( &r->scene_lines, &va );
- scene_push_vert( &r->scene_lines, &vb );
-
- if( last_valid )
- {
- /* Connect them with triangles */
- scene_push_tri( &r->scene_lines, (u32[3]){
- last_valid+0-2, last_valid+1-2, last_valid+2-2} );
- scene_push_tri( &r->scene_lines, (u32[3]){
- last_valid+1-2, last_valid+3-2, last_valid+2-2} );