v3_sub( tri[i], center, tri[i] );
}
+ v3f f0,f1,f2,n;
+ v3_sub( tri[1], tri[0], f0 );
+ v3_sub( tri[2], tri[1], f1 );
+ v3_sub( tri[0], tri[2], f2 );
+
+
+ v3f axis[9];
+ v3_cross( (v3f){1.0f,0.0f,0.0f}, f0, axis[0] );
+ v3_cross( (v3f){1.0f,0.0f,0.0f}, f1, axis[1] );
+ v3_cross( (v3f){1.0f,0.0f,0.0f}, f2, axis[2] );
+ v3_cross( (v3f){0.0f,1.0f,0.0f}, f0, axis[3] );
+ v3_cross( (v3f){0.0f,1.0f,0.0f}, f1, axis[4] );
+ v3_cross( (v3f){0.0f,1.0f,0.0f}, f2, axis[5] );
+ v3_cross( (v3f){0.0f,0.0f,1.0f}, f0, axis[6] );
+ v3_cross( (v3f){0.0f,0.0f,1.0f}, f1, axis[7] );
+ v3_cross( (v3f){0.0f,0.0f,1.0f}, f2, axis[8] );
+
+ for( int i=0; i<9; i++ )
+ if(!rb_box_triangle_interval( extent, axis[i], tri )) return 0;
+
/* u0, u1, u2 */
if(!rb_box_triangle_interval( extent, (v3f){1.0f,0.0f,0.0f}, tri )) return 0;
if(!rb_box_triangle_interval( extent, (v3f){0.0f,1.0f,0.0f}, tri )) return 0;
if(!rb_box_triangle_interval( extent, (v3f){0.0f,0.0f,1.0f}, tri )) return 0;
- v3f v0,v1,v2,n, e0,e1,e2;
- v3_sub( tri[1], tri[0], v0 );
- v3_sub( tri[2], tri[0], v1 );
- v3_sub( tri[2], tri[1], v2 );
- v3_normalize( v0 );
- v3_normalize( v1 );
- v3_normalize( v2 );
- v3_cross( v0, v1, n );
- v3_cross( v0, n, e0 );
- v3_cross( n, v1, e1 );
- v3_cross( v2, n, e2 );
-
/* normal */
+ v3_cross( f0, f1, n );
if(!rb_box_triangle_interval( extent, n, tri )) return 0;
- v3f axis[9];
- v3_cross( e0, (v3f){1.0f,0.0f,0.0f}, axis[0] );
- v3_cross( e0, (v3f){0.0f,1.0f,0.0f}, axis[1] );
- v3_cross( e0, (v3f){0.0f,0.0f,1.0f}, axis[2] );
- v3_cross( e1, (v3f){1.0f,0.0f,0.0f}, axis[3] );
- v3_cross( e1, (v3f){0.0f,1.0f,0.0f}, axis[4] );
- v3_cross( e1, (v3f){0.0f,0.0f,1.0f}, axis[5] );
- v3_cross( e2, (v3f){1.0f,0.0f,0.0f}, axis[6] );
- v3_cross( e2, (v3f){0.0f,1.0f,0.0f}, axis[7] );
- v3_cross( e2, (v3f){0.0f,0.0f,1.0f}, axis[8] );
-
- for( int i=0; i<9; i++ )
- if(!rb_box_triangle_interval( extent, axis[i], tri )) return 0;
-
return 1;
}
VG_STATIC int rb_box__scene( m4x3f mtxA, boxf bbx,
m4x3f mtxB, rb_scene *s, rb_ct *buf )
{
+#if 1
scene *sc = s->bh_scene->user;
v3f tri[3];
}
}
return count;
+#else
+
+ scene *sc = s->bh_scene->user;
+ v3f tri[3];
+
+ v3f extent, center;
+ v3_sub( bbx[1], bbx[0], extent );
+ v3_muls( extent, 0.5f, extent );
+ v3_add( bbx[0], extent, center );
+
+ float r = v3_length(extent);
+ boxf world_bbx;
+ v3_fill( world_bbx[0], -r );
+ v3_fill( world_bbx[1], r );
+ for( int i=0; i<2; i++ ){
+ v3_add( center, world_bbx[i], world_bbx[i] );
+ v3_add( mtxA[3], world_bbx[i], world_bbx[i] );
+ }
+
+ m4x3f to_local;
+ m4x3_invert_affine( mtxA, to_local );
+
+ bh_iter it;
+ bh_iter_init( 0, &it );
+ int idx;
+ int count = 0;
+
+ vg_line_boxf( world_bbx, VG__RED );
+
+ while( bh_next( s->bh_scene, &it, world_bbx, &idx ) ){
+ u32 *ptri = &sc->arrindices[ idx*3 ];
+
+ for( int j=0; j<3; j++ )
+ v3_copy( sc->arrvertices[ptri[j]].co, tri[j] );
+
+ vg_line( tri[0],tri[1],VG__BLACK );
+ vg_line( tri[1],tri[2],VG__BLACK );
+ vg_line( tri[2],tri[0],VG__BLACK );
+
+ v3f clip[2][8];
+ u32 clip_length = 0;
+ }
+
+#endif
}
VG_STATIC int rb_capsule__triangle( m4x3f mtxA, rb_capsule *c,
v3_sub( rva, rvb, rv );
}
+VG_STATIC void rb_contact_restitution( rb_ct *ct, float cr )
+{
+ v3f rv, ra, rb;
+ v3_sub( ct->co, ct->rba->co, ra );
+ v3_sub( ct->co, ct->rbb->co, rb );
+ rb_rcv( ct->rba, ct->rbb, ra, rb, rv );
+
+ float v = v3_dot( rv, ct->n );
+
+ if( v < -1.0f ){
+ ct->bias += -cr * v;
+ }
+}
+
/*
* Apply impulse to object
*/