a fairly major physics update
[carveJwlIkooP6JGAAIwe30JlM.git] / scene.h
diff --git a/scene.h b/scene.h
index 340207582ba94cfe46d4dd017d178c3f89079e8f..8fffe9780f9232b92af4568ee97219966df68607 100644 (file)
--- a/scene.h
+++ b/scene.h
@@ -100,6 +100,10 @@ VG_STATIC void scene_add_submesh( scene *pscene, mdl_context *mdl,
       pvert->colour[1] = src->colour[1];
       pvert->colour[2] = src->colour[2];
       pvert->colour[3] = src->colour[3];
+      pvert->weights[0] = src->weights[0];
+      pvert->weights[1] = src->weights[1];
+      pvert->weights[2] = src->weights[2];
+      pvert->weights[3] = src->weights[3];
       v2_copy( src->uv, pvert->uv );
    }
 
@@ -296,10 +300,23 @@ VG_STATIC int scene_bh_ray( void *user, u32 index, v3f co,
    return 0;
 }
 
+VG_STATIC void scene_bh_closest( void *user, u32 index, v3f point, v3f closest )
+{
+   scene *s = user;
+
+   v3f positions[3];
+   u32 *tri = &s->arrindices[ index*3 ];
+   for( int i=0; i<3; i++ )
+      v3_copy( s->arrvertices[tri[i]].co, positions[i] );
+
+   closest_on_triangle_1( point, positions, closest );
+}
+
 VG_STATIC bh_system bh_system_scene = 
 {
    .expand_bound = scene_bh_expand_bound,
    .item_centroid = scene_bh_centroid,
+   .item_closest = scene_bh_closest,
    .item_swap = scene_bh_swap,
    .item_debug = scene_bh_debug,
    .cast_ray = scene_bh_ray
@@ -334,7 +351,7 @@ VG_STATIC int scene_raycast( scene *s, bh_tree *bh,
 VG_STATIC bh_tree *scene_bh_create( void *lin_alloc, scene *s )
 {
    u32 triangle_count = s->indice_count / 3;
-   return bh_create( lin_alloc, &bh_system_scene, s, triangle_count );
+   return bh_create( lin_alloc, &bh_system_scene, s, triangle_count, 2 );
 }
 
 #endif