}
}
+VG_STATIC void edge_bh_expand_bound( void *user, boxf bound, u32 item_index )
+{
+ struct grind_edge *edge_array = user,
+ *edge = &edge_array[ item_index ];
+
+ box_addpt( bound, edge->p0 );
+ box_addpt( bound, edge->p1 );
+}
+
+VG_STATIC float edge_bh_centroid( void *user, u32 item_index, int axis )
+{
+ struct grind_edge *edge_array = user,
+ *edge = &edge_array[ item_index ];
+
+ return (edge->p0[axis] + edge->p1[axis]) * 0.5f;
+}
+
+VG_STATIC void edge_bh_swap( void *user, u32 ia, u32 ib )
+{
+ struct grind_edge *edge_array = user,
+ *e0 = &edge_array[ ia ],
+ *e1 = &edge_array[ ib ],
+ et;
+ et = *e0;
+ *e0 = *e1;
+ *e1 = et;
+}
+
+VG_STATIC void edge_bh_closest( void *user, u32 index, v3f point, v3f closest )
+{
+ struct grind_edge *edge_array = user,
+ *edge = &edge_array[ index ];
+
+ closest_point_segment( edge->p0, edge->p1, point, closest );
+}
+
+VG_STATIC bh_system bh_system_edges =
+{
+ .expand_bound = edge_bh_expand_bound,
+ .item_centroid = edge_bh_centroid,
+ .item_closest = edge_bh_closest,
+ .item_swap = edge_bh_swap,
+ .item_debug = NULL,
+ .cast_ray = NULL
+};
+
+VG_STATIC void world_generate_edges(void)
+{
+ vg_info( "Generating edge array\n" );
+ world.grind_edges = vg_linear_alloc( world.dynamic_vgl,
+ 5000*sizeof(struct grind_edge ) );
+ world.grind_edge_count = 0;
+
+ u32 fs_count = 0;
+ for( u32 i=0; i<world.scene_geo->vertex_count; i++ )
+ if( world.scene_geo->arrvertices[i].weights[0] )
+ fs_count ++;
+
+ vg_info( "Grind verts: %u\n", fs_count );
+
+ for( u32 i=0; i<world.scene_geo->indice_count/3; i++ )
+ {
+ u32 *ptri = &world.scene_geo->arrindices[ i*3 ];
+
+ for( int j=0; j<3; j++ )
+ {
+ u32 i0 = ptri[j],
+ i1 = ptri[(j+1)%3];
+
+ mdl_vert *v0 = &world.scene_geo->arrvertices[ i0 ],
+ *v1 = &world.scene_geo->arrvertices[ i1 ];
+
+ if( v0->weights[0] )
+ {
+ if( world.grind_edge_count == 5000 )
+ vg_fatal_exit_loop( "Edge capacity exceeded" );
+
+ struct grind_edge *ge =
+ &world.grind_edges[ world.grind_edge_count ++ ];
+
+ v3_copy( v0->co, ge->p0 );
+ v3_copy( v1->co, ge->p1 );
+ }
+ }
+ }
+
+ vg_info( "Grind edge count: %u\n", world.grind_edge_count );
+
+ world.grind_edges = vg_linear_resize( world.dynamic_vgl, world.grind_edges,
+ world.grind_edge_count*sizeof(struct grind_edge) );
+
+ world.grind_bh = bh_create( world.dynamic_vgl, &bh_system_edges,
+ world.grind_edges, world.grind_edge_count,
+ 2 );
+}
+
VG_STATIC void world_generate(void)
{
/*
vg_linear_del( world.dynamic_vgl, world.scene_no_collide );
world.scene_no_collide = NULL;
+
+ world_generate_edges();
}
VG_STATIC int reset_player( int argc, char const *argv[] );
world.scene_geo = NULL;
world.scene_no_collide = NULL;
world.scene_lines = NULL;
+ world.grind_edges = NULL;
+ world.grind_edge_count = 0;
+ world.grind_bh = NULL;
world.geo_bh = NULL;
world.trigger_bh = NULL;
world.audio_bh = NULL;