-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 );
-}
-