Failed hack for collision detection with a sphere.
[hair] / src / hair.cc
index c86044b..b99d133 100644 (file)
@@ -185,8 +185,30 @@ void Hair::update(float dt)
 
                Vec3 accel = force; /* mass 1 */
                hair[i].velocity += ((-hair[i].velocity * DAMPING) + accel) * dt;
-               hair[i].pos += hair[i].velocity * dt;
+               Vec3 new_pos = hair[i].pos + hair[i].velocity * dt;
+
+               hair[i].pos = handle_collision(new_pos);
 
                dbg_force = force;
        }
 }
+
+void Hair::add_collider(CollSphere *cobj) {
+       colliders.push_back(cobj);
+}
+
+Vec3 Hair::handle_collision(const Vec3 &v) const
+{
+       /* if we transform the center and the radius of the collider sphere
+        * we might end up with a spheroid, so better just multiply the 
+        * position with the inverse transform before check for collisions :*/
+
+       Vec3 new_v = inverse(xform) * v;
+
+       for(size_t i=0; i<colliders.size(); i++) {
+               if(colliders[i]->contains(new_v)) {
+                       new_v = colliders[i]->project_surf(new_v);
+               }
+       }
+       return xform * new_v;
+}