#include <gmath/gmath.h>
#include "mesh.h"
+#include "object.h"
struct HairStrand {
Vec3 pos;
Vec3 velocity;
- /* directions relative to the spawn point */
- Vec3 anchor_dirs[3];
Vec3 spawn_pt;
Vec3 spawn_dir;
};
float hair_length;
std::vector<HairStrand> hair;
Mat4 xform;
+ std::vector<CollSphere *> colliders;
public:
Hair();
void set_transform(Mat4 &xform);
void update(float dt);
+ void add_collider(CollSphere *cobj);
+ Vec3 handle_collision(const Vec3 &v) const;
};
#endif //PARTICLES_H_