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-rw-r--r--src/3d/bvh.cc3
-rw-r--r--src/3d/renderer.cc3
-rw-r--r--src/3d/sdf_cpu.h10
-rw-r--r--src/3d/visual_debug.cc20
4 files changed, 21 insertions, 15 deletions
diff --git a/src/3d/bvh.cc b/src/3d/bvh.cc
index 0c6bf9a..5f7abef 100644
--- a/src/3d/bvh.cc
+++ b/src/3d/bvh.cc
@@ -72,7 +72,8 @@ int build_recursive(std::vector<BVHNode>& nodes,
if (extent.z > (axis == 0 ? extent.x : extent.y))
axis = 2;
- float split = (centroid_bounds.min[axis] + centroid_bounds.max[axis]) * 0.5f;
+ float split =
+ (centroid_bounds.min[axis] + centroid_bounds.max[axis]) * 0.5f;
// Partition
int mid = start;
diff --git a/src/3d/renderer.cc b/src/3d/renderer.cc
index 64f6fc3..684fda9 100644
--- a/src/3d/renderer.cc
+++ b/src/3d/renderer.cc
@@ -243,7 +243,8 @@ void Renderer3D::create_pipeline() {
WGPUPipelineLayout pipeline_layout =
wgpuDeviceCreatePipelineLayout(device_, &pl_desc);
- const char* asset_data = (const char*)GetAsset(AssetId::ASSET_SHADER_RENDERER_3D);
+ const char* asset_data =
+ (const char*)GetAsset(AssetId::ASSET_SHADER_RENDERER_3D);
std::string main_code = asset_data;
std::string shader_source = ShaderComposer::Get().Compose({}, main_code);
diff --git a/src/3d/sdf_cpu.h b/src/3d/sdf_cpu.h
index 1e461f6..e0f1b3f 100644
--- a/src/3d/sdf_cpu.h
+++ b/src/3d/sdf_cpu.h
@@ -45,10 +45,12 @@ inline float sdPlane(vec3 p, vec3 n, float h) {
template <typename F>
inline vec3 calc_normal(vec3 p, F sdf_func, float e = 0.001f) {
const float d2e = 2.0f * e;
- return vec3(
- sdf_func(vec3(p.x + e, p.y, p.z)) - sdf_func(vec3(p.x - e, p.y, p.z)),
- sdf_func(vec3(p.x, p.y + e, p.z)) - sdf_func(vec3(p.x, p.y - e, p.z)),
- sdf_func(vec3(p.x, p.y, p.z + e)) - sdf_func(vec3(p.x, p.y, p.z - e)))
+ return vec3(sdf_func(vec3(p.x + e, p.y, p.z)) -
+ sdf_func(vec3(p.x - e, p.y, p.z)),
+ sdf_func(vec3(p.x, p.y + e, p.z)) -
+ sdf_func(vec3(p.x, p.y - e, p.z)),
+ sdf_func(vec3(p.x, p.y, p.z + e)) -
+ sdf_func(vec3(p.x, p.y, p.z - e)))
.normalize();
}
diff --git a/src/3d/visual_debug.cc b/src/3d/visual_debug.cc
index ab4cb6c..86f12b4 100644
--- a/src/3d/visual_debug.cc
+++ b/src/3d/visual_debug.cc
@@ -182,18 +182,20 @@ void VisualDebug::add_box(const mat4& transform, const vec3& local_extent,
}
}
-void VisualDebug::add_aabb(const vec3& min, const vec3& max, const vec3& color) {
- vec3 p[] = {{min.x, min.y, min.z}, {max.x, min.y, min.z}, {max.x, max.y, min.z},
- {min.x, max.y, min.z}, {min.x, min.y, max.z}, {max.x, min.y, max.z},
+void VisualDebug::add_aabb(const vec3& min, const vec3& max,
+ const vec3& color) {
+ vec3 p[] = {{min.x, min.y, min.z}, {max.x, min.y, min.z},
+ {max.x, max.y, min.z}, {min.x, max.y, min.z},
+ {min.x, min.y, max.z}, {max.x, min.y, max.z},
{max.x, max.y, max.z}, {min.x, max.y, max.z}};
DebugLine edges[] = {
- {p[0], p[1], color}, {p[1], p[2], color}, {p[2], p[3], color},
- {p[3], p[0], color}, // Front
- {p[4], p[5], color}, {p[5], p[6], color}, {p[6], p[7], color},
- {p[7], p[4], color}, // Back
- {p[0], p[4], color}, {p[1], p[5], color}, {p[2], p[6], color},
- {p[3], p[7], color} // Connections
+ {p[0], p[1], color}, {p[1], p[2], color},
+ {p[2], p[3], color}, {p[3], p[0], color}, // Front
+ {p[4], p[5], color}, {p[5], p[6], color},
+ {p[6], p[7], color}, {p[7], p[4], color}, // Back
+ {p[0], p[4], color}, {p[1], p[5], color},
+ {p[2], p[6], color}, {p[3], p[7], color} // Connections
};
for (const auto& l : edges) {