small refactoring of OcTree to simply change the intersection test function during construction. This allows to choose between accurate or fast functions.
OcTree is working now. Only included the static geometry at the moment. Can now ray cast into the scene.
I'm applying the same animation matrix to the normals (with 0.0 as w component of the vec4 as this is a vector not a point).
Upon closer inspection the main problem seems to be in the fold of the book. Here both joints of the opening halfs are applied. Maybe that causes problems as the cancel each other out.
I've spent the last couple of evenings implementing a #GLTF 2.0 parser to support animations. Today I've achieved the first step towards that goal and can now load meshes from .glb files.
I've implemented a new algorithm to create level layouts. The previous approach added on chamber after the other only connecting it at one suitable location. This lead to "tree like" layout.
The new approach creates a Delaunay triangulation where each chambers center is a vertex. Then it discards edges as long as the graph stays connected. The remaining edge are used to as corridors.