3 static int ray_world( v3f pos
, v3f dir
, ray_hit
*hit
);
9 #include "network_msg.h"
13 #include "rigidbody.h"
19 #include "traffic.h" /*TODO: -> world_traffic.h */
21 #include "shaders/terrain.h"
22 #include "shaders/sky.h"
23 #include "shaders/planeinf.h"
24 #include "shaders/standard.h"
25 #include "shaders/vblend.h"
26 #include "shaders/gpos.h"
27 #include "shaders/fscolour.h"
28 #include "shaders/alphatest.h"
30 enum { k_max_ui_segments
= 32 };
31 enum { k_route_ui_max_verts
= 2000 };
32 enum { k_route_ui_max_indices
= 3000 };
46 struct subworld_routes
53 u32 special_type
, special_id
, current_refs
, ref_count
;
54 u32 route_ids
[4]; /* Gates can be linked into up to four routes */
72 double best_lap
, latest_pass
; /* Session */
83 struct route_ui_segment
86 u32 vertex_start
, vertex_count
,
87 index_start
, index_count
;
89 segments
[k_max_ui_segments
];
91 u32 segment_start
, segment_count
, fade_start
, fade_count
;
92 double fade_timer_start
;
97 m4x3f scoreboard_transform
;
112 u32 version
; /* Incremented on every teleport */
119 struct route_collector
121 struct route_timing timing
;
140 mdl_submesh
*sm_module
, *sm_card
;
154 traffic_node traffic
[128];
158 traffic_driver van_man
[6];
163 /* Rendering & geometry */
167 /* TODO Maybe make this less hardcoded */
168 mdl_submesh sm_geo_std_oob
, sm_geo_std
, sm_geo_vb
,
169 sm_foliage_main
, sm_foliage_alphatest
,
170 sm_graffiti
, sm_subworld
, sm_terrain
;
172 glmesh skybox
, skydome
;
173 mdl_submesh dome_upper
, dome_lower
;
176 mdl_submesh car_holden
;
182 struct instance_cache
188 u32 instance_cache_count
,
192 int active_route_board
;
200 static int ray_hit_is_ramp( ray_hit
*hit
);
201 static int ray_hit_is_terrain( ray_hit
*hit
);
202 static void ray_world_get_tri( ray_hit
*hit
, v3f tri
[3] );
203 static int ray_world( v3f pos
, v3f dir
, ray_hit
*hit
);
208 #include "world_routes.h"
209 #include "world_sfd.h"
210 #include "world_audio.h"
211 #include "world_render.h"
212 #include "world_water.h"
213 #include "world_gen.h"
216 * -----------------------------------------------------------------------------
218 * -----------------------------------------------------------------------------
220 static void world_register(void)
222 shader_terrain_register();
223 shader_sky_register();
224 shader_planeinf_register();
225 shader_gpos_register();
226 shader_fscolour_register();
227 shader_alphatest_register();
229 world_routes_register();
230 world_sfd_register();
231 world_water_register();
234 static void world_free(void)
242 static void world_init(void)
244 mdl_header
*mcars
= mdl_load( "models/rs_cars.mdl" );
245 mdl_unpack_glmesh( mcars
, &world
.cars
);
246 mdl_node
*nholden
= mdl_node_from_name( mcars
, "holden" );
247 world
.car_holden
= *mdl_node_submesh( mcars
, nholden
, 0 );
251 mdl_header
*msky
= mdl_load("models/rs_skydome.mdl");
252 mdl_unpack_glmesh( msky
, &world
.skydome
);
254 mdl_node
*nlower
= mdl_node_from_name( msky
, "dome_lower" ),
255 *nupper
= mdl_node_from_name( msky
, "dome_upper" );
257 world
.dome_lower
= *mdl_node_submesh( msky
, nlower
, 0 );
258 world
.dome_upper
= *mdl_node_submesh( msky
, nupper
, 0 );
268 static void world_update( v3f pos
)
270 world_routes_update();
271 world_routes_debug();
274 float min_dist
= INFINITY
;
276 for( int i
=0; i
<world
.routes
.route_count
; i
++ )
278 float d
= v3_dist2( world
.routes
.routes
[i
].scoreboard_transform
[3], pos
);
287 if( (world
.active_route_board
!= closest
) || network_scores_updated
)
289 network_scores_updated
= 0;
290 world
.active_route_board
= closest
;
291 struct subworld_sfd
*sfd
= &world
.sfd
;
293 struct route
*route
= &world
.routes
.routes
[closest
];
295 u32 id
= route
->track_id
;
297 if( id
!= 0xffffffff )
299 struct netmsg_board
*local_board
= &scoreboard_client_data
.boards
[id
];
301 for( int i
=0; i
<13; i
++ )
303 sfd_encode( &sfd
->tester
, i
, &local_board
->data
[27*i
] );
308 sfd_update( &world
.sfd
.tester
);
312 rb_build_manifold_terrain_sphere( &world
.mr_ball
);
314 for( int i
=0; i
<5; i
++ )
315 rb_solve_contacts( rb_contact_buffer
, rb_contact_count
);
317 rb_iter( &world
.mr_ball
);
318 rb_update_transform( &world
.mr_ball
);
319 rb_debug( &world
.mr_ball
, 0 );
321 for( int i
=0; i
<vg_list_size(world
.van_man
); i
++ )
323 traffic_drive( &world
.van_man
[i
] );
324 traffic_visualize_car( &world
.van_man
[i
] );
330 * -----------------------------------------------------------------------------
332 * -----------------------------------------------------------------------------
335 static void ray_world_get_tri( ray_hit
*hit
, v3f tri
[3] )
337 for( int i
=0; i
<3; i
++ )
338 v3_copy( world
.geo
.verts
[ hit
->tri
[i
] ].co
, tri
[i
] );
341 static int ray_world( v3f pos
, v3f dir
, ray_hit
*hit
)
343 return scene_raycast( &world
.geo
, pos
, dir
, hit
);
346 static int ray_hit_is_terrain( ray_hit
*hit
)
349 valid_end
= world
.sm_terrain
.vertex_count
;
351 return (hit
->tri
[0] >= valid_start
) &&
352 (hit
->tri
[0] < valid_end
);
355 static int ray_hit_is_ramp( ray_hit
*hit
)
357 u32 valid_start
= world
.sm_geo_std
.vertex_start
,
358 valid_end
= world
.sm_geo_vb
.vertex_start
;
360 return (hit
->tri
[0] >= valid_start
) &&
361 (hit
->tri
[0] < valid_end
);