/*
- * Copyright (C) Mount0 Software, Harry Godden - All Rights Reserved
+ * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved
+ *
+ * module.h structure definitions
+ * module_submodule.h implementation
+ * module_submodule_2.h
*/
#include "common.h"
#include "anim_test.h"
#include "gate.h"
-#include "water.h"
void vg_register(void)
{
shader_vblend_register();
shader_unlit_register();
+ player_register();
world_register();
- character_register();
- water_register();
gate_register();
}
render_init();
gate_init();
world_init();
- character_init();
audio_init();
}
glmesh old_mesh = player.mdl.mesh;
- if( character_load( &player.mdl, argv[0] ) )
+ if( player_load_model( argv[0] ) )
mesh_free( &old_mesh );
return 1;
if( sv_scene == 0 )
{
- character_load( &player.mdl, "ch_new" );
- character_init_ragdoll( &player.mdl );
+ player_load_model( "ch_new" );
world_load();
reset_player( 1, (const char *[]){ "start" } );
- rb_init( &player.rb );
+ rb_init( &player.phys.rb );
network_init();
}
{
network_update();
player_update();
- world_update();
+ world_update( player.phys.rb.co );
//traffic_visualize( world.traffic, world.traffic_count );
//
/* TEMP */
static void render_main_game(void)
{
- float speed = freecam? 0.0f: v3_length( player.rb.v );
+ float speed = freecam? 0.0f: v3_length( player.phys.rb.v );
v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
v3_muls( shake, speed*0.01f, shake );
render_water_surface( vg_pv, player.camera );
vg_tex2d_bind( &tex_water, 1 ); /*TODO: ?*/
- render_world_gates( vg_pv, player.camera );
+ render_world_gates( vg_pv, player.phys.rb.co, player.camera );
/* Copy the RGB of what we have into the background buffer */
glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
{
char buf[40];
- snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
+ snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) );
gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
snprintf( buf, 40, "%.2f %.2f %.2f m/s",
- player.a[0], player.a[1], player.a[2] );
+ player.phys.a[0], player.phys.a[1], player.phys.a[2] );
gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
snprintf( buf, 40, "pos %.2f %.2f %.2f",
- player.rb.co[0], player.rb.co[1], player.rb.co[2] );
+ player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
if( vg_gamepad_ready )