projects
/
carveJwlIkooP6JGAAIwe30JlM.git
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
water splash
[carveJwlIkooP6JGAAIwe30JlM.git]
/
main.c
diff --git
a/main.c
b/main.c
index 1b106250da54ba3e0359a97bcc2ec158ef0fdd63..e967bcf9bb3c8acf3cf85c714102434663111cd5 100644
(file)
--- a/
main.c
+++ b/
main.c
@@
-54,7
+54,6
@@
static int cl_ui = 1;
#include "anim_test.h"
#include "gate.h"
#include "anim_test.h"
#include "gate.h"
-#include "water.h"
void vg_register(void)
{
void vg_register(void)
{
@@
-63,9
+62,8
@@
void vg_register(void)
shader_vblend_register();
shader_unlit_register();
shader_vblend_register();
shader_unlit_register();
+ player_register();
world_register();
world_register();
- character_register();
- water_register();
gate_register();
}
gate_register();
}
@@
-75,7
+73,6
@@
static void init_other(void)
render_init();
gate_init();
world_init();
render_init();
gate_init();
world_init();
- character_init();
audio_init();
}
audio_init();
}
@@
-102,7
+99,7
@@
static int playermodel( int argc, char const *argv[] )
glmesh old_mesh = player.mdl.mesh;
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;
mesh_free( &old_mesh );
return 1;
@@
-233,13
+230,12
@@
void vg_start(void)
if( sv_scene == 0 )
{
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" } );
world_load();
reset_player( 1, (const char *[]){ "start" } );
- rb_init( &player.rb );
+ rb_init( &player.
phys.
rb );
network_init();
}
network_init();
}
@@
-272,7
+268,7
@@
void vg_update(void)
{
network_update();
player_update();
{
network_update();
player_update();
- world_update();
+ world_update(
player.phys.rb.co
);
//traffic_visualize( world.traffic, world.traffic_count );
//
/* TEMP */
//traffic_visualize( world.traffic, world.traffic_count );
//
/* TEMP */
@@
-307,7
+303,7
@@
static void draw_origin_axis(void)
static void render_main_game(void)
{
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 );
v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
v3_muls( shake, speed*0.01f, shake );
@@
-338,7
+334,7
@@
static void render_main_game(void)
render_water_surface( vg_pv, player.camera );
vg_tex2d_bind( &tex_water, 1 ); /*TODO: ?*/
render_water_surface( vg_pv, player.camera );
vg_tex2d_bind( &tex_water, 1 ); /*TODO: ?*/
- render_world_gates( vg_pv, player.rb.co, 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 );
/* Copy the RGB of what we have into the background buffer */
glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
@@
-439,15
+435,15
@@
static void run_debug_info(void)
{
char buf[40];
{
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",
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",
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 )
gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
if( vg_gamepad_ready )