- for( int i=0; i<3; i++ )
- v3_copy( world->scene_geo.arrvertices[ hit->tri[i] ].co, tri[i] );
-}
-
-VG_STATIC int ray_world( world_instance *world,
- v3f pos, v3f dir, ray_hit *hit )
-{
- return scene_raycast( &world->scene_geo, world->geo_bh, pos, dir, hit );
-}
-
-/*
- * Cast a sphere from a to b and see what time it hits
- */
-VG_STATIC int spherecast_world( world_instance *world,
- v3f pa, v3f pb, float r, float *t, v3f n )
-{
- bh_iter it;
- bh_iter_init( 0, &it );
-
- boxf region;
- box_init_inf( region );
- box_addpt( region, pa );
- box_addpt( region, pb );
-
- v3_add( (v3f){ r, r, r}, region[1], region[1] );
- v3_add( (v3f){-r,-r,-r}, region[0], region[0] );
-
- v3f dir;
- v3_sub( pb, pa, dir );
-
- v3f dir_inv;
- dir_inv[0] = 1.0f/dir[0];
- dir_inv[1] = 1.0f/dir[1];
- dir_inv[2] = 1.0f/dir[2];
-
- int hit = -1;
- float min_t = 1.0f;
-
- int idx;
- while( bh_next( world->geo_bh, &it, region, &idx ) ){
- u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
- v3f tri[3];
-
- boxf box;
- box_init_inf( box );
-
- for( int j=0; j<3; j++ ){
- v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
- box_addpt( box, tri[j] );
- }
-
- v3_add( (v3f){ r, r, r}, box[1], box[1] );
- v3_add( (v3f){-r,-r,-r}, box[0], box[0] );
-
- if( !ray_aabb1( box, pa, dir_inv, 1.0f ) )
- continue;
-
- float t;
- v3f n1;
- if( spherecast_triangle( tri, pa, dir, r, &t, n1 ) ){
- if( t < min_t ){
- min_t = t;
- hit = idx;
- v3_copy( n1, n );
- }
- }
- }
-
- *t = min_t;
- return hit;
-}
-
-VG_STATIC
-struct world_surface *world_tri_index_surface( world_instance *world,
- u32 index )
-{
- for( int i=1; i<world->surface_count; i++ ){
- struct world_surface *surf = &world->surfaces[i];
-
- if( (index >= surf->sm_geo.vertex_start) &&
- (index < surf->sm_geo.vertex_start+surf->sm_geo.vertex_count ) )
- {
- return surf;
- }
- }
-
- return &world->surfaces[0];
-}
-
-VG_STATIC struct world_surface *world_contact_surface( world_instance *world,
- rb_ct *ct )
-{
- return world_tri_index_surface( world, ct->element_id );
-}
-
-VG_STATIC struct world_surface *ray_hit_surface( world_instance *world,
- ray_hit *hit )
-{
- return world_tri_index_surface( world, hit->tri[0] );
-}
-
-/*
- * -----------------------------------------------------------------------------
- * Audio sampling
- * -----------------------------------------------------------------------------
- */
-
-VG_STATIC
-enum audio_sprite_type world_audio_sample_sprite_kandom(v3f origin, v3f output);
-VG_STATIC void world_audio_sample_distances( v3f co, int *index, float *value );
-
-#include "audio.h"
-
-/*
- * Trace out a random point, near the player to try and determine water areas
- */
-VG_STATIC
-enum audio_sprite_type world_audio_sample_sprite_random(v3f origin, v3f output)
-{
- v3f chance = { (vg_randf64()-0.5f) * 30.0f,
- 8.0f,
- (vg_randf64()-0.5f) * 30.0f };
-
- v3f pos;
- v3_add( chance, origin, pos );
-
- ray_hit contact;
- contact.dist = vg_minf( 16.0f, pos[1] );
-
- world_instance *world = get_active_world();
-
- if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) ){
- struct world_surface *mat = ray_hit_surface( world, &contact );
-
- if( mat->info.surface_prop == k_surface_prop_grass){
- v3_copy( contact.pos, output );
- return k_audio_sprite_type_grass;
- }
- else{
- return k_audio_sprite_type_none;
- }
- }
-
- output[0] = pos[0];
- output[1] = 0.0f;
- output[2] = pos[2];
-
- float dist = fabsf(output[1] - origin[1]);
-
- if( world->water.enabled && dist<=40.0f )
- return k_audio_sprite_type_water;
- else
- return k_audio_sprite_type_none;
-}
-
-VG_STATIC void world_audio_sample_distances( v3f co, int *index, float *value )
-{
- float inr3 = 0.57735027,
- inr2 = 0.70710678118;
-
- v3f sample_directions[] = {
- { -1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f },
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, -1.0f },
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, -1.0f, 0.0f },
- { -inr3, inr3, inr3 },
- { inr3, inr3, inr3 },
- { -inr3, inr3, -inr3 },
- { inr3, inr3, -inr3 },
- { -inr2, 0.0f, inr2 },
- { inr2, 0.0f, inr2 },
- { -inr2, 0.0f, -inr2 },
- { inr2, 0.0f, -inr2 },
- };
-
- static int si = 0;
- static float distances[16];
-
- ray_hit ray;
- ray.dist = 5.0f;
-
- v3f rc, rd, ro;
- v3_copy( sample_directions[ si ], rd );
- v3_add( co, (v3f){0.0f,1.5f,0.0f}, ro );
- v3_copy( ro, rc );
-
- float dist = 200.0f;
-
- for( int i=0; i<10; i++ ){
- if( ray_world( get_active_world(), rc, rd, &ray ) ){
- dist = (float)i*5.0f + ray.dist;
- break;
- }
- else{
- v3_muladds( rc, rd, ray.dist, rc );
- }
- }
-
- distances[si] = dist;
-
- if( vg_lines.draw ){
- for( int i=0; i<14; i++ ){
- if( distances[i] != 200.0f ){
- u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
- VG__CYAN, VG__YELOW, VG__PINK,
- VG__WHITE };
-
- u32 colour = colours[i%7];
-
- v3f p1;
- v3_muladds( ro, sample_directions[i], distances[i], p1 );
- vg_line( ro, p1, colour );
- vg_line_pt3( p1, 0.1f, colour );
- }
- }
- }
-
- *index = si;
- *value = dist;
-
- si ++;
- if( si >= 14 )
- si = 0;
-}