latest
[carveJwlIkooP6JGAAIwe30JlM.git] / character.h
index 3421d3a4df9117a648f5446182cf08811c3fa73a..daa2e991bae10f6a6884ffedc58174de55459182 100644 (file)
@@ -4,8 +4,10 @@
 #include "common.h"
 #include "model.h"
 #include "scene.h"
+#include "world.h"
 #include "ik.h"
 #include "rigidbody.h"
+#include "render.h"
 #include "shaders/character.h"
 
 vg_tex2d tex_pallet = { .path = "textures/ch_gradient.qoi" };
@@ -882,22 +884,14 @@ static void character_debug_ragdoll( struct character *ch )
 
 static void character_ragdoll_iter( struct character *ch )
 {
+   /* TODO: Lots of the RB functions unimplemented here currently */
+
+   return;
    rb_solver_reset();
 
    for( int i=0; i<PART_COUNT; i++ )
    {
-      rb_build_manifold_terrain( &ch->ragdoll[i] );
-
-      /* TODO: Cars, piece-to-piece collision */
-#if 0
-      u32 colliders[16];
-      int len = bh_select( &world.bhcubes, ch->ragdoll[i].bbx_world, 
-            colliders, 16 );
-      
-      for( int j=0; j<len; j++ )
-         rb_build_manifold_rb_static( &ch->ragdoll[i], 
-               &world.temp_rbs[colliders[j]] );
-#endif
+      rb_collide( &ch->ragdoll[i], &world.rb_geo );
    }
 
    rb_presolve_contacts( rb_contact_buffer, rb_contact_count );