rb_ct manifold[24];
int len = 0;
- len += rb_sphere_vs_scene( rbf, &world.rb_geo, manifold+len );
- len += rb_sphere_vs_scene( rbb, &world.rb_geo, manifold+len );
+ len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
+ len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
rb_presolve_contacts( manifold, len );
v3f surface_avg = {0.0f, 0.0f, 0.0f};
static void player_animate_death_cam(void)
{
-#if 0
v3f delta;
v3f head_pos;
- v3_copy( player.mdl.ragdoll[k_chpart_head].co, head_pos );
+ v3_copy( player.mdl.ragdoll[0].rb.co, head_pos );
v3_sub( head_pos, player.camera_pos, delta );
v3_normalize( delta );
player.angles[0] = atan2f( delta[0], -delta[2] );
player.angles[1] = -asinf( delta[1] );
-#endif
}
static void player_animate_camera(void)
static void draw_player(void)
{
- /* Draw */
-#if 0
- m4x3_copy( player.rb.to_world, player.mdl.mroot );
-
if( player.is_dead )
character_mimic_ragdoll( &player.mdl );
- else
- character_eval( &player.mdl );
-
- float opacity = 1.0f-player.air_blend;
- if( player.is_dead )
- opacity = 0.0f;
-
- character_draw( &player.mdl, opacity, player.camera );
-#endif
shader_viewchar_use();
vg_tex2d_bind( &tex_characters, 0 );