v3_zero( v1 );
v1[ major_axis ] = 1.0f;
- rb_tangent_basis( v1, tx, ty );
+ v3_tangent_basis( v1, tx, ty );
float r = (fabsf(v3_dot(tx,v0)) + fabsf(v3_dot(ty,v0))) * 0.25f,
l = fabsf(v0[ major_axis ]);
}
else{
vg_warn( "type: %u\n", bone->collider );
- vg_fatal_exit_loop( "Invalid bone collider type" );
+ vg_fatal_error( "Invalid bone collider type" );
}
m4x3_invert_affine( rp->collider_mtx, rp->inv_collider_mtx );
if( rd->parts[ j ].bone_id == bone_id )
return j;
- vg_fatal_exit_loop( "Referenced parent bone does not have a rigidbody" );
+ vg_fatal_error( "Referenced parent bone does not have a rigidbody" );
return 0;
}
continue;
if( rd->part_count > vg_list_size(rd->parts) )
- vg_fatal_exit_loop( "Playermodel has too many colliders" );
+ vg_fatal_error( "Playermodel has too many colliders" );
struct ragdoll_part *rp = &rd->parts[ rd->part_count ++ ];
rp->bone_id = i;
*/
VG_STATIC void player_ragdoll_iter( struct player_ragdoll *rd )
{
- world_instance *world = get_active_world();
+ world_instance *world = world_current_instance();
int run_sim = 0;
ragdoll_frame ++;
if( rd->parts[i].obj.type == k_rb_shape_capsule ){
l = rb_capsule__scene( rd->parts[i].obj.rb.to_world,
&rd->parts[i].obj.inf.capsule,
- NULL, &world->rb_geo.inf.scene, buf );
+ NULL, &world->rb_geo.inf.scene, buf,
+ k_material_flag_ghosts );
}
else if( rd->parts[i].obj.type == k_rb_shape_box ){
l = rb_box__scene( rd->parts[i].obj.rb.to_world,
rd->parts[i].obj.rb.bbx,
- NULL, &world->rb_geo.inf.scene, buf );
+ NULL, &world->rb_geo.inf.scene, buf,
+ k_material_flag_ghosts );
}
else continue;
}
}
- for( int j=0; j<rd->part_count; j++ ){
- struct ragdoll_part *pj = &rd->parts[j];
+ if( world->water.enabled ){
+ for( int j=0; j<rd->part_count; j++ ){
+ struct ragdoll_part *pj = &rd->parts[j];
- if( run_sim ){
- v4f plane = {0.0f,1.0f,0.0f,0.0f};
- rb_effect_simple_bouyency( &pj->obj.rb, plane,
- k_ragdoll_floatyiness,
- k_ragdoll_floatydrag );
+ if( run_sim ){
+ rb_effect_simple_bouyency( &pj->obj.rb, world->water.plane,
+ k_ragdoll_floatyiness,
+ k_ragdoll_floatydrag );
+ }
}
}
if( stress ){
temp_filter = 20;
audio_lock();
- audio_oneshot_3d( &audio_hits[rand()%5], stress->co, 20.0f, 1.0f );
+ audio_oneshot_3d( &audio_hits[vg_randu32()%5], stress->co, 20.0f, 1.0f );
audio_unlock();
}
}