m4x3f mtx, rb_sphere *sphere,
rb_ct *man )
{
- world_instance *world = get_active_world();
+ world_instance *world = world_current_instance();
int len = 0;
len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
v3f pos, v3f dir, float r,
struct grind_info *inf )
{
- world_instance *world = get_active_world();
+ world_instance *world = world_current_instance();
v4f plane;
v3_copy( dir, plane );
boxf box;
v3_add( pos, (v3f){ r, r, r }, box[1] );
v3_sub( pos, (v3f){ r, r, r }, box[0] );
-
- bh_iter it;
- bh_iter_init( 0, &it );
- int idx;
- struct grind_sample
- {
+ struct grind_sample{
v2f co;
v2f normal;
v3f normal3,
v3_cross( plane, player->basis[1], support_axis );
v3_normalize( support_axis );
- while( bh_next( world->geo_bh, &it, box, &idx ) ){
+ bh_iter it;
+ bh_iter_init_box( 0, &it, box );
+ i32 idx;
+
+ while( bh_next( world->geo_bh, &it, &idx ) ){
u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
v3f tri[3];
float yi = v3_dot( player->basis[1], si->normal3 ),
yj = v3_dot( player->basis[1], sj->normal3 );
- if( yi > yj )
- v3_add( si->normal3, average_normal, average_normal );
- else
- v3_add( sj->normal3, average_normal, average_normal );
+ if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
+ else v3_add( sj->normal3, average_normal, average_normal );
passed_samples ++;
}
VG_STATIC
void player__approximate_best_trajectory( player_instance *player )
{
- world_instance *world0 = get_active_world();
+ world_instance *world0 = world_current_instance();
struct player_skate *s = &player->_skate;
float k_trace_delta = k_rb_delta * 10.0f;
m3x3_mul( gate->transport, basis, basis );
if( gate->type == k_gate_type_nonlocel ){
- trace_world = &world_global.worlds[ gate->target ];
+ trace_world = &world_static.worlds[ gate->target ];
}
}
}
v3f surface_normal, v3f axel_dir )
{
struct player_skate *s = &player->_skate;
- world_instance *world = get_active_world();
+ world_instance *world = world_current_instance();
v3f truck, left, right;
m4x3_mulv( player->rb.to_world, ra, truck );
v3_muls( dir, 1.0f/ray.dist, dir );
ray.dist -= 0.025f;
- if( ray_world( get_active_world(), origin, dir, &ray ) )
+ if( ray_world( world_current_instance(), origin, dir, &ray ) )
return 0;
return 1;
v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
v3_normalize( inf_avg.dir );
+ /* dont ask */
+ v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,player->rb.v)),
+ inf_avg.dir );
+
v3f axis_front, axis_back, axis;
v3_cross( inf_front->dir, inf_front->n, axis_front );
v3_cross( inf_back->dir, inf_back->n, axis_back );
k_grind_spring,
k_grind_dampener,
k_rb_delta );
+ vg_line_arrow( player->rb.co, up, 1.0f, VG__GREEN );
+ vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
v3f fwd_nplane, dir_nplane;
v3_muladds( player->rb.to_world[2], inf_avg.n,
1000.0f,
k_grind_dampener,
k_rb_delta );
+ vg_line_arrow( player->rb.co, fwd_nplane, 0.8f, VG__RED );
+ vg_line_arrow( player->rb.co, dir_nplane, 0.8f, VG__RED );
v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
VG_STATIC void player__skate_update( player_instance *player )
{
struct player_skate *s = &player->_skate;
- world_instance *world = get_active_world();
+ world_instance *world = world_current_instance();
v3_copy( player->rb.co, s->state.prev_pos );
s->state.activity_prev = s->state.activity;