unlock rendering
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index 3cd9a928194cbc677aa9741e3694b26773849040..fcaffd9e9466b550b1977e44e09c3776bef10e2a 100644 (file)
@@ -59,18 +59,17 @@ VG_STATIC int skate_collide_smooth( player_instance *player,
    world_instance *world = world_current_instance();
 
    int len = 0;
-   len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
+   len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man,
+                           k_material_flag_walking );
 
-   for( int i=0; i<len; i++ )
-   {
+   for( int i=0; i<len; i++ ){
       man[i].rba = &player->rb;
       man[i].rbb = NULL;
    }
 
    rb_manifold_filter_coplanar( man, len, 0.03f );
 
-   if( len > 1 )
-   {
+   if( len > 1 ){
       rb_manifold_filter_backface( man, len );
       rb_manifold_filter_joint_edges( man, len, 0.03f );
       rb_manifold_filter_pairs( man, len, 0.03f );
@@ -511,7 +510,8 @@ void player__approximate_best_trajectory( player_instance *player )
          float scan_radius = k_board_radius;
                scan_radius *= vg_clampf( t, 0.02f, 1.0f );
 
-         int idx = spherecast_world(trace_world, co0, co1, scan_radius, &t1, n);
+         int idx = spherecast_world( trace_world, co0, co1, scan_radius, &t1, n,
+                                     k_material_flag_walking );
          if( idx != -1 ){
             v3f co;
             v3_lerp( co0, co1, t1, co );
@@ -598,7 +598,8 @@ void player__approximate_best_trajectory( player_instance *player )
             v3f n;
 
             int idx = spherecast_world( world0, co0,co1,
-                                        k_board_radius*0.1f, &t1, n);
+                                        k_board_radius*0.1f, &t1, n, 
+                                        k_material_flag_walking );
             if( idx != -1 ){
                goto invalidated_grind;
             }
@@ -1119,27 +1120,29 @@ VG_STATIC void player__skate_pre_update( player_instance *player ){
       return;
    }
 
-   enum trick_type trick = k_trick_type_none;
-   if( (s->state.activity <= k_skate_activity_air_to_grind) && 
-       (trick = player_skate_trick_input( player )) )
-   {
-      if( (vg.time - s->state.jump_time) < 0.1f ){
-         v3_zero( s->state.trick_vel );
-         s->state.trick_time = 0.0f;
-
-         if( trick == k_trick_type_kickflip ){
-            s->state.trick_vel[0] = 3.0f;
-         }
-         else if( trick == k_trick_type_shuvit ){
-            s->state.trick_vel[2] = 3.0f;
-         }
-         else if( trick == k_trick_type_treflip ){
-            s->state.trick_vel[0] = 2.0f;
-            s->state.trick_vel[2] = 2.0f;
+   if( s->state.activity <= k_skate_activity_air_to_grind ){
+      enum trick_type trick = k_trick_type_none;
+      if( (trick = player_skate_trick_input( player )) ){
+         if( (vg.time - s->state.jump_time) < 0.1f ){
+            v3_zero( s->state.trick_vel );
+            s->state.trick_time = 0.0f;
+
+            if( trick == k_trick_type_kickflip ){
+               s->state.trick_vel[0] = 3.0f;
+            }
+            else if( trick == k_trick_type_shuvit ){
+               s->state.trick_vel[2] = 3.0f;
+            }
+            else if( trick == k_trick_type_treflip ){
+               s->state.trick_vel[0] = 2.0f;
+               s->state.trick_vel[2] = 2.0f;
+            }
+            s->state.trick_type = trick;
          }
-         s->state.trick_type = trick;
       }
    }
+   else
+      s->state.trick_type = k_trick_type_none;
 }
 
 VG_STATIC void player__skate_post_update( player_instance *player ){
@@ -1330,7 +1333,7 @@ int skate_compute_surface_alignment( player_instance *player,
       v3_muladds( left,  player->rb.to_world[1],  k_board_radius,   left );
       ray_l.dist = 2.1f * k_board_radius;
 
-      res_l = ray_world( world, left, dir, &ray_l );
+      res_l = ray_world( world, left, dir, &ray_l, k_material_flag_walking );
 
       if( res_l )
          break;
@@ -1342,7 +1345,7 @@ int skate_compute_surface_alignment( player_instance *player,
       v3_muladds( right, player->rb.to_world[1],  k_board_radius,   right );
       ray_r.dist = 2.1f * k_board_radius;
 
-      res_r = ray_world( world, right, dir, &ray_r );
+      res_r = ray_world( world, right, dir, &ray_r, k_material_flag_walking );
 
       if( res_r )
          break;
@@ -1509,7 +1512,8 @@ VG_STATIC int skate_point_visible( v3f origin, v3f target ){
    v3_muls( dir, 1.0f/ray.dist, dir );
    ray.dist -= 0.025f;
 
-   if( ray_world( world_current_instance(), origin, dir, &ray ) )
+   if( ray_world( world_current_instance(), origin, dir, &ray, 
+                  k_material_flag_walking ) )
       return 0;
 
    return 1;
@@ -2280,7 +2284,8 @@ begin_collision:;
       v3f n;
 
       float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
-      if( spherecast_world( world, current, future, cast_radius, &t, n ) != -1)
+      if( spherecast_world( world, current, future, cast_radius, &t, n,
+                            k_material_flag_walking ) != -1)
          max_time = vg_minf( max_time, t * s->substep );
    }
 
@@ -2327,7 +2332,8 @@ begin_collision:;
    float t;
    v3f n;
    if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
-       (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
+       (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n,
+                          k_material_flag_walking ) != -1) )
    {
       v3_lerp( start_co, player->rb.co, t, player->rb.co );
       rb_update_transform( &player->rb );
@@ -2374,7 +2380,7 @@ begin_collision:;
    rb_ct *cman = &manifold[manifold_len];
 
    int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
-                              cman );
+                              cman, k_material_flag_walking );
 
    /* weld joints */
    for( int i=0; i<l; i ++ )