isolate world code
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
index c86c9dba385d28ac8f3da4b0a22ad0013659c59b..00ee7fb4807cf27d197331f941c4018ce4278c57 100644 (file)
@@ -118,6 +118,7 @@ VG_STATIC void player_walk_drop_in_overhang_transform( player_instance *player,
 VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
 {
    struct player_walk *w = &player->_walk;
+   world_instance *world = get_active_world();
 
    v3f dir, center;
    q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
@@ -140,7 +141,7 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
       ray_hit *ray = &samples[ sample_count ];
       ray->dist = 2.0f;
 
-      if( ray_world( pos, ray_dir, ray ) )
+      if( ray_world( world, pos, ray_dir, ray ) )
       {
          vg_line( pos, ray->pos, VG__RED );
          vg_line_pt3( ray->pos, 0.025f, VG__BLACK );
@@ -218,7 +219,7 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
          ray_hit ray;
          ray.dist = k_board_length*2.0f + 0.6f;
          
-         if( ray_world( va, v0, &ray ) )
+         if( ray_world( world, va, v0, &ray ) )
          {
             vg_line( va, vb, VG__RED );
             vg_line_pt3( ray.pos, 0.1f, VG__RED );
@@ -227,7 +228,7 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
          }
 
          v3_muls( v0, -1.0f, v0 );
-         if( ray_world( vb, v0, &ray ) )
+         if( ray_world( world, vb, v0, &ray ) )
          {
             vg_line( va, vb, VG__RED );
             vg_line_pt3( ray.pos, 0.1f, VG__RED );
@@ -395,8 +396,10 @@ VG_STATIC void player__walk_update( player_instance *player )
    /* 
     * Collision detection
     */
+   world_instance *world = get_active_world();
+
    len = rb_capsule__scene( mtx, &w->collider, NULL, 
-                            &world.rb_geo.inf.scene, manifold );
+                            &world->rb_geo.inf.scene, manifold );
    rb_manifold_filter_coplanar( manifold, len, 0.01f );
    len = rb_manifold_apply_filtered( manifold, len );
 
@@ -458,7 +461,8 @@ VG_STATIC void player__walk_update( player_instance *player )
       {
          player_friction( player->rb.v );
 
-         struct world_material *surface_mat = world_contact_material(manifold);
+         struct world_material *surface_mat = 
+                                       world_contact_material( world, manifold);
          w->surface = surface_mat->info.surface_prop;
       }
    }
@@ -565,7 +569,7 @@ VG_STATIC void player__walk_update( player_instance *player )
       float t, sr = w->collider.radius-0.04f;
       v3f n;
 
-      if( spherecast_world( lwr_prev, lwr_now, sr, &t, n ) != -1 )
+      if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n ) != -1 )
       {
          v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
          player->rb.co[1] -= w->collider.radius;
@@ -577,7 +581,7 @@ VG_STATIC void player__walk_update( player_instance *player )
    }
 
    teleport_gate *gate;
-   if( (gate = world_intersect_gates( player->rb.co, w->state.prev_pos )) )
+   if( (gate = world_intersect_gates(world, player->rb.co, w->state.prev_pos)) )
    {
       m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
       m3x3_mulv( gate->transport, player->rb.v,  player->rb.v );