+#include "common.h"
+
+static int ray_world( v3f pos, v3f dir, ray_hit *hit );
+
#ifndef WORLD_H
#define WORLD_H
-#define VG_3D
-#include "vg/vg.h"
-
#include "scene.h"
#include "terrain.h"
#include "render.h"
v3f tutorial;
-#if 0
- rigidbody box;
-#endif
-
teleport_gate gates[16];
u32 gate_count;
return hit->tri[0] < world.sm_road.vertex_count;
}
-static bh_system bh_system_rigidbodies;
static void world_load(void)
{
/* Setup scene */
if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
{
if( hit.normal[1] > 0.8f && !ray_hit_is_ramp(&hit) &&
- hit.pos[1] > wrender.height )
+ hit.pos[1] > water_height()+10.0f )
{
v4f qsurface, qrandom;
v3f axis;
v3_copy( hit.pos, transform[3] );
- if( vg_randf() < 0.00000006f )
+ if( vg_randf() < 0.0006f )
{
m3x3_identity( transform );
scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform);