#include "world_water.h"
#include "player_remote.h"
#include "shaders/model_gate_unlinked.h"
+#include <string.h>
struct world_gates world_gates;
*/
void gate_transform_update( ent_gate *gate )
{
- if( gate->flags & k_ent_gate_flip ){
+ if( gate->flags & k_ent_gate_flip )
+ {
v4f qflip;
q_axis_angle( qflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
q_mul( gate->q[1], qflip, gate->q[1] );
+ q_normalize( gate->q[1] );
}
m4x3f to_local, recv_to_world;
q_m3x3( gate->q[0], gate->to_world );
v3_copy( gate->co[0], gate->to_world[3] );
-
m4x3_invert_affine( gate->to_world, to_local );
q_m3x3( gate->q[1], recv_to_world );
v3_copy( gate->co[1], recv_to_world[3] );
+
m4x3_mul( recv_to_world, to_local, gate->transport );
}
return 0;
}
-void ent_gate_call( world_instance *world, ent_call *call )
+entity_call_result ent_gate_call( world_instance *world, ent_call *call )
{
u32 index = mdl_entity_id_id( call->id );
ent_gate *gate = mdl_arritm( &world->ent_gate, index );
- if( call->function == 0 ){ /* unlock() */
+ if( call->function == 0 ) /* unlock() */
+ {
gate->flags &= ~k_ent_gate_locked;
+ return k_entity_call_result_OK;
}
- else {
- vg_print_backtrace();
- vg_error( "Unhandled function id: %u\n", call->function );
+ else
+ {
+ return k_entity_call_result_unhandled;
}
}
*/
void world_unlink_nonlocal( world_instance *world )
{
- for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ ){
+ for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ )
+ {
ent_gate *gate = mdl_arritm( &world->ent_gate, j );
- if( gate->flags & k_ent_gate_nonlocal ){
+ if( gate->flags & k_ent_gate_nonlocal )
+ {
gate->flags &= ~k_ent_gate_linked;
}
}
}
-/*
- * attatches nonlocal gates, to be called from main thread ONLY!
+/*
+ * This has to be synchronous because main thread looks at gate data for
+ * rendering, and we modify gates that the main thread has ownership of.
*/
-void world_link_nonlocal_async( void *payload, u32 size )
+void world_link_gates_async( void *payload, u32 size )
{
+ VG_ASSERT( vg_thread_purpose() == k_thread_purpose_main );
+
world_instance *world = payload;
u32 world_id = world - world_static.instances;
- for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ ){
+ for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ )
+ {
ent_gate *gate = mdl_arritm( &world->ent_gate, j );
gate_transform_update( gate );