vg_info( "%d foliage models added\n", count );
}
-
-#if 0
-
-VG_STATIC void world_pct_audio( world_instance *world, mdl_node *pnode )
-{
- struct world_audio_thing *thing = &world->audio_things[
- world->audio_things_count ];
-
- memset( thing, 0, sizeof(struct world_audio_thing) );
- struct classtype_audio *aud = mdl_get_entdata( world->meta, pnode );
-
- v3_copy( pnode->co, thing->pos );
-
- thing->volume = aud->volume;
- thing->range = pnode->s[0];
-
- thing->flags = aud->flags;
- thing->temp_embedded_clip.path = mdl_pstr( world->meta, aud->pstr_file );
- thing->temp_embedded_clip.flags = aud->flags;
-
- audio_clip_load( &thing->temp_embedded_clip, world_global.generic_heap );
-
- pnode->sub_uid = world->audio_things_count;
- world->audio_things_count ++;
-}
-
-VG_STATIC void world_pct_nonlocal_gate( world_instance *world, mdl_node *pnode )
-{
- struct nonlocal_gate *gate = &world->nonlocal_gates[
- world->nonlocalgate_count ++ ];
- struct classtype_gate *inf = mdl_get_entdata( world->meta, pnode );
-
- gate->working = 0;
- gate->node = pnode;
- gate->target_map_index = 0;
- v2_copy( inf->dims, gate->gate.dims );
-}
-
-VG_STATIC void world_link_nonlocal_gates( int index_a, int index_b )
-{
- vg_info( "Linking non-local gates\n" );
- world_instance *a = &world_global.worlds[ index_a ],
- *b = &world_global.worlds[ index_b ];
-
- for( int i=0; i<a->nonlocalgate_count; i++ )
- {
- struct nonlocal_gate *ga = &a->nonlocal_gates[i];
- struct classtype_gate *ga_inf = mdl_get_entdata( a->meta, ga->node );
- const char *ga_name = mdl_pstr( a->meta, ga_inf->target );
-
- for( int j=0; j<b->nonlocalgate_count; j++ )
- {
- struct nonlocal_gate *gb = &b->nonlocal_gates[j];
- struct classtype_gate *gb_inf = mdl_get_entdata( b->meta, gb->node );
- const char *gb_name = mdl_pstr( b->meta, gb_inf->target );
-
- if( !strcmp( ga_name, gb_name ) )
- {
- vg_success( "Created longjump for ID '%s'\n", ga_name );
-
- v4f qYflip;
- q_axis_angle( qYflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
-
- /* TODO: Gates are created very wonkily. refactor. */
- ga->target_map_index = index_b;
- gb->target_map_index = index_a;
- ga->working = 1;
- gb->working = 1;
-
- v4_copy( ga->node->q, ga->gate.q[0] );
- v4_copy( gb->node->q, ga->gate.q[1] );
- v3_copy( ga->node->co, ga->gate.co[0] );
- v3_copy( gb->node->co, ga->gate.co[1] );
-
- v4_copy( gb->node->q, gb->gate.q[0] );
- v4_copy( ga->node->q, gb->gate.q[1] );
- v3_copy( gb->node->co, gb->gate.co[0] );
- v3_copy( ga->node->co, gb->gate.co[1] );
-
- /* reverse B's direction */
- q_mul( gb->gate.q[0], qYflip, gb->gate.q[0] );
- q_mul( gb->gate.q[1], qYflip, gb->gate.q[1] );
- q_normalize( gb->gate.q[0] );
- q_normalize( gb->gate.q[1] );
-
- gate_transform_update( &ga->gate );
- gate_transform_update( &gb->gate );
- }
- }
- }
-}
-#endif
-
VG_STATIC void world_generate( world_instance *world )
{
/*
}
vg_release_thread_sync();
-
-#if 0
- /*
- * Setup scene collider
- */
- reset_player( 1, (const char *[]){"start"} );
-#endif
}
VG_STATIC void world_process_resources( world_instance *world )
vg_release_thread_sync();
}
-VG_STATIC void world_clean( world_instance *world )
+VG_STATIC void world_init_blank( world_instance *world )
{
memset( &world->meta, 0, sizeof(mdl_context) );
- /*
- * TODO: Theres probably a better way to do this? */
- /* yep, find all members that can be memsetted to 0. this is probably
- * every member anyway, given the below is just setting to 0
- *
- * also: rename clean to init? */
-
world->textures = NULL;
world->texture_count = 0;
world->surfaces = NULL;
VG_STATIC void world_load( world_instance *world, const char *path )
{
world_unload( world );
- world_clean( world );
+ world_init_blank( world );
vg_info( "Loading world: %s\n", path );