dont always play waves
[carveJwlIkooP6JGAAIwe30JlM.git] / world_physics.c
index 96ffa2f47d56104f337a67ac6fab33044ca8e2a6..03be1fc27fd7c7744bd526e6d03b5391eaa4a5d1 100644 (file)
@@ -4,24 +4,24 @@
 #include "world.h"
 #include "world_physics.h"
 
-VG_STATIC void ray_world_get_tri( world_instance *world,
-                                  ray_hit *hit, v3f tri[3] )
+void ray_world_get_tri( world_instance *world, ray_hit *hit, v3f tri[3] )
 {
    for( int i=0; i<3; i++ )
       v3_copy( world->scene_geo.arrvertices[ hit->tri[i] ].co, tri[i] );
 }
 
-VG_STATIC int ray_world( world_instance *world,
-                         v3f pos, v3f dir, ray_hit *hit )
+int ray_world( world_instance *world,
+               v3f pos, v3f dir, ray_hit *hit, u16 ignore )
 {
-   return scene_raycast( &world->scene_geo, world->geo_bh, pos, dir, hit );
+   return scene_raycast( &world->scene_geo, world->geo_bh, pos, dir, hit, 
+                         ignore );
 }
 
 /*
  * Cast a sphere from a to b and see what time it hits
  */
-VG_STATIC int spherecast_world( world_instance *world,
-                                v3f pa, v3f pb, float r, float *t, v3f n )
+int spherecast_world( world_instance *world,
+                      v3f pa, v3f pb, float r, float *t, v3f n, u16 ignore )
 {
    boxf region;
    box_init_inf( region );
@@ -47,11 +47,11 @@ VG_STATIC int spherecast_world( world_instance *world,
    i32 idx;
    while( bh_next( world->geo_bh, &it, &idx ) ){
       u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
-      v3f tri[3];
+      if( world->scene_geo.arrvertices[ptri[0]].flags & ignore ) continue;
 
+      v3f tri[3];
       boxf box;
       box_init_inf( box );
-
       for( int j=0; j<3; j++ ){
          v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
          box_addpt( box, tri[j] );
@@ -78,9 +78,8 @@ VG_STATIC int spherecast_world( world_instance *world,
    return hit;
 }
 
-VG_STATIC 
 struct world_surface *world_tri_index_surface( world_instance *world, 
-                                                 u32 index )
+                                               u32 index )
 {
    for( int i=1; i<world->surface_count; i++ ){
       struct world_surface *surf = &world->surfaces[i];
@@ -95,14 +94,12 @@ struct world_surface *world_tri_index_surface( world_instance *world,
    return &world->surfaces[0];
 }
 
-VG_STATIC struct world_surface *world_contact_surface( world_instance *world,
-                                                         rb_ct *ct )
+struct world_surface *world_contact_surface( world_instance *world, rb_ct *ct )
 {
    return world_tri_index_surface( world, ct->element_id );
 }
 
-VG_STATIC struct world_surface *ray_hit_surface( world_instance *world,
-                                                 ray_hit *hit )
+struct world_surface *ray_hit_surface( world_instance *world, ray_hit *hit )
 {
    return world_tri_index_surface( world, hit->tri[0] );
 }