}
last_version = rg->timing_version;
- vg_info( "%u %f\n", rg, rg->timing_version, rg->timing_time );
+ vg_info( "%u %f\n", rg->timing_version, rg->timing_time );
}
if( world_global.current_run_version == last_version+1 ){
VG_STATIC void world_routes_activate_entry_gate( world_instance *world,
ent_gate *rg )
{
- ent_gate *dest = mdl_arritm( &world->ent_gate, rg->target );
-
world_global.last_use = world_global.time;
+ /* disable all routes and leave the world */
+ if( rg->type == k_gate_type_nonlocel ){
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
+ route->active_checkpoint = 0xffff;
+ }
+ return;
+ }
+
+ ent_gate *dest = mdl_arritm( &world->ent_gate, rg->target );
+
for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
ent_route *route = mdl_arritm( &world->ent_route, i );
struct world_surface *surfa = ray_hit_surface( world, &ha ),
*surfb = ray_hit_surface( world, &hb );
- if( (surfa->info.flags & k_material_flag_skate_surface) &&
- (surfb->info.flags & k_material_flag_skate_surface) )
+ if( (surfa->info.flags & k_material_flag_skate_target) &&
+ (surfb->info.flags & k_material_flag_skate_target) )
{
scene_vert va, vb;
VG_STATIC void world_routes_generate( world_instance *world )
{
vg_info( "Generating route meshes\n" );
- world->scene_lines = scene_init( world_global.generic_heap, 200000, 300000 );
+ world->scene_lines = scene_init( world->heap, 200000, 300000 );
for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
ent_gate *gate = mdl_arritm( &world->ent_gate, i );
scene_upload( world->scene_lines, &world->mesh_route_lines );
}
vg_release_thread_sync();
- vg_linear_del( world_global.generic_heap, world->scene_lines );
+ vg_linear_del( world->heap, world->scene_lines );
world_routes_clear( world );
}
for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
ent_gate *gate = mdl_arritm( &world->ent_gate, i );
-
- vg_info( "ROUTES :: %hu %hu %hu %hu\n", gate->routes[0],
- gate->routes[1],
- gate->routes[2],
- gate->routes[3] );
}
world_routes_clear( world );
VG_STATIC void world_routes_init(void)
{
world_global.current_run_version = 200;
- world_global.time = RESET_MAX_TIME*2.0;
+ world_global.time = 300.0;
world_global.last_use = 0.0;
shader_scene_route_register();
shader_scene_route_uPvmPrev( cam->mtx_prev.pv );
shader_scene_route_uMdl( identity_matrix );
shader_scene_route_uCamera( cam->transform[3] );
- shader_scene_route_uBoard0( TEMP_BOARD_0 );
- shader_scene_route_uBoard1( TEMP_BOARD_1 );
mesh_bind( &world->mesh_route_lines );