X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=37ff044910b0c238750ec11e484c870f8f1ebf02;hb=a1056ed8198f0f5be0e0f341da8bd49aa6c47198;hp=ea5a5c4b7ec71408b6cd92da2fc545eaa302e8bc;hpb=a6e1ee0f51aa5570b20aad658365dec896f8c9b8;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index ea5a5c4..37ff044 100644 --- a/world.h +++ b/world.h @@ -1,243 +1,804 @@ +/* + * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + */ + +#include "common.h" + #ifndef WORLD_H #define WORLD_H -#define VG_3D -#include "vg/vg.h" +typedef struct world_instance world_instance; +#include "vg/vg_loader.h" + +#include "network.h" +#include "network_msg.h" #include "scene.h" -#include "terrain.h" #include "render.h" -#include "water.h" #include "rigidbody.h" -#include "gate.h" #include "bvh.h" +#include "model.h" + +#include "shaders/scene_standard.h" +#include "shaders/scene_standard_alphatest.h" +#include "shaders/scene_vertex_blend.h" +#include "shaders/scene_terrain.h" +#include "shaders/scene_depth.h" +#include "shaders/scene_position.h" + +#include "shaders/model_sky.h" + +typedef struct teleport_gate teleport_gate; + +enum { k_max_ui_segments = 8 }; + +enum { k_max_ui_elements = k_max_ui_segments }; +enum { k_max_element_verts = 10 }; +enum { k_max_element_indices = 20 }; -#include "shaders/standard.h" +enum { k_route_ui_max_verts = k_max_ui_elements*k_max_element_verts }; +enum { k_route_ui_max_indices = k_max_ui_elements*k_max_element_indices }; -static struct gworld +enum logic_type { - scene geo, foliage; - submodel sm_road, sm_terrain; - glmesh skybox; + k_logic_type_relay = 1, + k_logic_type_chance = 2, + k_logic_type_achievement = 3 +}; + +enum geo_type +{ + k_geo_type_solid = 0, + k_geo_type_nonsolid = 1, + k_geo_type_water = 2 +}; + +static const float k_light_cube_size = 8.0f; + +struct world_instance +{ + /* This is a small flag we use to changelevel. + * It will not be cleared until all sounds stop playing + */ + + /* Fixed items + * ------------------------------------------------------- + */ + + char world_name[ 64 ]; + + struct + { + boxf depthbounds; + int depth_computed; + + float height; + int enabled; + v4f plane; + } + water; + + /* STD140 */ + struct ub_world_lighting + { + v4f g_cube_min, + g_cube_inv_range; + + v4f g_water_plane, + g_depth_bounds; + + v4f g_daysky_colour; + v4f g_nightsky_colour; + v4f g_sunset_colour; + v4f g_ambient_colour; + v4f g_sunset_ambient; + v4f g_sun_colour; + v4f g_sun_dir; + + float g_water_fog; + float g_time; + float g_realtime; + float g_shadow_length; + float g_shadow_spread; + + float g_time_of_day; + float g_day_phase; + float g_sunset_phase; + + int g_light_preview; + int g_shadow_samples; + + int g_debug_indices; + int g_debug_complexity; + } + ub_lighting; + GLuint ubo_lighting; + int ubo_bind_point; + + GLuint tbo_light_entities, + tex_light_entities, + tex_light_cubes; + + v3i light_cubes; + + struct framebuffer heightmap; + + /* + * Dynamically allocated when world_load is called. + * + * the following arrays index somewhere into this linear + * allocator + * + * (world_gen.h) + * -------------------------------------------------------------------------- + */ + /* + * Main world .mdl + */ + mdl_context meta; + + GLuint *textures; + u32 texture_count; + + struct world_surface + { + mdl_material info; + mdl_submesh sm_geo, + sm_no_collide; + } + * surfaces; + u32 surface_count; - v3f tutorial; + mdl_array_ptr ent_spawn, + ent_gate, + ent_light, + ent_route_node, + ent_path_index, + ent_checkpoint, + ent_route; #if 0 - rigidbody box; -#endif + /* + * Named safe places to respawn + */ + struct respawn_point + { + v3f co; + v4f q; + const char *name; + } + * spawns; + u32 spawn_count; + + /* + * Audio player entities + */ + struct world_audio_thing + { + v3f pos; + float volume, range; + u32 flags; + audio_clip temp_embedded_clip; + } + * audio_things; + u32 audio_things_count; + + struct soundscape + { + /* locking */ + audio_channel *channels[4]; + + /* accessable without locking */ + v3f spawn_position; + + u32 usage_count; + u32 max_instances; + u32 allow_transitions; + float transition_duration; + const char *label; + } + * soundscapes; + u32 soundscape_count; + + /* + * Box volume entities + */ + struct world_volume + { + m4x3f transform, inv_transform; + mdl_node *node; + } + * volumes; + u32 volume_count; + + /* + * Lights + */ + struct world_light + { + mdl_node *node; + struct classtype_world_light *inf; + m4x3f inverse_world; + v2f angle_sin_cos; + } + * lights; + u32 light_count; + + /* + * Routes (world_routes.h) + * -------------------------------------------------------------------------- + */ + + struct route_node + { + v3f co, right, up, h; + u32 next[2]; + + u32 special_type, special_id, current_refs, ref_count; + u32 route_ids[4]; /* Gates can be linked into up to four routes */ + } + *nodes; + u32 node_count; + + struct route + { + u32 track_id; + v4f colour; + + u32 start; + mdl_submesh sm; + + int active; + float factive; + + double best_lap, latest_pass; /* Session */ + + m4x3f scoreboard_transform; + } + *routes; + u32 route_count; + + struct route_gate + { + struct teleport_gate + { + v3f co[2]; + v4f q[2]; + v2f dims; + + m4x3f to_world, transport; + } + gate; + + u32 node_id; - teleport_gate gates[16]; + struct route_timing + { + u32 version; /* Incremented on every teleport */ + double time; + } + timing; + } + *gates; u32 gate_count; - - rigidbody temp_rbs[32]; - u32 rb_count; - bh_tree bhcubes; -} -world; + struct nonlocal_gate + { + struct teleport_gate gate; + mdl_node *node; + + u32 target_map_index, working; + } + *nonlocal_gates; + u32 nonlocalgate_count; + + struct route_collector + { + struct route_timing timing; + } + *collectors; + u32 collector_count; +#endif -static void render_world( m4x4f projection, m4x3f camera ) -{ - render_sky( camera ); - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); + /* logic + * ---------------------------------------------------- + */ - render_terrain( projection, camera[3] ); - scene_bind( &world.geo ); - scene_draw( &world.geo ); + /* world geometry */ + scene *scene_geo, + *scene_no_collide, + *scene_lines; - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - glEnable(GL_CULL_FACE); -} + /* spacial mappings */ + bh_tree *audio_bh, + *volume_bh, + *geo_bh; -static void ray_world_get_tri( ray_hit *hit, v3f tri[3] ) + /* graphics */ + glmesh mesh_route_lines; + glmesh mesh_geo, + mesh_no_collide, + mesh_water; + + rigidbody rb_geo; /* todo.. ... */ +}; + +VG_STATIC struct world_global { - for( int i=0; i<3; i++ ) - v3_copy( world.geo.verts[ hit->tri[i] ].co, tri[i] ); + /* + * Allocated as system memory + * -------------------------------------------------------------------------- + */ + void *generic_heap; + + /* rendering */ + glmesh skydome; + glmesh mesh_gate; + mdl_submesh sm_gate_surface, + sm_gate_marker[4]; + + double sky_time, sky_rate, sky_target_rate; + + u32 current_run_version; + double time, rewind_from, rewind_to, last_use; + + /* water rendering */ + struct + { + struct framebuffer fbreflect, fbdepth; + } + water; + + /* split flap display */ + struct + { + mdl_submesh *sm_module, *sm_card; + glmesh mesh_base, mesh_display; + + u32 w, h; + float *buffer; + } + sfd; + + v3f render_gate_pos; + int active_route_board; + int in_volume; + + int switching_to_new_world; + + world_instance worlds[4]; + u32 world_count; + u32 active_world; } +world_global; -static int ray_world( v3f pos, v3f dir, ray_hit *hit ) +VG_STATIC world_instance *get_active_world( void ) { - return scene_raycast( &world.geo, pos, dir, hit ); + return &world_global.worlds[ world_global.active_world ]; } -static int ray_hit_is_ramp( ray_hit *hit ) +/* + * API + */ + +VG_STATIC +int ray_hit_is_ramp( world_instance *world, ray_hit *hit ); + +VG_STATIC +struct world_surface *ray_hit_surface( world_instance *world, ray_hit *hit ); + +VG_STATIC +void ray_world_get_tri( world_instance *world, ray_hit *hit, v3f tri[3] ); + +VG_STATIC +int ray_world( world_instance *world, v3f pos, v3f dir, ray_hit *hit ); + +/* + * Submodules + */ + +#include "world_routes.h" +#include "world_sfd.h" +#include "world_render.h" +#include "world_water.h" +#include "world_volumes.h" +#include "world_gen.h" +#include "world_gate.h" + +/* + * ----------------------------------------------------------------------------- + * Events + * ----------------------------------------------------------------------------- + */ + +VG_STATIC int world_stop_sound( int argc, const char *argv[] ) { - return hit->tri[0] < world.sm_road.vertex_count; + world_instance *world = get_active_world(); + return 0; } -static bh_system bh_system_rigidbodies; -static void world_load(void) +VG_STATIC void world_init(void) { - /* Setup scene */ - scene_init( &world.geo ); - model *mworld = vg_asset_read( "models/mp_dev.mdl" ); + world_global.sky_rate = 1.0; + world_global.sky_target_rate = 1.0; - for( int i=0; ilayer_count; i++ ) - { - submodel *sm = model_get_submodel( mworld, i ); - if( !strcmp( sm->material, "surf" ) ) - scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f ); + shader_scene_standard_register(); + shader_scene_standard_alphatest_register(); + shader_scene_vertex_blend_register(); + shader_scene_terrain_register(); + shader_scene_depth_register(); + shader_scene_position_register(); - } - scene_copy_slice( &world.geo, &world.sm_road ); + shader_model_sky_register(); - for( int i=0; ilayer_count; i++ ) + vg_info( "Loading world resources\n" ); + + vg_linear_clear( vg_mem.scratch ); + + mdl_context msky; + mdl_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch ); + mdl_load_metadata_block( &msky, vg_mem.scratch ); + mdl_load_mesh_block( &msky, vg_mem.scratch ); + mdl_close( &msky ); + + vg_acquire_thread_sync(); { - submodel *sm = model_get_submodel( mworld, i ); - if( !strcmp( sm->material, "terrain" ) ) - scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f ); + mdl_unpack_glmesh( &msky, &world_global.skydome ); } + vg_release_thread_sync(); - scene_copy_slice( &world.geo, &world.sm_terrain ); + /* Other systems */ + vg_info( "Loading other world systems\n" ); - /* - * TODO: Parametric marker import - */ - v3_copy( model_marker_get( mworld, "start" )->co, world.tutorial ); + vg_loader_step( world_render_init, NULL ); +#if 0 + vg_loader_step( world_sfd_init, NULL ); +#endif + vg_loader_step( world_water_init, NULL ); + vg_loader_step( world_gates_init, NULL ); + vg_loader_step( world_routes_init, NULL ); + + /* Allocate dynamic world memory arena */ + u32 max_size = 76*1024*1024; + world_global.generic_heap = vg_create_linear_allocator( vg_mem.rtmemory, + max_size, + VG_MEMORY_SYSTEM ); +} + +VG_STATIC void world_update( world_instance *world, v3f pos ) +{ + /* TEMP!!!!!! */ + static double g_time = 0.0; + g_time += vg.time_delta * (1.0/(k_day_length*60.0)); + + + struct ub_world_lighting *state = &world->ub_lighting; + + state->g_time = g_time; + state->g_realtime = vg.time; + state->g_debug_indices = k_debug_light_indices; + state->g_light_preview = k_light_preview; + state->g_debug_complexity = k_debug_light_complexity; + + state->g_time_of_day = vg_fractf( g_time ); + state->g_day_phase = cosf( state->g_time_of_day * VG_PIf * 2.0f ); + state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf ); + + state->g_day_phase = state->g_day_phase * 0.5f + 0.5f; + state->g_sunset_phase = powf( state->g_sunset_phase * 0.5f + 0.5f, 6.0f ); + + float a = state->g_time_of_day * VG_PIf * 2.0f; + state->g_sun_dir[0] = sinf( a ); + state->g_sun_dir[1] = cosf( a ); + state->g_sun_dir[2] = 0.2f; + v3_normalize( state->g_sun_dir ); + + + + glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting ); + glBufferSubData( GL_UNIFORM_BUFFER, 0, + sizeof(struct ub_world_lighting), &world->ub_lighting ); + /* TEMP!!!!!! */ + + world_global.sky_time += world_global.sky_rate * vg.time_delta; + world_global.sky_rate = vg_lerp( world_global.sky_rate, + world_global.sky_target_rate, + vg.time_delta * 5.0 ); + + world_routes_update( world ); + world_routes_debug( world ); - /* - * Initialize gates - */ +#if 0 + if( world->route_count > 0 ){ + int closest = 0; + float min_dist = INFINITY; + + for( int i=0; iroute_count; i++ ) + { + float d = v3_dist2( world->routes[i].scoreboard_transform[3], pos ); + + if( d < min_dist ) + { + min_dist = d; + closest = i; + } + } + + if( (world_global.active_route_board != closest) + || network_scores_updated ) + { + network_scores_updated = 0; + world_global.active_route_board = closest; + + struct route *route = &world->routes[closest]; + + u32 id = route->track_id; + + if( id != 0xffffffff ) + { + struct netmsg_board *local_board = + &scoreboard_client_data.boards[id]; + + for( int i=0; i<13; i++ ) + { + sfd_encode( i, &local_board->data[27*i] ); + } + } + } + } +#endif - world.gate_count = 0; - for( int i=0; imarker_count; i++ ) +#if 0 + /* TODO: Bvh */ + + static float random_accum = 0.0f; + random_accum += vg.time_delta; + + u32 random_ticks = 0; + + while( random_accum > 0.1f ){ + random_accum -= 0.1f; + random_ticks ++; + } + + float radius = 25.0f; + boxf volume_proximity; + v3_add( pos, (v3f){ radius, radius, radius }, volume_proximity[1] ); + v3_sub( pos, (v3f){ radius, radius, radius }, volume_proximity[0] ); + + bh_iter it; + bh_iter_init( 0, &it ); + int idx; + + int in_volume = 0; + + while( bh_next( world->volume_bh, &it, volume_proximity, &idx ) ) { - model_marker *ga = model_get_marker( mworld, i ); + struct world_volume *zone = &world->volumes[idx]; + + if( zone->node->classtype == k_classtype_volume_audio ) + { + vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f}, + { 1.0f, 1.0f, 1.0f}}, + 0xff00c0ff ); +#if 0 + for( int j=0; jtarget_logic_brick; + packet.function = 0; + + packet.type = k_mdl_128bit_datatype_vec3; + packet.data._v4f[0] = vg_randf()*2.0f-1.0f; + packet.data._v4f[1] = vg_randf()*2.0f-1.0f; + packet.data._v4f[2] = vg_randf()*2.0f-1.0f; + m4x3_mulv( zone->transform, packet.data._v4f, packet.data._v4f ); + + logic_bricks_send_packet( world, &packet ); + } +#endif + continue; + } + + v3f local; + m4x3_mulv( zone->inv_transform, pos, local ); - if( ga->classtype == k_classtype_gate ) + if( (fabsf(local[0]) <= 1.0f) && + (fabsf(local[1]) <= 1.0f) && + (fabsf(local[2]) <= 1.0f) ) { - struct classtype_gate *data = get_entdata_raw( mworld, ga ); - - if( data->target ) + in_volume = 1; + + if( !world_global.in_volume ) { - model_marker *gb = model_get_marker( mworld, data->target ); - - teleport_gate *gate = &world.gates[ world.gate_count ++ ]; - - v3_copy( ga->co, gate->co[0] ); - v3_copy( gb->co, gate->co[1] ); - v4_copy( ga->q, gate->q[0] ); - v4_copy( gb->q, gate->q[1] ); - v2_copy( ga->s, gate->dims ); - - gate_transform_update( gate ); +#if 0 + logic_packet packet; + packet.location = zone->target_logic_brick; + packet.function = 0; + + packet.type = k_mdl_128bit_datatype_vec3; + v3_copy( pos, packet.data._v4f ); + + logic_bricks_send_packet( world, &packet ); +#endif } + + vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f}, + { 1.0f, 1.0f, 1.0f}}, + 0xff00ff00 ); + } + else + { + vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f}, + { 1.0f, 1.0f, 1.0f}}, + 0xff0000ff ); } } +#endif - /* - * Load water mesh (1 per world) - */ - for( int i=0; ilayer_count; i++ ) +#if 0 + if( k_debug_light_indices ) { - submodel *sm = model_get_submodel( mworld, i ); - if( !strcmp( sm->material, "water" ) ) - { - glmesh surf; - model_unpack_submodel( mworld, &surf, sm ); - - water_init(); - water_set_surface( &surf, sm->pivot[1] ); + for( int i=0; ilight_count; i++ ){ + struct world_light *light = &world->lights[i]; + struct classtype_world_light *inf = light->inf; + + u32 colour = 0xff000000; + u8 r = inf->colour[0] * 255.0f, + g = inf->colour[1] * 255.0f, + b = inf->colour[2] * 255.0f; - break; + colour |= r; + colour |= g << 8; + colour |= b << 16; + + vg_line_pt3( light->node->co, 0.25f, colour ); } } - scene_upload( &world.geo ); - scene_bh_create( &world.geo ); - - water_compute_depth( world.geo.bbx ); + world_global.in_volume = in_volume; +#endif - scene_init( &world.foliage ); - model *mfoliage = vg_asset_read("models/rs_foliage.mdl"); +#if 0 + sfd_update(); - /* - * TODO: Load any other meshes into the foliage scene, and create rbs for - * them. - * - * then compute bvh - */ - - for( int i=0; ilayer_count; i++ ) + /* process soundscape transactions */ + audio_lock(); + for( int i=0; isoundscape_count; i++ ) { - submodel *sm = model_get_submodel( mworld, i ); - if( !strcmp( sm->material, "surf" ) || - !strcmp( sm->material, "terrain" ) || - !strcmp( sm->material, "water" ) ) - continue; + struct soundscape *s = &world->soundscapes[i]; + s->usage_count = 0; + + for( int j=0; jmax_instances; j++ ) + { + if( s->channels[j] ) + { + if( audio_channel_finished(s->channels[j]) ) + s->channels[j] = audio_relinquish_channel( s->channels[j] ); + else + s->usage_count ++; + } + } + } + audio_unlock(); +#endif +} - m4x3f transform; - q_m3x3( sm->q, transform ); - v3_copy( sm->pivot, transform[3] ); - scene_add_foliage( &world.foliage, mworld, sm, transform ); +/* + * ----------------------------------------------------------------------------- + * API implementation + * ----------------------------------------------------------------------------- + */ - rigidbody *rb = &world.temp_rbs[ world.rb_count ++ ]; +VG_STATIC 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] ); +} - box_copy( sm->bbx, rb->bbx ); - v3_copy( sm->pivot, rb->co ); - rb_init( rb ); - v4_copy( sm->q, rb->q ); - rb_update_transform( rb ); - } +VG_STATIC int ray_world( world_instance *world, + v3f pos, v3f dir, ray_hit *hit ) +{ + return scene_raycast( world->scene_geo, world->geo_bh, pos, dir, hit ); +} + +/* + * 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 ) +{ + bh_iter it; + bh_iter_init( 0, &it ); - free( mworld ); + boxf region; + box_init_inf( region ); + box_addpt( region, pa ); + box_addpt( region, pb ); + + v3_add( (v3f){ r, r, r}, region[1], region[1] ); + v3_add( (v3f){-r,-r,-r}, region[0], region[0] ); - v3f volume; - v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume ); - volume[1] = 1.0f; + v3f dir; + v3_sub( pb, pa, dir ); - m4x3f transform; + v3f dir_inv; + dir_inv[0] = 1.0f/dir[0]; + dir_inv[1] = 1.0f/dir[1]; + dir_inv[2] = 1.0f/dir[2]; - submodel *sm_blob = submodel_get( mfoliage, "blob" ), - *sm_tree = submodel_get( mfoliage, "tree" ); + int hit = -1; + float min_t = 1.0f; - for( int i=0;i<100000;i++ ) + int idx; + while( bh_next( world->geo_bh, &it, region, &idx ) ) { - v3f pos; - v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos ); - v3_add( pos, world.geo.bbx[0], pos ); - - ray_hit hit; - hit.dist = INFINITY; + u32 *ptri = &world->scene_geo->arrindices[ idx*3 ]; + v3f tri[3]; + + boxf box; + box_init_inf( box ); - if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit )) + for( int j=0; j<3; j++ ) { - if( hit.normal[1] > 0.8f && !ray_hit_is_ramp(&hit) && - hit.pos[1] > wrender.height ) + v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] ); + box_addpt( box, tri[j] ); + } + + v3_add( (v3f){ r, r, r}, box[1], box[1] ); + v3_add( (v3f){-r,-r,-r}, box[0], box[0] ); + + if( !ray_aabb1( box, pa, dir_inv, 1.0f ) ) + continue; + + float t; + v3f n1; + if( spherecast_triangle( tri, pa, dir, r, &t, n1 ) ) + { + if( t < min_t ) { - v4f qsurface, qrandom; - v3f axis; + min_t = t; + hit = idx; + v3_copy( n1, n ); + } + } + } - v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis ); + *t = min_t; + return hit; +} - float angle = v3_dot(hit.normal,(v3f){0.0f,1.0f,0.0f}); - q_axis_angle( qsurface, axis, angle ); - q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf ); - q_mul( qsurface, qrandom, qsurface ); - q_m3x3( qsurface, transform ); +VG_STATIC +struct world_surface *world_tri_index_surface( world_instance *world, + u32 index ) +{ + for( int i=1; isurface_count; i++ ) + { + struct world_surface *mat = &world->surfaces[i]; - v3_copy( hit.pos, transform[3] ); - - if( vg_randf() < 0.00000006f ) - { - m3x3_identity( transform ); - scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform); - } - else - scene_add_foliage( &world.foliage, mfoliage, sm_blob, transform); - } + if( (index >= mat->sm_geo.vertex_start) && + (index < mat->sm_geo.vertex_start+mat->sm_geo.vertex_count ) ) + { + return mat; } } - free( mfoliage ); - scene_upload( &world.foliage ); - - bh_create( &world.bhcubes, - &bh_system_rigidbodies, world.temp_rbs, world.rb_count ); + /* error surface */ + return &world->surfaces[0]; +} + +VG_STATIC 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 ) +{ + return world_tri_index_surface( world, hit->tri[0] ); } #endif /* WORLD_H */