X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=80bf3b6bafad33620b4738fb314440cfd581a6d3;hb=2673c575386c604fc2c0603dba2480eda05cf97a;hp=8c5837d5c77cff4f7c117bf6e0954e83fac66cdf;hpb=c2d67378dd5c82de50b8fbbbe222ec6be2da4eee;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index 8c5837d..80bf3b6 100644 --- a/world.h +++ b/world.h @@ -1,229 +1,410 @@ -#include "common.h" +/* + * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + */ -static int ray_world( v3f pos, v3f dir, ray_hit *hit ); +#include "common.h" #ifndef WORLD_H #define WORLD_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 "rigidbody.h" #include "bvh.h" -#include "lighting.h" #include "model.h" +#include "entity.h" -#include "traffic.h" /*TODO: -> world_traffic.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/terrain.h" -#include "shaders/sky.h" -#include "shaders/planeinf.h" -#include "shaders/standard.h" -#include "shaders/vblend.h" -#include "shaders/gpos.h" -#include "shaders/fscolour.h" -#include "shaders/alphatest.h" +#include "shaders/model_sky.h" enum { k_max_ui_segments = 8 }; -enum { k_max_ui_splits_per_segment = 16 }; -enum { k_max_ui_elements = k_max_ui_segments*k_max_ui_splits_per_segment }; +enum { k_max_ui_elements = k_max_ui_segments }; enum { k_max_element_verts = 10 }; enum { k_max_element_indices = 20 }; 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 +{ + 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 { - /* gameplay */ + /* 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; + + mdl_array_ptr ent_spawn, + ent_gate, + ent_light, + ent_route_node, + ent_path_index, + ent_checkpoint, + ent_route, + ent_water; + + ent_gate *rendering_gate; + +#if 0 + /* + * Named safe places to respawn + */ struct respawn_point { v3f co; v4f q; - char name[32]; + const char *name; } - spawns[32]; + * spawns; u32 spawn_count; - struct subworld_routes + /* + * Audio player entities + */ + struct world_audio_thing { - struct route_node - { - v3f co, right, up, h; - u32 next[2]; + v3f pos; + float volume, range; + u32 flags; + audio_clip temp_embedded_clip; + } + * audio_things; + u32 audio_things_count; - u32 special_type, special_id, current_refs, ref_count; - u32 route_ids[4]; /* Gates can be linked into up to four routes */ - } - *nodes; + 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; - u32 node_count, - node_cap; + /* + * Box volume entities + */ + struct world_volume + { + m4x3f transform, inv_transform; + mdl_node *node; + } + * volumes; + u32 volume_count; - struct route - { - u32 track_id; - v4f colour; + /* + * Lights + */ + struct world_light + { + mdl_node *node; + struct classtype_world_light *inf; + m4x3f inverse_world; + v2f angle_sin_cos; + } + * lights; + u32 light_count; - u32 start; - mdl_submesh sm; - - int active; - float factive; + /* + * Routes (world_routes.h) + * -------------------------------------------------------------------------- + */ - double best_lap, latest_pass; /* Session */ + struct route_node + { + v3f co, right, up, h; + u32 next[2]; - struct - { - GLuint vao, vbo, ebo; + 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; - u32 indices_head; - u32 vertex_head; + struct route + { + u32 track_id; + v4f colour; - float last_notch; + u32 start; + mdl_submesh sm; + + int active; + float factive; - struct route_ui_segment - { - float length; - u32 vertex_start, vertex_count, - index_start, index_count, notches; - } - segments[k_max_ui_segments]; + double best_lap, latest_pass; /* Session */ - u32 segment_start, segment_count, fade_start, fade_count; - double fade_timer_start; - float xpos; - } - ui; + m4x3f scoreboard_transform; + } + *routes; + u32 route_count; - m4x3f scoreboard_transform; - } - *routes; + struct route_gate + { + struct teleport_gate + { + v3f co[2]; + v4f q[2]; + v2f dims; - double last_interaction; + m4x3f to_world, transport; + } + gate; - u32 route_count, - route_cap; + u32 node_id; - struct route_gate + struct route_timing { - struct teleport_gate - { - v3f co[2]; - v4f q[2]; - v2f dims; - - m4x3f to_world, recv_to_world, transport; - } - gate; - - u32 node_id; + u32 version; /* Incremented on every teleport */ + double time; + } + timing; + } + *gates; + u32 gate_count; - struct route_timing - { - u32 version; /* Incremented on every teleport */ - double time; - } - timing; - } - *gates; + struct nonlocal_gate + { + struct teleport_gate gate; + mdl_node *node; - struct route_collector - { - struct route_timing timing; - } - *collectors; + u32 target_map_index, working; + } + *nonlocal_gates; + u32 nonlocalgate_count; - u32 gate_count, - gate_cap, - collector_count, - collector_cap; + struct route_collector + { + struct route_timing timing; + } + *collectors; + u32 collector_count; +#endif - u32 active_gate, - current_run_version; - scene scene_lines; - } - routes; + /* logic + * ---------------------------------------------------- + */ - struct subworld_sfd - { - scene mesh; - mdl_submesh *sm_module, *sm_card; - glmesh temp; + /* world geometry */ + scene *scene_geo, + *scene_no_collide, + *scene_lines; - struct sfd_instance - { - float *buffer; + /* spacial mappings */ + bh_tree *audio_bh, + *volume_bh, + *geo_bh; - u32 w,h; - } - tester; - } - sfd; + /* graphics */ + glmesh mesh_route_lines; + glmesh mesh_geo, + mesh_no_collide, + mesh_water; - /* Paths */ - traffic_node traffic[128]; - u32 traffic_count; + rigidbody rb_geo; /* todo.. ... */ +}; -#if 0 - traffic_driver van_man[6]; -#endif - - /* Physics */ - - /* Rendering & geometry */ - scene geo, foliage; - rigidbody rb_geo; +VG_STATIC struct world_global +{ + /* + * Allocated as system memory + * -------------------------------------------------------------------------- + */ + void *generic_heap; - /* TODO Maybe make this less hardcoded */ - mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb, - sm_foliage_main, sm_foliage_alphatest, - sm_graffiti, sm_subworld, sm_terrain; + /* rendering */ + glmesh skydome; + glmesh mesh_gate; + mdl_submesh sm_gate_surface, + sm_gate_marker[4]; - glmesh skybox, skydome; - mdl_submesh dome_upper, dome_lower; + double sky_time, sky_rate, sky_target_rate; - glmesh cars; - mdl_submesh car_holden; + u32 current_run_version; + double time, rewind_from, rewind_to, last_use; - /* Load time */ + /* water rendering */ + struct + { + struct framebuffer fbreflect, fbdepth; + } + water; - struct instance_cache + /* split flap display */ + struct { - mdl_header *mdl; - u32 pstr_file; + glmesh mesh_base, mesh_display; + mdl_submesh sm_base; + u32 active_route_board; + + u32 w, h; + float *buffer; } - * instance_cache; - u32 instance_cache_count, - instance_cache_cap; + 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; + +VG_STATIC world_instance *get_active_world( void ) +{ + return &world_global.worlds[ world_global.active_world ]; } -world; /* * API */ -static int ray_hit_is_ramp( ray_hit *hit ); -static int ray_hit_is_terrain( ray_hit *hit ); -static void ray_world_get_tri( ray_hit *hit, v3f tri[3] ); -static int ray_world( v3f pos, v3f dir, ray_hit *hit ); +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" @@ -233,149 +414,273 @@ static int ray_world( v3f pos, v3f dir, ray_hit *hit ); * ----------------------------------------------------------------------------- */ -static int world_init(void) +VG_STATIC int world_stop_sound( int argc, const char *argv[] ) { - shader_terrain_register(); - shader_sky_register(); - shader_planeinf_register(); - shader_gpos_register(); - shader_fscolour_register(); - shader_alphatest_register(); + world_instance *world = get_active_world(); + return 0; +} - vg_info( "Loading world resources\n" ); +VG_STATIC void world_init(void) +{ + world_global.sky_rate = 1.0; + world_global.sky_target_rate = 1.0; - mdl_header *mcars = mdl_load( "models/rs_cars.mdl" ); - mdl_node *nholden = mdl_node_from_name( mcars, "holden" ); - world.car_holden = *mdl_node_submesh( mcars, nholden, 0 ); + 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(); - mdl_header *msky = mdl_load("models/rs_skydome.mdl"); - mdl_node *nlower = mdl_node_from_name( msky, "dome_lower" ), - *nupper = mdl_node_from_name( msky, "dome_upper" ); + shader_model_sky_register(); + + vg_info( "Loading world resources\n" ); - world.dome_lower = *mdl_node_submesh( msky, nlower, 0 ); - world.dome_upper = *mdl_node_submesh( msky, nupper, 0 ); + 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 ); - /* TODO: cleanup resource acquisition */ - if( !mcars || !msky ) + vg_acquire_thread_sync(); { - free( mcars ); - free( msky ); - return 0; + mdl_unpack_glmesh( &msky, &world_global.skydome ); } + vg_release_thread_sync(); - if( vg_acquire_thread_sync(1) ) - { - if( !mdl_unpack_glmesh( mcars, &world.cars ) ) - { - free( mcars ); - free( msky ); - vg_release_thread_sync(1); - return 0; - } + /* Other systems */ + vg_info( "Loading other world systems\n" ); - if( !mdl_unpack_glmesh( msky, &world.skydome ) ) - { - mesh_free( &world.cars ); - free( mcars ); - free( msky ); - vg_release_thread_sync(1); - return 0; - } + vg_loader_step( world_render_init, NULL ); + vg_loader_step( world_sfd_init, NULL ); + 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_release_thread_sync(1); - } - else - { - free(mcars); - free(msky); - return 0; - } +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)); - free(mcars); - free(msky); - vg_info( "Loading other world systems\n" ); + struct ub_world_lighting *state = &world->ub_lighting; - if( !vg_loader_highwater( (void *)mesh_free, &world.cars ) ) return 0; - if( !vg_loader_highwater( (void *)mesh_free, &world.skydome ) ) return 0; + 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; - /* Other systems */ + 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 ); - if( !world_render_init() ) return 0; - if( !vg_loader_highwater( world_render_free, NULL ) ) return 0; + 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 ); - if( !world_sfd_init() ) return 0; - if( !vg_loader_highwater( world_sfd_free, NULL ) ) return 0; + 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 ); - if( !world_water_init() ) return 0; - if( !vg_loader_highwater( world_water_free, NULL ) ) return 0; - if( !world_gates_init() ) return 0; - if( !vg_loader_highwater( world_gates_free, NULL ) ) return 0; - if( !world_routes_init() ) return 0; - if( !vg_loader_highwater( world_routes_free, NULL ) ) return 0; - return 1; -} + glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting ); + glBufferSubData( GL_UNIFORM_BUFFER, 0, + sizeof(struct ub_world_lighting), &world->ub_lighting ); + /* TEMP!!!!!! */ -static void world_update( v3f pos ) -{ - world_routes_update(); - world_routes_debug(); + 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 ); + + /* ---- SFD ------------ */ - int closest = 0; - float min_dist = INFINITY; + if( mdl_arrcount( &world->ent_route ) ){ + u32 closest = 0; + float min_dist = INFINITY; - for( int i=0; ient_route ); i++ ){ + ent_route *route = mdl_arritm( &world->ent_route, i ); + float dist = v3_dist2( route->board_transform[3], pos ); - if( d < min_dist ) + if( dist < min_dist ){ + min_dist = dist; + closest = i; + } + } + + if( (world_global.sfd.active_route_board != closest) + || network_scores_updated ) { - min_dist = d; - closest = i; + network_scores_updated = 0; + world_global.sfd.active_route_board = closest; + + ent_route *route = mdl_arritm( &world->ent_route, closest ); + u32 id = route->official_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] ); + } + }else{ + sfd_encode( 0, mdl_pstr( &world->meta, route->pstr_name ) ); + sfd_encode( 1, "No data" ); + } } } + sfd_update(); + +#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; - if( (world.active_route_board != closest) || network_scores_updated ) + while( bh_next( world->volume_bh, &it, volume_proximity, &idx ) ) { - network_scores_updated = 0; - world.active_route_board = closest; - struct subworld_sfd *sfd = &world.sfd; + struct world_volume *zone = &world->volumes[idx]; - struct route *route = &world.routes.routes[closest]; + 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; - u32 id = route->track_id; + 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 ); - if( id != 0xffffffff ) + logic_bricks_send_packet( world, &packet ); + } +#endif + continue; + } + + v3f local; + m4x3_mulv( zone->inv_transform, pos, local ); + + if( (fabsf(local[0]) <= 1.0f) && + (fabsf(local[1]) <= 1.0f) && + (fabsf(local[2]) <= 1.0f) ) { - struct netmsg_board *local_board = &scoreboard_client_data.boards[id]; + in_volume = 1; - for( int i=0; i<13; i++ ) + if( !world_global.in_volume ) { - sfd_encode( &sfd->tester, i, &local_board->data[27*i] ); +#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 ); } } - - sfd_update( &world.sfd.tester ); +#endif #if 0 - rb_solver_reset(); - rb_build_manifold_terrain_sphere( &world.mr_ball ); - - for( int i=0; i<5; i++ ) - rb_solve_contacts( rb_contact_buffer, rb_contact_count ); + if( k_debug_light_indices ) + { + 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; + + colour |= r; + colour |= g << 8; + colour |= b << 16; - rb_iter( &world.mr_ball ); - rb_update_transform( &world.mr_ball ); - rb_debug( &world.mr_ball, 0 ); + vg_line_pt3( light->node->co, 0.25f, colour ); + } + } - for( int i=0; isoundscape_count; i++ ) { - traffic_drive( &world.van_man[i] ); - traffic_visualize_car( &world.van_man[i] ); + 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 } @@ -385,33 +690,108 @@ static void world_update( v3f pos ) * ----------------------------------------------------------------------------- */ -static void ray_world_get_tri( ray_hit *hit, v3f tri[3] ) +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.geo.verts[ hit->tri[i] ].co, tri[i] ); + v3_copy( world->scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] ); } -static int ray_world( v3f pos, v3f dir, ray_hit *hit ) +VG_STATIC int ray_world( world_instance *world, + v3f pos, v3f dir, ray_hit *hit ) { - return scene_raycast( &world.geo, pos, dir, hit ); + return scene_raycast( world->scene_geo, world->geo_bh, pos, dir, hit ); } -static int ray_hit_is_terrain( ray_hit *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 ) { - u32 valid_start = 0, - valid_end = world.sm_terrain.vertex_count; + bh_iter it; + bh_iter_init( 0, &it ); - return (hit->tri[0] >= valid_start) && - (hit->tri[0] < valid_end); + 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 dir; + v3_sub( pb, pa, dir ); + + v3f dir_inv; + dir_inv[0] = 1.0f/dir[0]; + dir_inv[1] = 1.0f/dir[1]; + dir_inv[2] = 1.0f/dir[2]; + + int hit = -1; + float min_t = 1.0f; + + int idx; + while( bh_next( world->geo_bh, &it, region, &idx ) ){ + u32 *ptri = &world->scene_geo->arrindices[ idx*3 ]; + 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] ); + } + + 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 ){ + min_t = t; + hit = idx; + v3_copy( n1, n ); + } + } + } + + *t = min_t; + return hit; } -static int ray_hit_is_ramp( ray_hit *hit ) +VG_STATIC +struct world_surface *world_tri_index_surface( world_instance *world, + u32 index ) { - u32 valid_start = world.sm_geo_std.vertex_start, - valid_end = world.sm_geo_vb.vertex_start; + for( int i=1; isurface_count; i++ ){ + struct world_surface *surf = &world->surfaces[i]; + + if( (index >= surf->sm_geo.vertex_start) && + (index < surf->sm_geo.vertex_start+surf->sm_geo.vertex_count ) ) + { + return surf; + } + } - return (hit->tri[0] >= valid_start) && - (hit->tri[0] < valid_end); + 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 */