#pragma once #include "pxl8_bsp.h" #include "pxl8_math.h" #include "pxl8_protocol.h" #include "pxl8_types.h" #include "pxl8_vxl.h" #ifdef __cplusplus extern "C" { #endif #define PXL8_SIM_FLAG_ALIVE (1 << 0) #define PXL8_SIM_FLAG_PLAYER (1 << 1) #define PXL8_SIM_FLAG_GROUNDED (1 << 2) #define PXL8_SIM_MOVE_SPEED 180.0f #define PXL8_SIM_GROUND_ACCEL 10.0f #define PXL8_SIM_AIR_ACCEL 1.0f #define PXL8_SIM_STOP_SPEED 100.0f #define PXL8_SIM_FRICTION 6.0f #define PXL8_SIM_GRAVITY 800.0f #define PXL8_SIM_JUMP_VELOCITY 200.0f #define PXL8_SIM_PLAYER_RADIUS 16.0f #define PXL8_SIM_MAX_PITCH 1.5f typedef struct pxl8_sim_entity { pxl8_vec3 pos; pxl8_vec3 vel; f32 yaw; f32 pitch; u32 flags; u16 kind; u16 _pad; } pxl8_sim_entity; typedef struct pxl8_sim_world { const pxl8_bsp* bsp; const pxl8_vxl_chunk* vxl; i32 vxl_cx, vxl_cy, vxl_cz; } pxl8_sim_world; bool pxl8_bsp_point_solid(const pxl8_bsp* bsp, pxl8_vec3 pos); pxl8_vec3 pxl8_bsp_trace(const pxl8_bsp* bsp, pxl8_vec3 from, pxl8_vec3 to, f32 radius); bool pxl8_vxl_point_solid(const pxl8_vxl_chunk* chunk, i32 cx, i32 cy, i32 cz, f32 x, f32 y, f32 z); pxl8_vec3 pxl8_vxl_trace(const pxl8_vxl_chunk* chunk, i32 cx, i32 cy, i32 cz, pxl8_vec3 from, pxl8_vec3 to, f32 radius); pxl8_vec3 pxl8_sim_trace(const pxl8_sim_world* world, pxl8_vec3 from, pxl8_vec3 to, f32 radius); bool pxl8_sim_check_ground(const pxl8_sim_world* world, pxl8_vec3 pos, f32 radius); void pxl8_sim_move_player(pxl8_sim_entity* ent, const pxl8_input_msg* input, const pxl8_sim_world* world, f32 dt); void pxl8_sim_integrate(pxl8_sim_entity* ent, const pxl8_sim_world* world, f32 dt); #ifdef __cplusplus } #endif