#pragma once #include "demo3d_bsp.h" #include "pxl8_math.h" #include "demo3d_protocol.h" #include "pxl8_types.h" #ifdef __cplusplus extern "C" { #endif #define DEMO3D_SIM_FLAG_ALIVE (1 << 0) #define DEMO3D_SIM_FLAG_PLAYER (1 << 1) #define DEMO3D_SIM_FLAG_GROUNDED (1 << 2) typedef struct demo3d_sim_config { f32 move_speed; f32 ground_accel; f32 air_accel; f32 stop_speed; f32 friction; f32 gravity; f32 jump_velocity; f32 player_radius; f32 player_height; f32 max_pitch; } demo3d_sim_config; typedef struct demo3d_sim_entity { pxl8_vec3 pos; pxl8_vec3 vel; f32 yaw; f32 pitch; u32 flags; u16 kind; u16 _pad; } demo3d_sim_entity; typedef struct demo3d_sim_world { const demo3d_bsp* chunks[9]; i32 center_cx; i32 center_cz; f32 chunk_size; } demo3d_sim_world; bool demo3d_bsp_point_solid(const demo3d_bsp* bsp, pxl8_vec3 pos); pxl8_vec3 demo3d_bsp_trace(const demo3d_bsp* bsp, pxl8_vec3 from, pxl8_vec3 to, f32 radius); pxl8_vec3 demo3d_sim_trace(const demo3d_sim_world* world, pxl8_vec3 from, pxl8_vec3 to, f32 radius, f32 height); bool demo3d_sim_check_ground(const demo3d_sim_world* world, pxl8_vec3 pos, f32 radius); void demo3d_sim_move_player(demo3d_sim_entity* ent, const demo3d_input_msg* input, const demo3d_sim_world* world, const demo3d_sim_config* cfg, f32 dt); void demo3d_sim_integrate(demo3d_sim_entity* ent, const demo3d_sim_world* world, const demo3d_sim_config* cfg, f32 dt); #ifdef __cplusplus } #endif