{
v3f xz;
q_mulv( player->rb.q, (v3f){ 0.0f,0.0f,1.0f }, xz );
+ m3x3_mulv( player->invbasis, xz, xz );
return atan2f( xz[0], xz[2] );
}
{
/* construct plane equation for reciever gate */
v4f plane;
- v3_copy( player->gate_waiting->recv_to_world[2], plane );
- plane[3] = v3_dot( plane, player->gate_waiting->recv_to_world[3] );
+ q_mulv( player->gate_waiting->q[1], (v3f){0.0f,0.0f,1.0f}, plane );
+ plane[3] = v3_dot( plane, player->gate_waiting->co[1] );
/* check camera polarity */
if( v3_dot( player->cam.pos, plane ) < plane[3] )
vg_success( "Plane cleared\n" );
player_apply_transport_to_cam( player->gate_waiting->transport );
player->gate_waiting = NULL;
+ player->viewable_world = get_active_world();
}
else
{
m4x3_invert_affine( player->gate_waiting->transport, inverse );
m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
- /* TODO: Find robust method for this */
- v3f fwd_dir = { cosf(player->cam.angles[0]),
- 0.0f,
- sinf(player->cam.angles[0])};
- m3x3_mulv( inverse, fwd_dir, fwd_dir );
- player->cam.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
-
struct skeleton *sk = &player->playeravatar->sk;
skeleton_apply_transform( sk, inverse );
}
player->cam_velocity_constant,
vg.frame_delta * 8.0f );
+ enum camera_mode target_mode = player->camera_mode;
+
+ if( player->subsystem == k_player_subsystem_dead )
+ target_mode = k_cam_thirdperson;
+
player->camera_type_blend =
vg_lerpf( player->camera_type_blend,
- (player->camera_mode == k_cam_firstperson)? 1.0f: 0.0f,
+ (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
5.0f * vg.frame_delta );
v3_lerp( player->fpv_viewpoint_smooth, player->fpv_viewpoint,
v3f velocity_angles;
v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.frame_delta,
player->cam_velocity_smooth );
- player_vector_angles( velocity_angles, player->cam_velocity_smooth,
+
+ v3f velocity_local;
+ m3x3_mulv( player->invbasis, player->cam_velocity_smooth, velocity_local );
+ player_vector_angles( velocity_angles, velocity_local,
player->cam_velocity_coefficient_smooth,
player->cam_velocity_constant_smooth );
*/
/* no idea what this technique is called, it acts like clamped position based
- * on some derivative of where the final camera would end up .... */
+ * on some derivative of where the final camera would end up ....
+ *
+ * it is done in the local basis then transformed back */
v3f future;
v3_muls( player->rb.v, 0.4f*vg.frame_delta, future );
+ m3x3_mulv( player->invbasis, future, future );
v3f camera_follow_dir =
{ -sinf( player->angles[0] ) * cosf( player->angles[1] ),
follow_angles[0] = atan2f( -v0[0], v0[2] );
follow_angles[1] = 0.3f + velocity_angles[1] * 0.2f;
- float ya = atan2f
- (
- -player->cam_velocity_smooth[1],
- 30.0f
- );
+ float ya = atan2f( -velocity_local[1], 30.0f );
follow_angles[1] = 0.3f + ya;
-
camera_lerp_angles( player->angles, follow_angles,
inf_tpv,
player->angles );
rb_extrapolate( &player->rb, pco, pq );
v3_lerp( player->tpv_lpf, pco, 20.0f*vg.frame_delta, player->tpv_lpf );
+ /* now move into world */
+
+ m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
v3f tpv_pos, tpv_offset;
+
v3_muladds( player->tpv_lpf, camera_follow_dir, 1.8f, tpv_pos );
q_mulv( pq, player->tpv_offset_smooth, tpv_offset );
v3_add( tpv_offset, tpv_pos, tpv_pos );
v3_muladds( tpv_pos, player->cam_velocity_smooth, -0.025f, tpv_pos );
-
/*
* Blend cameras
*/