- /* 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;
- }
- else
- {
- /* de-transform camera and player back */
- m4x3f inverse;
- 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 );
- }
- }
+ v4f q;
+ m3x3_q( gate->transport, q );
+ q_mul( q, player->qbasis, player->qbasis );
+ q_normalize( player->qbasis );
+ q_m3x3( player->qbasis, player->basis );
+ m3x3_transpose( player->basis, player->invbasis );