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[carveJwlIkooP6JGAAIwe30JlM.git]
/
player_common.c
diff --git
a/player_common.c
b/player_common.c
index 0e0c8a949a0c283c71228e56ccc93ca8d0641dc9..29ae05068a284d85a2c5fd013571232ae6d6878a 100644
(file)
--- a/
player_common.c
+++ b/
player_common.c
@@
-33,8
+33,8
@@
VG_STATIC void player_camera_portal_correction( player_instance *player )
{
/* construct plane equation for reciever gate */
v4f plane;
{
/* 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] )
/* check camera polarity */
if( v3_dot( player->cam.pos, plane ) < plane[3] )
@@
-51,15
+51,6
@@
VG_STATIC void player_camera_portal_correction( player_instance *player )
m4x3_invert_affine( player->gate_waiting->transport, inverse );
m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
m4x3_invert_affine( player->gate_waiting->transport, inverse );
m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
-#if 0
- /* 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] );
-#endif
-
struct skeleton *sk = &player->playeravatar->sk;
skeleton_apply_transform( sk, inverse );
}
struct skeleton *sk = &player->playeravatar->sk;
skeleton_apply_transform( sk, inverse );
}