+ v3f pco;
+ v4f pq;
+ rb_extrapolate( &player->rb, pco, pq );
+ v3_lerp( player->tpv_lpf, pco, 20.0f*vg.time_frame_delta, player->tpv_lpf );
+
+ /* now move into world */
+ v3f tpv_pos, tpv_offset, tpv_origin;
+
+ /* origin */
+ q_mulv( pq, player->tpv_offset_smooth, tpv_origin );
+ v3_add( tpv_origin, player->tpv_lpf, tpv_origin );
+
+ /* offset */
+ m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
+ v3_muls( camera_follow_dir, 1.8f, tpv_offset );
+ v3_muladds( tpv_offset, player->cam_velocity_smooth, -0.025f, tpv_offset );
+
+ v3_add( tpv_origin, tpv_offset, tpv_pos );
+ f32 t; v3f n;
+ if( spherecast_world( world_current_instance(), tpv_origin, tpv_pos,
+ 0.2f, &t, n ) != -1 ){
+ v3_lerp( tpv_origin, tpv_pos, t, tpv_pos );
+ }
+
+ /*
+ * Blend cameras
+ */
+ v3_lerp( tpv_pos, fpv_pos, player->camera_type_blend, player->cam.pos );
+ v3_copy( player->angles, player->cam.angles );
+
+ /* Camera shake */
+ f32 speed = v3_length(player->rb.v),
+ strength = k_cam_shake_strength * speed;
+ player->cam_trackshake += speed*k_cam_shake_trackspeed*vg.time_frame_delta;
+
+ v2f rnd = {perlin1d( player->cam_trackshake, 1.0f, 4, 20 ),
+ perlin1d( player->cam_trackshake, 1.0f, 4, 63 ) };
+ v2_muladds( player->cam.angles, rnd, strength, player->cam.angles );
+
+ v3f Fd, Fs, F;
+ v3_muls( player->cam_land_punch_v, -k_cam_damp, Fd );
+ v3_muls( player->cam_land_punch, -k_cam_spring, Fs );
+ v3_muladds( player->cam_land_punch, player->cam_land_punch_v,
+ vg.time_frame_delta, player->cam_land_punch );
+ v3_add( Fd, Fs, F );
+ v3_muladds( player->cam_land_punch_v, F, vg.time_frame_delta,
+ player->cam_land_punch_v );
+ v3_add( player->cam_land_punch, player->cam.pos, player->cam.pos );
+
+ /* override camera */
+ player->cam.angles[0] =
+ vg_alerpf( player->cam.angles[0], player->cam_override_angles[0],
+ player->cam_override_strength );
+ player->cam.angles[1] =
+ vg_lerpf ( player->cam.angles[1], player->cam_override_angles[1],
+ player->cam_override_strength );
+ v3_lerp( player->cam.pos, player->cam_override_pos,
+ player->cam_override_strength, player->cam.pos );
+ player->cam.fov = vg_lerpf( player->cam.fov, player->cam_override_fov,
+ player->cam_override_strength );
+
+
+ if( k_cinema >= 0.0001f ){
+ ent_camera *cam = NULL;
+ f32 min_dist = k_cinema;
+
+ world_instance *world = player->viewable_world;
+ for( u32 i=0; i<mdl_arrcount(&world->ent_camera); i++ ){
+ ent_camera *c = mdl_arritm(&world->ent_camera,i);
+
+ f32 dist = v3_dist( c->transform.co, player->rb.co );
+
+ if( dist < min_dist ){
+ min_dist = dist;
+ cam = c;
+ }
+ }
+
+ if( cam ){
+ player->cam.fov = cam->fov;
+ v3_copy( cam->transform.co, player->cam.pos );
+ v3f v0;
+ if( k_cinema_fixed )
+ mdl_transform_vector( &cam->transform, (v3f){0.0f,-1.0f,0.0f}, v0 );
+ else v3_sub( player->rb.co, cam->transform.co, v0 );
+ m3x3_mulv( player->invbasis, v0, v0 );
+ player_vector_angles( player->cam.angles, v0, 1.0f, 0.0f );
+ }
+ }