+ /* TODO: eventually, blending code goes here */
+
+ float camera_blend_target = 1.0f;
+ if( player->camera_mode == k_camera_mode_firstperson )
+ camera_blend_target = 0.0f;
+
+ player->camera_type_blend = vg_lerpf( player->camera_type_blend,
+ camera_blend_target,
+ 5.0f * vg.frame_delta );
+
+ float t = player->camera_type_blend;
+ camera_lerp( &dev->cam_1st, &dev->cam_3rd, t, &player->cam );
+ player->cam.fov = vg_lerpf( 118.0f, 90.0f, t );
+
+ if( player->gate_waiting )
+ {
+ /* 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] );
+
+ /* 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] );
+
+ skeleton_apply_transform( sk, inverse );
+ }
+ }
+
+#if 0
+ v3_copy( player->dev.cam_1st.pos, player->cam.pos );
+ v3_copy( player->dev.cam_1st.angles, player->cam.angles );
+ player->cam.fov = player->dev.cam_1st.fov;
+#endif