m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
}
+__attribute__ ((deprecated))
VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d )
{
+ v3_copy( angles, d );
+ return;
+
v3f fwd_dir = { cosf(angles[0]),
0.0f,
sinf(angles[0])};
{
player->gate_waiting = gate;
- gate_rotate_angles( gate, player->angles, player->angles );
m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf );
m3x3_mulv( gate->transport, player->cam_velocity_smooth,
player->cam_velocity_smooth );
+
+ m3x3_copy( player->basis, player->basis_gate );
+
+ 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 );
}
VG_STATIC void player__pre_render( player_instance *player )
_player_post_animate[ player->subsystem ]( player );
struct player_avatar *av = player->playeravatar;
- v3f vp0 = {0.0f,0.1f, 0.6f},
- vp1 = {0.0f,0.1f,-0.6f};
+ v3f vp0 = {0.0f,0.1f, 0.55f},
+ vp1 = {0.0f,0.1f,-0.55f};
m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
vg_uictx.cursor[0] = vg.window_x;
-#if 0
- player__debugtext( 1, "%.2f %.2f %.2f", player->cam.pos[0],
- player->cam.pos[1],
- player->cam.pos[2] );
-#endif
- player__debugtext( 1, "%.2f %.2f %.2f (%.2f)",
- player->cam.angles[0],
- player->cam.angles[1],
- player->cam.angles[2],
- player->cam.fov);
+ player__debugtext( 1, "angles: " PRINTF_v3f( player->cam.angles ) );
+ player__debugtext( 1, "basis: " PRINTF_v4f( player->qbasis ) );
if( _player_im_gui[ player->subsystem ] )
_player_im_gui[ player->subsystem ]( player );
q_identity( player->rb.q );
rb_update_transform( &player->rb );
+ q_identity( player->qbasis );
+ m3x3_identity( player->basis );
+ m3x3_identity( player->invbasis );
+
player->subsystem = k_player_subsystem_walk;
if( _player_reset[ player->subsystem ] )