/* TODO: Add back other logic thats normally here */
}
-VG_STATIC void player_camera_portal_correction( player_instance *player )
-{
- 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] );
-
- struct skeleton *sk = &player->playeravatar->sk;
- skeleton_apply_transform( sk, inverse );
- }
- }
-}
-
VG_STATIC void player__pre_render( player_instance *player )
{
if( _player_animate[ player->subsystem ] )
if( _player_post_animate[ player->subsystem ] )
_player_post_animate[ player->subsystem ]( player );
- /* TODO: eventually, blending code goes here */
-
- float camera_blend_target = 1.0f;
- if( player->camera_mode == k_cam_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_angles( player->cam1.angles, player->cam3.angles,
- t, player->cam.angles );
- v3_lerp( player->cam1.co, player->cam3.co, t, player->cam.pos );
- player->cam.fov = vg_lerpf( 118.0f, 90.0f, t );
-
- player_camera_portal_correction( player );
+ player__cam_iterate( player );
}
PLAYER_API void player__render( camera *cam, player_instance *player )