cam rework
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
index 08741d3a476e00e22b6ae8b78b3bdfe0f3dd1d00..72d4810531739f4dfd19bd99e34506eee6cadb35 100644 (file)
--- a/player.c
+++ b/player.c
@@ -180,42 +180,6 @@ void player__pass_gate( player_instance *player, teleport_gate *gate )
    /* 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 ] )
@@ -242,23 +206,7 @@ VG_STATIC void player__pre_render( player_instance *player )
    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 )