plish
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
index 08741d3a476e00e22b6ae8b78b3bdfe0f3dd1d00..a43009158aa8baa0cfb0bcd9eb788c38ee325c07 100644 (file)
--- a/player.c
+++ b/player.c
@@ -169,6 +169,17 @@ VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
    m4x4_mul( main_camera.mtx.v,  transport_4, main_camera.mtx.v );
 }
 
+VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d )
+{
+   v3f fwd_dir = { cosf(angles[0]),
+                   0.0f,
+                   sinf(angles[0])};
+   m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
+
+   v3_copy( angles, d );
+   d[0] = atan2f( fwd_dir[2], fwd_dir[0] );
+}
+
 /*
  * Applies gate transport to a player_interface
  */
@@ -178,42 +189,11 @@ void player__pass_gate( player_instance *player, teleport_gate *gate )
    player->gate_waiting = 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 );
-      }
-   }
+#if 0
+   m4x3_mulv( gate->transport, player->follow_pos, player->follow_pos );
+   gate_rotate_angles( gate, player->follow_angles, player->follow_angles );
+#endif
 }
 
 VG_STATIC void player__pre_render( player_instance *player )
@@ -242,23 +222,7 @@ 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 )
@@ -289,6 +253,19 @@ PLAYER_API void player__im_gui( player_instance *player )
 
    vg_uictx.cursor[0] = vg.window_x;
 
+   player__debugtext( 1, "%.2f %.2f %.2f", player->cam.pos[0],
+                                           player->cam.pos[1],
+                                           player->cam.pos[2] );
+   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, "C/K %.2f %.2f (%.2f)", 
+                              player->cam_velocity_coefficient_smooth,
+                              player->cam_velocity_constant_smooth,
+                              player->cam_velocity_influence_smooth );
+
    if( _player_im_gui[ player->subsystem ] )
       _player_im_gui[ player->subsystem ]( player );