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
*/
player->gate_waiting = gate;
/* TODO: Add back other logic thats normally here */
+
+#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 )
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 );