plish
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
index 72d4810531739f4dfd19bd99e34506eee6cadb35..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
  */
@@ -178,6 +189,11 @@ void player__pass_gate( player_instance *player, teleport_gate *gate )
    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 )
@@ -237,6 +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 );