m4x3_expand( transport_i, transport_4 );
m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
+
+ /* we want the regular transform here no the inversion */
+ m4x3_expand( transport, transport_4 );
+ m4x4_mul( gate_camera.mtx.pv, transport_4, gate_camera.mtx.pv );
+ m4x4_mul( gate_camera.mtx.v, transport_4, gate_camera.mtx.v );
}
+__attribute__ ((deprecated))
VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d )
{
+ v3_copy( angles, d );
+ return;
+
v3f fwd_dir = { cosf(angles[0]),
0.0f,
sinf(angles[0])};
* Applies gate transport to a player_interface
*/
PLAYER_API
-void player__pass_gate( player_instance *player, teleport_gate *gate )
+void player__pass_gate( player_instance *player, struct gate_hit *hit )
{
- player->gate_waiting = gate;
+ player->gate_waiting = hit->gate;
+
+ m4x3_mulv( hit->gate->transport, player->tpv_lpf, player->tpv_lpf );
+ m3x3_mulv( hit->gate->transport, player->cam_velocity_smooth,
+ player->cam_velocity_smooth );
+
+ m3x3_copy( player->basis, player->basis_gate );
+
+ v4f q;
+ m3x3_q( hit->gate->transport, q );
+ q_mul( q, player->qbasis, player->qbasis );
+ q_normalize( player->qbasis );
+ q_m3x3( player->qbasis, player->basis );
+ m3x3_transpose( player->basis, player->invbasis );
- gate_rotate_angles( gate, player->angles, player->angles );
- m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf );
- m3x3_mulv( gate->transport, player->cam_velocity_smooth,
- player->cam_velocity_smooth );
+ if( hit->nonlocal )
+ world_global.active_world = hit->nonlocal->target_map_index;
}
VG_STATIC void player__pre_render( player_instance *player )
PLAYER_API void player__render( camera *cam, player_instance *player )
{
- shader_viewchar_use();
+ shader_model_character_view_use();
vg_tex2d_bind( player->playertex, 0 );
- shader_viewchar_uTexMain( 0 );
- shader_viewchar_uCamera( cam->transform[3] );
- shader_viewchar_uPv( cam->mtx.pv );
- shader_link_standard_ub( _shader_viewchar.id, 2 );
- glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
+ shader_model_character_view_uTexMain( 0 );
+ shader_model_character_view_uCamera( cam->transform[3] );
+ shader_model_character_view_uPv( cam->mtx.pv );
+
+ world_instance *world = get_active_world();
+ world_link_lighting_ub( world, _shader_model_character_view.id );
+ world_bind_position_texture( world, _shader_model_character_view.id,
+ _uniform_model_character_view_g_world_depth, 2 );
+
+ glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
player->playeravatar->sk.bone_count,
0,
(float *)player->playeravatar->sk.final_mtx );
vg_uictx.cursor[0] = vg.window_x;
-#if 0
- player__debugtext( 1, "%.2f %.2f %.2f", player->cam.pos[0],
- player->cam.pos[1],
- player->cam.pos[2] );
-#endif
- 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, "angles: " PRINTF_v3f( player->cam.angles ) );
+ player__debugtext( 1, "basis: " PRINTF_v4f( player->qbasis ) );
if( _player_im_gui[ player->subsystem ] )
_player_im_gui[ player->subsystem ]( player );
q_identity( player->rb.q );
rb_update_transform( &player->rb );
+ q_identity( player->qbasis );
+ m3x3_identity( player->basis );
+ m3x3_identity( player->invbasis );
+
player->subsystem = k_player_subsystem_walk;
+ player->viewable_world = get_active_world();
if( _player_reset[ player->subsystem ] )
_player_reset[ player->subsystem ]( player, rp );