vg.frame_delta * 8.0f, player->tpv_offset_smooth );
/* fov -- simple blend */
+ /* FIXME: cl_fov */
player->cam.fov = vg_lerpf( 97.0f, 118.0f, player->camera_type_blend );
/*
v3_lerp( tpv_pos, fpv_pos, player->camera_type_blend, player->cam.pos );
v3_copy( player->angles, player->cam.angles );
-#if 0
- /*
- * Follow camera
- */
- v3_lerp( player->follow_pos, player->follow_pos_target,
- vg.frame_delta * 15.0f, player->follow_pos );
- camera_lerp_angles( player->follow_angles, player->follow_angles_target,
- vg.frame_delta * 18.0f, player->follow_angles );
-
- /*
- * Fpv camera
- */
- v3_lerp( player->fpv_offset, player->fpv_offset_target,
- vg.frame_delta * 6.0f, player->fpv_offset );
-
- /*
- * Mix follow / override cameras
- */
- player->camera_type_blend =
- vg_lerpf( player->camera_type_blend,
- (player->camera_mode == k_cam_firstperson)? 1.0f: 0.0f,
- 5.0f * vg.frame_delta );
- float t = player->camera_type_blend;
-
- v3f p0, p1, a0, a1;
- v3_lerp( player->follow_pos, player->override_pos,
- player->cam_position_override_strength, p1 );
- camera_lerp_angles( player->follow_angles, player->override_angles,
- player->cam_angles_override_strength, a1 );
-
- v3_copy( player->fpv_pos, p0 );
- v3_copy( player->fpv_angles, a0 );
-
- v3_lerp( p0, p1, player->camera_type_blend, player->cam.pos );
- camera_lerp_angles( a0, a1, player->camera_type_blend, player->cam.angles );
-
-
-#endif
- /* FIXME: cl_fov */
-#if 0
float Fd = -player->cam_land_punch_v * k_cam_damp,
Fs = -player->cam_land_punch * k_cam_spring;
player->cam_land_punch += player->cam_land_punch_v * vg.frame_delta;
player->cam_land_punch_v += ( Fd + Fs ) * vg.frame_delta;
player->cam.angles[1] += player->cam_land_punch;
-#endif
/* portal transitions */
player_camera_portal_correction( player );
}
-#if 0
-VG_STATIC void player_set_follower_subject( player_instance *player,
- v3f subj )
-{
- v3f dir;
- v3_sub( subj, player->follow_pos, dir );
-
- if( v3_length2( dir ) < 0.1f*0.1f )
- v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, dir ); /* FIXME */
- else
- v3_normalize( dir );
-
- dir[1] *= 0.0f;
-
- v3_muladds( subj, dir, -2.0f, player->follow_pos_target );
- player_vector_angles( player->follow_angles_target, dir, 1.0f, 0.2f );
-}
-#endif
-
VG_STATIC void player_look( player_instance *player, v3f angles )
{
angles[2] = 0.0f;