v3_lerp( player->tpv_lpf, pco, 20.0f*vg.time_frame_delta, player->tpv_lpf );
/* now move into world */
+ v3f tpv_pos, tpv_offset, tpv_origin;
- m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
- v3f tpv_pos, tpv_offset;
+ /* origin */
+ q_mulv( pq, player->tpv_offset_smooth, tpv_origin );
+ v3_add( tpv_origin, player->tpv_lpf, tpv_origin );
- v3_muladds( player->tpv_lpf, camera_follow_dir, 1.8f, tpv_pos );
- q_mulv( pq, player->tpv_offset_smooth, tpv_offset );
- v3_add( tpv_offset, tpv_pos, tpv_pos );
- v3_muladds( tpv_pos, player->cam_velocity_smooth, -0.025f, tpv_pos );
+ /* offset */
+ m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
+ v3_muls( camera_follow_dir, 1.8f, tpv_offset );
+ v3_muladds( tpv_offset, player->cam_velocity_smooth, -0.025f, tpv_offset );
+
+ v3_add( tpv_origin, tpv_offset, tpv_pos );
+ f32 t; v3f n;
+ if( spherecast_world( world_current_instance(), tpv_origin, tpv_pos,
+ 0.2f, &t, n ) != -1 ){
+ v3_lerp( tpv_origin, tpv_pos, t, tpv_pos );
+ }
/*
* Blend cameras
angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
}
-struct player_board *player_get_player_board( struct player_instance *player )
-{
- struct player_board *board = NULL;
-
+struct player_board *player_get_player_board( struct player_instance *player ){
if( localplayer.board_view_slot ){
struct cache_board *cache_view = localplayer.board_view_slot;
if( cache_view->state == k_cache_board_state_loaded ){
- board = &cache_view->board;
+ return &cache_view->board;
+ }
+ }
+
+ return NULL;
+}
+
+struct player_model *player_get_player_model( struct player_instance *player ){
+ if( localplayer.playermodel_view_slot ){
+ struct cache_playermodel *cache_view = localplayer.playermodel_view_slot;
+ if( cache_view->state == k_cache_board_state_loaded ){
+ return &cache_view->model;
}
}
- return board;
+ return NULL;
}
#endif /* PLAYER_COMMON_C */