dont remember
[carveJwlIkooP6JGAAIwe30JlM.git] / player_common.c
index 3ce7c9cdc7d6143aaf52c77a8f6dc49e81ba0abf..e0343a07aee2fca7ef644f73af9dcfabb7768882 100644 (file)
@@ -23,6 +23,7 @@ VG_STATIC float player_get_heading_yaw( player_instance *player )
 {
    v3f xz;
    q_mulv( player->rb.q, (v3f){ 0.0f,0.0f,1.0f }, xz );
+   m3x3_mulv( player->invbasis, xz, xz );
    return atan2f( xz[0], xz[2] );
 }
 
@@ -32,8 +33,8 @@ VG_STATIC void player_camera_portal_correction( player_instance *player )
    {
       /* construct plane equation for reciever gate */
       v4f plane;
-      v3_copy( player->gate_waiting->recv_to_world[2], plane );
-      plane[3] = v3_dot( plane, player->gate_waiting->recv_to_world[3] );
+      q_mulv( player->gate_waiting->q[1], (v3f){0.0f,0.0f,1.0f}, plane );
+      plane[3] = v3_dot( plane, player->gate_waiting->co[1] );
 
       /* check camera polarity */
       if( v3_dot( player->cam.pos, plane ) < plane[3] ) 
@@ -41,6 +42,7 @@ VG_STATIC void player_camera_portal_correction( player_instance *player )
          vg_success( "Plane cleared\n" );
          player_apply_transport_to_cam( player->gate_waiting->transport );
          player->gate_waiting = NULL;
+         player->viewable_world = get_active_world();
       }
       else
       {
@@ -49,34 +51,28 @@ VG_STATIC void player_camera_portal_correction( player_instance *player )
          m4x3_invert_affine( player->gate_waiting->transport, inverse );
          m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
 
-         /* TODO: Find robust method for this */
-         v3f fwd_dir = { cosf(player->cam.angles[0]),
-                         0.0f,
-                         sinf(player->cam.angles[0])};
-         m3x3_mulv( inverse, fwd_dir, fwd_dir );
-         player->cam.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
-
          struct skeleton *sk = &player->playeravatar->sk;
          skeleton_apply_transform( sk, inverse );
       }
    }
 }
 
+static v3f TEMP_TPV_EXTRA;
+
 VG_STATIC void player__cam_iterate( player_instance *player )
 {
    struct player_avatar *av = player->playeravatar;
 
-   if( player->subsystem == k_player_subsystem_walk )
-   {
+   if( player->subsystem == k_player_subsystem_walk ){
       v3_copy( (v3f){-0.1f,1.8f,0.0f}, player->fpv_viewpoint );
       v3_copy( (v3f){0.0f,0.0f,0.0f}, player->fpv_offset );
       v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
    }
-   else
-   {
+   else{
       v3_copy( (v3f){0.0f,1.8f,0.0f}, player->fpv_viewpoint );
       v3_copy( (v3f){-0.35f,0.0f,0.0f}, player->fpv_offset );
       v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
+      v3_add( TEMP_TPV_EXTRA, player->tpv_offset, player->tpv_offset );
    }
 
    player->cam_velocity_constant = 0.25f;
@@ -137,7 +133,10 @@ VG_STATIC void player__cam_iterate( player_instance *player )
    v3f velocity_angles;
    v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.frame_delta, 
             player->cam_velocity_smooth );
-   player_vector_angles( velocity_angles, player->cam_velocity_smooth,
+
+   v3f velocity_local;
+   m3x3_mulv( player->invbasis, player->cam_velocity_smooth, velocity_local );
+   player_vector_angles( velocity_angles, velocity_local,
                          player->cam_velocity_coefficient_smooth,
                          player->cam_velocity_constant_smooth );
 
@@ -155,10 +154,13 @@ VG_STATIC void player__cam_iterate( player_instance *player )
     */
 
    /* no idea what this technique is called, it acts like clamped position based 
-    * on some derivative of where the final camera would end up .... */
+    * on some derivative of where the final camera would end up ....
+    *
+    * it is done in the local basis then transformed back */
 
    v3f future;
    v3_muls( player->rb.v, 0.4f*vg.frame_delta, future );
+   m3x3_mulv( player->invbasis, future, future );
 
    v3f camera_follow_dir = 
       { -sinf( player->angles[0] ) * cosf( player->angles[1] ),
@@ -173,14 +175,9 @@ VG_STATIC void player__cam_iterate( player_instance *player )
    follow_angles[0] = atan2f( -v0[0], v0[2] );
    follow_angles[1] = 0.3f + velocity_angles[1] * 0.2f;
 
-   float ya = atan2f
-      ( 
-          -player->cam_velocity_smooth[1], 
-           30.0f
-      );
+   float ya = atan2f( -velocity_local[1], 30.0f );
 
    follow_angles[1] = 0.3f + ya;
-
    camera_lerp_angles( player->angles, follow_angles,
                         inf_tpv,
                         player->angles );
@@ -190,13 +187,16 @@ VG_STATIC void player__cam_iterate( player_instance *player )
    rb_extrapolate( &player->rb, pco, pq );
    v3_lerp( player->tpv_lpf, pco, 20.0f*vg.frame_delta, player->tpv_lpf );
 
+   /* now move into world */
+
+   m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
    v3f tpv_pos, tpv_offset;
+
    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 );
 
-
    /* 
     * Blend cameras 
     */