{
/* 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] )
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
{
m4x3_invert_affine( player->gate_waiting->transport, inverse );
m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
-#if 0
- /* 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] );
-#endif
-
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;