X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.c;h=72d4810531739f4dfd19bd99e34506eee6cadb35;hb=5a6199fecf8afcff4b4ef2d341a0dfd0e220420d;hp=08741d3a476e00e22b6ae8b78b3bdfe0f3dd1d00;hpb=e3bf80ff27b675f5e7f87dcebd16fab6fe08df7a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.c b/player.c index 08741d3..72d4810 100644 --- a/player.c +++ b/player.c @@ -180,42 +180,6 @@ void player__pass_gate( player_instance *player, teleport_gate *gate ) /* TODO: Add back other logic thats normally here */ } -VG_STATIC void player_camera_portal_correction( player_instance *player ) -{ - if( player->gate_waiting ) - { - /* 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] ); - - /* 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; - } - else - { - /* de-transform camera and player back */ - m4x3f inverse; - 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 ); - } - } -} - VG_STATIC void player__pre_render( player_instance *player ) { if( _player_animate[ player->subsystem ] ) @@ -242,23 +206,7 @@ VG_STATIC void player__pre_render( player_instance *player ) if( _player_post_animate[ player->subsystem ] ) _player_post_animate[ player->subsystem ]( player ); - /* TODO: eventually, blending code goes here */ - - float camera_blend_target = 1.0f; - if( player->camera_mode == k_cam_firstperson ) - camera_blend_target = 0.0f; - - player->camera_type_blend = vg_lerpf( player->camera_type_blend, - camera_blend_target, - 5.0f * vg.frame_delta ); - - float t = player->camera_type_blend; - camera_lerp_angles( player->cam1.angles, player->cam3.angles, - t, player->cam.angles ); - v3_lerp( player->cam1.co, player->cam3.co, t, player->cam.pos ); - player->cam.fov = vg_lerpf( 118.0f, 90.0f, t ); - - player_camera_portal_correction( player ); + player__cam_iterate( player ); } PLAYER_API void player__render( camera *cam, player_instance *player )