X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_common.c;h=017aa148a02fe1ca43cd3925d9812d8015111c90;hb=06e5d59a9b7fdd96a2e46f49be85089b43df75ae;hp=7a6861cdc537156d0b6de50bd63a59c01c7f4be4;hpb=76042e561d89b232f04cac8a431b5cd7b30a6b9d;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_common.c b/player_common.c index 7a6861c..017aa14 100644 --- a/player_common.c +++ b/player_common.c @@ -114,6 +114,7 @@ VG_STATIC void player__cam_iterate( player_instance *player ) 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 ); /* @@ -198,77 +199,17 @@ VG_STATIC void player__cam_iterate( player_instance *player ) 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;