X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_common.c;h=87d90560e2d2ab8fda5ff7ea0cbc98dda82ab0f7;hb=1d06671f87a9d24596fc6808d8e0db889a818750;hp=8314048fa3ec953cd79d72ffcb260ebc0132807e;hpb=2dd61c7f0185ec525658ca398801f46e6adccf23;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_common.c b/player_common.c index 8314048..87d9056 100644 --- a/player_common.c +++ b/player_common.c @@ -40,8 +40,10 @@ VG_STATIC void player_camera_portal_correction( player_instance *player ) 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] ); + f32 pol = v3_dot( player->cam.pos, plane ) - plane[3]; + /* check camera polarity */ - if( v3_dot( player->cam.pos, plane ) < plane[3] ) { + if( (pol < 0.0f) || (pol > 5.0f) ) { vg_success( "Plane cleared\n" ); player_apply_transport_to_cam( player->gate_waiting->transport ); player->gate_waiting = NULL; @@ -201,11 +203,13 @@ VG_STATIC void player__cam_iterate( player_instance *player ){ v3_muladds( tpv_offset, cc->cam_velocity_smooth, -0.025f, tpv_offset ); v3_add( tpv_origin, tpv_offset, tpv_pos ); +#if 0 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 ); } +#endif /* * Blend cameras @@ -264,27 +268,24 @@ VG_STATIC void player__cam_iterate( player_instance *player ){ player_camera_portal_correction( player ); } -VG_STATIC void player_look( player_instance *player, v3f angles ) -{ +VG_STATIC void player_look( v3f angles, float speed ){ if( vg_ui.wants_mouse ) return; - float sensitivity = skaterift.time_rate; - angles[2] = 0.0f; v2f mouse_input; v2_copy( vg.mouse_delta, mouse_input ); if( k_invert_y ) mouse_input[1] *= -1.0f; - v2_muladds( angles, mouse_input, 0.0025f * sensitivity, angles ); + v2_muladds( angles, mouse_input, 0.0025f * speed, angles ); v2f jlook; joystick_state( k_srjoystick_look, jlook ); - angles[0] += jlook[0] * vg.time_delta * 4.0f * sensitivity; - float input_y = jlook[1] * vg.time_delta * 4.0f; + angles[0] += jlook[0] * vg.time_frame_delta * 4.0f * speed; + float input_y = jlook[1] * vg.time_frame_delta * 4.0f; if( k_invert_y ) input_y *= -1.0f; - angles[1] += input_y * sensitivity; + angles[1] += input_y * speed; angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f ); }