v3_lerp( player->tpv_lpf, pco, 20.0f*vg.time_frame_delta, player->tpv_lpf );
/* now move into world */
+ v3f tpv_pos, tpv_offset, tpv_origin;
- m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
- v3f tpv_pos, tpv_offset;
+ /* origin */
+ q_mulv( pq, player->tpv_offset_smooth, tpv_origin );
+ v3_add( tpv_origin, player->tpv_lpf, tpv_origin );
- 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 );
+ /* offset */
+ m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
+ v3_muls( camera_follow_dir, 1.8f, tpv_offset );
+ v3_muladds( tpv_offset, player->cam_velocity_smooth, -0.025f, tpv_offset );
+
+ v3_add( tpv_origin, tpv_offset, tpv_pos );
+ 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 );
+ }
/*
* Blend cameras