v3_muladds( ch->cam_pos, pose->cam, q, ch->cam_pos );
}
+#if 1
static
void character_final_pose( struct character *ch, v3f cog,
character_pose *pose, float q )
character_pose_blend( ch, &npose, q );
}
+#else
+static
+void character_final_pose( struct character *ch, v4f rot,
+ character_pose *pose, float q )
+{
+ character_pose npose;
+
+ m4x3f tr;
+ q_m3x3( rot, tr );
+ v3_zero( tr[3] );
+
+ m4x3_mulv( tr, pose->b0, npose.b0 );
+ m4x3_mulv( tr, pose->b1, npose.b1 );
+ m4x3_mulv( tr, pose->p, npose.p );
+ m4x3_mulv( tr, pose->pl, npose.pl );
+ m4x3_mulv( tr, pose->pr, npose.pr );
+ m4x3_mulv( tr, pose->hl, npose.hl );
+ m4x3_mulv( tr, pose->hr, npose.hr );
+ m4x3_mulv( tr, pose->apl, npose.apl );
+ m4x3_mulv( tr, pose->apr, npose.apr );
+
+ v3_copy( pose->fr, npose.fr );
+ v3_copy( pose->fl, npose.fl );
+ v3_copy( pose->cam, npose.cam );
+
+ character_pose_blend( ch, &npose, q );
+}
+#endif
static void character_yaw_upper( struct character *ch, float yaw )
{
static void character_ragdoll_iter( struct character *ch )
{
- /* TODO: Lots of the RB functions unimplemented here currently */
-
- return;
rb_solver_reset();
for( int i=0; i<PART_COUNT; i++ )
shoe_vel[i] = v3_length( ch->ragdoll[i].v );
/* This used to be 20 iterations */
- for( int i=0; i<5; i++ )
+ for( int i=0; i<10; i++ )
{
float const k_springfactor = 1.0f/20.0f;