struct skeleton *sk = &localplayer.skeleton;
skeleton_setup( sk, vg_mem.rtmemory, meta );
+ localplayer.id_world = skeleton_bone_id( sk, "world" );
localplayer.id_hip = skeleton_bone_id( sk, "hips" );
localplayer.id_chest = skeleton_bone_id( sk, "chest" );
localplayer.id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" );
SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
}
+static void player_mirror_pose( mdl_keyframe pose[32],
+ mdl_keyframe mirrored[32] ){
+ mdl_keyframe temp[32];
+
+ struct skeleton *sk = &localplayer.skeleton;
+ for( u32 i=1; i<sk->bone_count; i ++ ){
+ mdl_keyframe *dest = &temp[i-1];
+ u8 mapping = localplayer.skeleton_mirror[i];
+
+ if( mapping ) *dest = pose[mapping-1]; /* R */
+ else *dest = pose[i-1]; /* L */
+
+ dest->co[2] *= -1.0f;
+ dest->q[0] *= -1.0f;
+ dest->q[1] *= -1.0f;
+ }
+
+ for( u32 i=0; i<sk->bone_count-1; i ++ ){
+ mirrored[i] = temp[i];
+ }
+}
#endif /* PLAYER_RENDER_C */