-VG_STATIC void player_animate( player_instance *player ){
- if( _player_animate[ player->subsystem ] ){
- player_animation res;
- res.type = k_player_animation_type_fk;
+VG_STATIC void player_apply_pose_to_skeleton( player_instance *player ){
+ struct skeleton *sk = &player->playeravatar->sk;
+ player_pose *pose = &player->pose;
+
+ m4x3f transform;
+ q_m3x3( pose->root_q, transform );
+ v3_copy( pose->root_co, transform[3] );
+
+ if( pose->type == k_player_pose_type_ik ){
+ skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_defer_ik );
+ skeleton_apply_ik_pass( sk );
+ skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_deffered_only );
+ skeleton_apply_inverses( sk );
+ skeleton_apply_transform( sk, transform );
+ }
+ else if( pose->type == k_player_pose_type_fk_2 ){
+ skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_always );
+ skeleton_apply_inverses( sk );
+ skeleton_apply_transform( sk, transform );
+ }
+}