stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / character.h
index daa2e991bae10f6a6884ffedc58174de55459182..df05295611492ecb41cbafafd266bf9623830c50 100644 (file)
@@ -434,6 +434,7 @@ void character_pose_blend( struct character *ch, character_pose *pose, float q )
    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 )
@@ -466,6 +467,34 @@ void character_final_pose( struct character *ch, v3f cog,
    
    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 )
 {
@@ -884,9 +913,6 @@ static void character_debug_ragdoll( struct character *ch )
 
 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++ )
@@ -904,7 +930,7 @@ static void character_ragdoll_iter( struct character *ch )
          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;