dynamic_model_unload( &board->mdl );
}
-static void player_apply_pose_to_skeleton(void){
- struct skeleton *sk = &localplayer.playeravatar->sk;
- player_pose *pose = &localplayer.pose;
-
+static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
+ m4x3f *final_mtx ){
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 );
+ skeleton_apply_pose( sk, pose->keyframes,
+ k_anim_apply_defer_ik, final_mtx );
+ skeleton_apply_ik_pass( sk, final_mtx );
+ skeleton_apply_pose( sk, pose->keyframes,
+ k_anim_apply_deffered_only, final_mtx );
+ skeleton_apply_inverses( sk, final_mtx );
+ skeleton_apply_transform( sk, transform, final_mtx );
}
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 );
+ skeleton_apply_pose( sk, pose->keyframes,
+ k_anim_apply_always, final_mtx );
+ skeleton_apply_inverses( sk, final_mtx );
+ skeleton_apply_transform( sk, transform, final_mtx );
}
}
localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
}
- player_apply_pose_to_skeleton();
- skeleton_debug( sk );
+ apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose,
+ localplayer.final_mtx );
+ skeleton_debug( sk, localplayer.final_mtx );
if( sys->post_animate )
sys->post_animate();
}
else return;
- player_apply_pose_to_skeleton();
+ apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose,
+ localplayer.final_mtx );
}
static void player__pre_render(void){
}
struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting;
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
+ m4x3_mulv( localplayer.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
+ m4x3_mulv( localplayer.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
}
static void render_board( camera *cam, world_instance *world,
static void render_playermodel( camera *cam, world_instance *world,
int depth_compare,
struct player_model *model,
- struct skeleton *skeleton ){
+ struct skeleton *skeleton,
+ m4x3f *final_mtx ){
if( !model ) return;
shader_model_character_view_use();
glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
skeleton->bone_count,
0,
- (float *)skeleton->final_mtx );
+ (f32 *)final_mtx );
mesh_bind( &model->mdl.mesh );
mesh_draw( &model->mdl.mesh );
localplayer.playermodel_view_slot );
if( !model ) model = &localplayer.fallback_model;
- render_playermodel( cam, world, 1, model, &localplayer.playeravatar->sk );
+ render_playermodel( cam, world, 1, model, &localplayer.playeravatar->sk,
+ localplayer.final_mtx );
struct player_board *board =
addon_cache_item_if_loaded( k_addon_type_board,
localplayer.board_view_slot );
- render_board( cam, world, board, localplayer.playeravatar->sk.final_mtx[
- localplayer.playeravatar->id_board],
+ render_board( cam, world, board, localplayer.final_mtx[
+ localplayer.playeravatar->id_board],
&localplayer.pose.board,
k_board_shader_player );