small compression
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index 2cf0e283e5736109f61f914a0bd5f4a8e6e1c7b4..92aecbe5635578f0f72706d5d49e1d1fb8ecae0b 100644 (file)
@@ -25,6 +25,7 @@ static void player_avatar_load( struct player_avatar *av, const char *path ){
    skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
 
    av->id_hip        = skeleton_bone_id( sk, "hips" );
+   av->id_chest      = skeleton_bone_id( sk, "chest" );
    av->id_ik_hand_l  = skeleton_bone_id( sk, "hand.IK.L" );
    av->id_ik_hand_r  = skeleton_bone_id( sk, "hand.IK.R" );
    av->id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
@@ -170,17 +171,22 @@ static void player__animate(void){
    assert( sys->animator_data );
 
    sys->animate();
-   sys->pose( sys->animator_data, &localplayer.pose );
+
+   player_pose *pose = &localplayer.pose;
+   sys->pose( sys->animator_data, pose );
 
    struct skeleton *sk = &localplayer.playeravatar->sk;
 
    if( localplayer.holdout_time > 0.0f ){
-      player_pose *pose = &localplayer.pose;
       skeleton_lerp_pose( sk, 
                           pose->keyframes,localplayer.holdout_pose.keyframes, 
                           localplayer.holdout_time, pose->keyframes );
+
+      v3_muladds( pose->root_co, localplayer.holdout_pose.root_co, 
+                  localplayer.holdout_time, pose->root_co );
       q_nlerp( pose->root_q, localplayer.holdout_pose.root_q, 
                localplayer.holdout_time, pose->root_q );
+
       localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
    }
 
@@ -428,7 +434,7 @@ static void render_playermodel( camera *cam, world_instance *world,
    glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
                          skeleton->bone_count,
                          0,
-                         (f32 *)final_mtx );
+                         (const GLfloat *)final_mtx );
    
    mesh_bind( &model->mdl.mesh );
    mesh_draw( &model->mdl.mesh );