bindable_count;
};
-VG_STATIC u32 skeleton_bone_id( struct skeleton *skele, const char *name )
+static u32 skeleton_bone_id( struct skeleton *skele, const char *name )
{
for( u32 i=1; i<skele->bone_count; i++ ){
if( !strcmp( skele->bones[i].name, name ))
return 0;
}
-VG_STATIC void keyframe_copy_pose( mdl_keyframe *kfa, mdl_keyframe *kfb,
+static void keyframe_copy_pose( mdl_keyframe *kfa, mdl_keyframe *kfb,
int num )
{
for( int i=0; i<num; i++ )
/* apply a rotation from the perspective of root */
-VG_STATIC void keyframe_rotate_around( mdl_keyframe *kf,
+static void keyframe_rotate_around( mdl_keyframe *kf,
v3f origin, v3f offset, v4f q )
{
v3f v0, co;
/*
* Lerp between two sets of keyframes and store in dest. Rotations use Nlerp.
*/
-VG_STATIC void keyframe_lerp_pose( mdl_keyframe *kfa, mdl_keyframe *kfb,
+static void keyframe_lerp_pose( mdl_keyframe *kfa, mdl_keyframe *kfb,
float t, mdl_keyframe *kfd, int count )
{
if( t <= 0.0001f ){
}
}
-VG_STATIC
+static
void skeleton_lerp_pose( struct skeleton *skele,
mdl_keyframe *kfa, mdl_keyframe *kfb, float t,
mdl_keyframe *kfd )
keyframe_lerp_pose( kfa, kfb, t, kfd, skele->bone_count-1 );
}
-VG_STATIC void skeleton_copy_pose( struct skeleton *skele,
+static void skeleton_copy_pose( struct skeleton *skele,
mdl_keyframe *kfa, mdl_keyframe *kfd )
{
keyframe_copy_pose( kfa, kfd, skele->bone_count-1 );
* Sample animation between 2 closest frames using time value. Output is a
* keyframe buffer that is allocated with an appropriate size
*/
-VG_STATIC void skeleton_sample_anim( struct skeleton *skele,
+static void skeleton_sample_anim( struct skeleton *skele,
struct skeleton_anim *anim,
float time,
mdl_keyframe *output )
skeleton_lerp_pose( skele, base, nbase, t, output );
}
-VG_STATIC int skeleton_sample_anim_clamped( struct skeleton *skele,
+static int skeleton_sample_anim_clamped( struct skeleton *skele,
struct skeleton_anim *anim,
float time,
mdl_keyframe *output )
}
anim_apply;
-VG_STATIC
+static
int should_apply_bone( struct skeleton *skele, u32 id, anim_apply type )
{
struct skeleton_bone *sb = &skele->bones[ id ],
/*
* Apply block of keyframes to skeletons final pose
*/
-VG_STATIC void skeleton_apply_pose( struct skeleton *skele, mdl_keyframe *pose,
+static void skeleton_apply_pose( struct skeleton *skele, mdl_keyframe *pose,
anim_apply passtype )
{
if( passtype == k_anim_apply_absolute ){
/*
* Take the final matrices and decompose it into an absolute positioned anim
*/
-VG_STATIC void skeleton_decompose_mtx_absolute( struct skeleton *skele,
+static void skeleton_decompose_mtx_absolute( struct skeleton *skele,
mdl_keyframe *anim ){
for( u32 i=1; i<skele->bone_count; i++ ){
struct skeleton_bone *sb = &skele->bones[i];
* creates the reference inverse matrix for an IK bone, as it has an initial
* intrisic rotation based on the direction that the IK is setup..
*/
-VG_STATIC void skeleton_inverse_for_ik( struct skeleton *skele,
+static void skeleton_inverse_for_ik( struct skeleton *skele,
v3f ivaxis,
u32 id, m3x3f inverse )
{
/*
* Creates inverse rotation matrices which the IK system uses.
*/
-VG_STATIC void skeleton_create_inverses( struct skeleton *skele )
+static void skeleton_create_inverses( struct skeleton *skele )
{
/* IK: inverse 'plane-bone space' axis '(^axis,^bone,...)[base] */
for( u32 i=0; i<skele->ik_count; i++ ){
/*
* Apply a model matrix to all bones, should be done last
*/
-VG_STATIC
+static
void skeleton_apply_transform( struct skeleton *skele, m4x3f transform )
{
for( u32 i=0; i<skele->bone_count; i++ ){
* Apply an inverse matrix to all bones which maps vertices from bind space into
* bone relative positions
*/
-VG_STATIC void skeleton_apply_inverses( struct skeleton *skele )
+static void skeleton_apply_inverses( struct skeleton *skele )
{
for( u32 i=0; i<skele->bone_count; i++ ){
struct skeleton_bone *sb = &skele->bones[i];
/*
* Apply all IK modifiers (2 bone ik reference from blender is supported)
*/
-VG_STATIC void skeleton_apply_ik_pass( struct skeleton *skele )
+static void skeleton_apply_ik_pass( struct skeleton *skele )
{
for( u32 i=0; i<skele->ik_count; i++ ){
struct skeleton_ik *ik = &skele->ik[i];
* Applies the typical operations that you want for an IK rig:
* Pose, IK, Pose(deferred), Inverses, Transform
*/
-VG_STATIC void skeleton_apply_standard( struct skeleton *skele, mdl_keyframe *pose,
+static void skeleton_apply_standard( struct skeleton *skele, mdl_keyframe *pose,
m4x3f transform )
{
skeleton_apply_pose( skele, pose, k_anim_apply_defer_ik );
/*
* Get an animation by name
*/
-VG_STATIC struct skeleton_anim *skeleton_get_anim( struct skeleton *skele,
+static struct skeleton_anim *skeleton_get_anim( struct skeleton *skele,
const char *name )
{
for( u32 i=0; i<skele->anim_count; i++ ){
return NULL;
}
-VG_STATIC void skeleton_alloc_from( struct skeleton *skele,
+static void skeleton_alloc_from( struct skeleton *skele,
void *lin_alloc,
mdl_context *mdl,
mdl_armature *armature )
memset( skele->anims, 0, anim_size );
}
-VG_STATIC void skeleton_fatal_err(void)
+static void skeleton_fatal_err(void)
{
vg_fatal_error( "Skeleton setup failed" );
}
/* Setup an animated skeleton from model. mdl's metadata should stick around */
-VG_STATIC void skeleton_setup( struct skeleton *skele,
+static void skeleton_setup( struct skeleton *skele,
void *lin_alloc, mdl_context *mdl )
{
u32 ik_count = 0, collider_count = 0;
vg_success( " %u colliders\n", skele->collider_count );
}
-VG_STATIC void skeleton_debug( struct skeleton *skele )
+static void skeleton_debug( struct skeleton *skele )
{
for( u32 i=1; i<skele->bone_count; i ++ ){
struct skeleton_bone *sb = &skele->bones[i];