review save method
[carveJwlIkooP6JGAAIwe30JlM.git] / workshop.c
index 5deb5c4b7a899ad4ea1a4a00daffc90d816a2a2b..b0c8da6e1e19de2b14808b57fc2ca5e1c5eabafe 100644 (file)
@@ -899,11 +899,11 @@ VG_STATIC void workshop_render_player_preview(void){
 
    struct skeleton *sk = &localplayer.playeravatar->sk;
 
-   player_animation res;
-   res.type = k_player_animation_type_fk;
+   player_pose res;
+   res.type = k_player_pose_type_ik;
 
    struct skeleton_anim *anim = skeleton_get_anim( sk, "idle_cycle+y" );
-   skeleton_sample_anim( sk, anim, vg.time*0.1f, res.pose );
+   skeleton_sample_anim( sk, anim, vg.time*0.1f, res.keyframes );
    q_axis_angle( res.root_q, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
    v3_zero( res.root_co );
    res.root_co[1] = 200.0f;
@@ -913,9 +913,9 @@ VG_STATIC void workshop_render_player_preview(void){
    v3_copy( res.root_co, transform[3] );
 
    /* TODO: Function. */
-   skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
+   skeleton_apply_pose( sk, res.keyframes, k_anim_apply_defer_ik );
    skeleton_apply_ik_pass( sk );
-   skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
+   skeleton_apply_pose( sk, res.keyframes, k_anim_apply_deffered_only );
    skeleton_apply_inverses( sk );
    skeleton_apply_transform( sk, transform );
 
@@ -1023,7 +1023,7 @@ VG_STATIC void workshop_render_board_preview(void){
                     sizeof(struct ub_world_lighting), &world->ub_lighting );
 
    render_world( world, &cam, 1 );
-   struct board_pose pose = {0};
+   struct player_board_pose pose = {0};
    render_board( &cam, world, board, mmdl,  &pose, k_board_shader_entity );
    render_board( &cam, world, board, mmdl1, &pose, k_board_shader_entity );