stuff
authorhgn <hgodden00@gmail.com>
Sat, 10 Sep 2022 18:02:45 +0000 (19:02 +0100)
committerhgn <hgodden00@gmail.com>
Sat, 10 Sep 2022 18:02:45 +0000 (19:02 +0100)
anim_test.h
gate.h
main.c
models_src/ch_new.mdl
player.h
player_model.h [new file with mode: 0644]
shaders/viewchar.fs
shaders/viewchar.h
skeleton.h

index 86c6853b7d884d6ceab8c63a5f15758b76e3d6d4..054e95563787395d22bfd55f5e0e1be86cb0f97c 100644 (file)
@@ -1,3 +1,7 @@
+/*
+ * Copyright (C) Mount0 Software, Harry Godden - All Rights Reserved
+ */
+
 #ifndef ANIM_TEST_H
 #define ANIM_TEST_H
 
@@ -47,11 +51,7 @@ static void anim_test_update(void)
    skeleton_sample_anim( &animtest.skele, animtest.anim_highg, b, bpose );
 
    skeleton_lerp_pose( &animtest.skele, apose, bpose, a, apose );
-   skeleton_apply_pose( &animtest.skele, apose, k_anim_apply_defer_ik );
-   skeleton_apply_ik_pass( &animtest.skele );
-   skeleton_apply_pose( &animtest.skele, apose, k_anim_apply_deffered_only );
-   skeleton_apply_inverses( &animtest.skele );
-   skeleton_apply_transform( &animtest.skele, transform );
+   skeleton_apply_standard( &animtest.skele, apose, transform );
 
    skeleton_debug( &animtest.skele );
 }
@@ -73,6 +73,9 @@ static void anim_test_render( vg_tex2d *tex )
    vg_tex2d_bind( tex, 0 );
    shader_viewchar_uTexMain( 0 );
    shader_viewchar_uPv( vg_pv );
+   
+   shader_link_standard_ub( _shader_viewchar.id, 2 );
+
    glUniformMatrix4x3fv( _uniform_viewchar_uTransforms, 
                          animtest.skele.bone_count,
                          0,
diff --git a/gate.h b/gate.h
index eb0f335782b0ff367c2d1685548a4263e24cf494..270f9d74b36c9993debb141001e97477296c44b3 100644 (file)
--- a/gate.h
+++ b/gate.h
@@ -1,8 +1,7 @@
 #ifndef GATE_H
 #define GATE_H
 
-#define VG_3D
-#include "vg/vg.h"
+#include "common.h"
 #include "model.h"
 #include "render.h"
 #include "shaders/gate.h"
diff --git a/main.c b/main.c
index 2ae90c83a42ec35dcc8baf079723951e1745353b..024b15e1d305e01c70ece3b0782f198361ff0edb 100644 (file)
--- a/main.c
+++ b/main.c
@@ -17,7 +17,7 @@ vg_tex2d tex_water = { .path = "textures/water.qoi" };
 static int debugview = 0;
 static int sv_debugcam = 0;
 static int lightedit = 0;
-static int sv_scene = 2;
+static int sv_scene = 0;
 
 /* Components */
 //#define SR_NETWORKED
@@ -28,17 +28,16 @@ static int sv_scene = 2;
 #include "steam.h"
 #include "network.h"
 
-#include "road.h"
+#include "model.h"
+//#include "road.h"
 #include "scene.h"
-#include "ik.h"
+//#include "ik.h"
 #include "audio.h"
-#include "terrain.h"
-#include "character.h"
+//#include "terrain.h"
+//#include "character.h"
 #include "ragdoll.h"
 #include "rigidbody.h"
 #include "render.h"
-#include "gate.h"
-#include "water.h"
 #include "world.h"
 #include "player.h"
 
@@ -49,13 +48,15 @@ static int sv_scene = 2;
 #include "physics_test.h"
 #include "anim_test.h"
 
+#include "gate.h"
+#include "water.h"
+
 void vg_register(void)
 {
    shader_blit_register();
    shader_standard_register();
    shader_vblend_register();
    shader_unlit_register();
-   shader_viewchar_register();
 
    world_register();
    character_register();
@@ -186,7 +187,7 @@ void vg_start(void)
 
    if( sv_scene == 0 )
    {
-      character_load( &player.mdl, "ch_default" );
+      character_load( &player.mdl, "ch_new" );
       character_init_ragdoll( &player.mdl );
 
       world_load();
@@ -264,7 +265,7 @@ static void render_main_game(void)
    m4x4f world_4x4;
    m4x3_expand( player.camera_inverse, world_4x4 );
 
-   gpipeline.fov = freecam? 60.0f: 135.0f; /* 120 */
+   gpipeline.fov = freecam? 60.0f: 125.0f; /* 120 */
    m4x4_projection( vg_pv, gpipeline.fov, 
          (float)vg_window_x / (float)vg_window_y, 
          0.02f, 2100.0f );
@@ -358,7 +359,7 @@ void vg_render(void)
    }
    else if( sv_scene == 2 )
    {
-      anim_test_render( &tex_pallet );
+      anim_test_render( &tex_characters );
    }
 #endif
 }
index 234f50c8ef89be9a0df7505a02b1943708060868..2586e0b5239c2faf1bd2d59c24a95fae03919b4d 100644 (file)
Binary files a/models_src/ch_new.mdl and b/models_src/ch_new.mdl differ
index 46c7dd4de0d416836bbe1b05d3b358fe80d71216..96b9dbaff93a6d6e4410e4767c0d417ad29f6360 100644 (file)
--- a/player.h
+++ b/player.h
@@ -4,7 +4,8 @@
 #include "audio.h"
 #include "common.h"
 #include "world.h"
-#include "character.h"
+//#include "character.h"
+#include "player_model.h"
 #include "bvh.h"
 
 /* 
@@ -48,6 +49,7 @@ static struct gplayer
    v2f board_xy;
    float grab;
    float pitch;
+   float pushing, push_time;
 
    v3f land_target;
    v3f land_target_log[22];
@@ -296,10 +298,14 @@ static void player_physics_control(void)
 
    if( !vg_get_button("break") && vg_get_button( "push" ) )
    {
-      float cycle_time = (vg_time-start_push)*k_push_cycle_rate,
+      player.pushing = 1.0f;
+      player.push_time = vg_time-start_push;
+
+      float cycle_time = player.push_time*k_push_cycle_rate,
             amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*ktimestep,
             current = v3_length( vel ),
             new_vel = vg_minf( current + amt, k_max_push_speed );
+
       new_vel -= vg_minf(current, k_max_push_speed);
       vel[2] -= new_vel * player.reverse;
    }
@@ -530,6 +536,7 @@ static void player_physics(void)
 
    float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
    player.grab = vg_lerpf( player.grab, grabt, 0.14f );
+   player.pushing = 0.0f;
 
    if( !player.in_air )
    {
@@ -1626,6 +1633,7 @@ static void player_animate(void)
 
    offset[0] = vg_clampf( offset[0], -0.8f, 0.8f );
    offset[1] = vg_clampf( offset[1], -0.5f, 0.0f );
+   offset[1] = 0.0f;
 
    /* 
     * Player rotation 
@@ -1657,15 +1665,69 @@ static void player_animate(void)
    static float fdirx = 0.0f;
    static float fstand = 0.0f;
    static float ffly = 0.0f;
+   static float fpush = 0.0f;
 
    float speed = v3_length( player.rb.v );
    
    fstand = vg_lerpf(fstand, 1.0f-vg_clampf(speed*0.03f,0.0f,1.0f),0.1f);
    fslide = vg_lerpf(fslide, vg_clampf(lslip,0.0f,1.0f), 0.04f);
-   fdirz = vg_lerpf(fdirz, player.reverse > 0.0f? 1.0f: 0.0f, 0.04f );
-   fdirx = vg_lerpf(fdirx, player.slip < 0.0f?    1.0f: 0.0f, 0.01f );
+   fdirz = vg_lerpf(fdirz, player.reverse > 0.0f? 0.0f: 1.0f, 0.04f );
+   fdirx = vg_lerpf(fdirx, player.slip < 0.0f?    0.0f: 1.0f, 0.01f );
    ffly = vg_lerpf(ffly, player.in_air?           1.0f: 0.0f, 0.04f );
+   fpush = vg_lerpf(fpush, player.pushing, 0.1f );
+
+   float lr = fdirz * (15.0f/30.0f),
+         st = offset[1]*-2.0f,
+         sa = fdirx * (15.0f/30.0f);
+   
+   mdl_keyframe apose[32], bpose[32];
+   skeleton_sample_anim( &player.mdl.sk, player.mdl.anim_stand, lr, apose );
+   skeleton_sample_anim( &player.mdl.sk, player.mdl.anim_highg, lr, bpose );
+   skeleton_lerp_pose( &player.mdl.sk, apose, bpose, st, apose );
 
+   skeleton_sample_anim( &player.mdl.sk, player.mdl.anim_slide, sa, bpose );
+   skeleton_lerp_pose( &player.mdl.sk, apose, bpose, fslide, apose );
+   
+   static float fairdir = 0.0f;
+   fairdir = vg_lerpf( fairdir, -vg_get_axis("horizontal"), 0.04f );
+
+   /* air anim */
+   float air_dir = (fairdir*0.5f+0.5f)*(15.0f/30.0f);
+   skeleton_sample_anim( &player.mdl.sk, player.mdl.anim_air, air_dir, bpose );
+   skeleton_lerp_pose( &player.mdl.sk, apose, bpose, ffly, apose );
+
+   /* push anim */
+   skeleton_sample_anim( &player.mdl.sk, player.reverse > 0.0f?
+                                          player.mdl.anim_push:
+                                          player.mdl.anim_push_reverse,
+                                             player.push_time, bpose );
+   skeleton_lerp_pose( &player.mdl.sk, apose, bpose, fpush, apose );
+
+
+   /* additive effects */
+   apose[player.mdl.id_hip-1].co[0] += offset[0];
+   apose[player.mdl.id_hip-1].co[2] += offset[2];
+   apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0];
+   apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2];
+   apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0];
+   apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2];
+   apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0];
+   apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2];
+   apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0];
+   apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2];
+
+   skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
+   skeleton_apply_ik_pass( &player.mdl.sk );
+   skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
+
+   v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3], 
+               player.mdl.cam_pos );
+   skeleton_apply_inverses( &player.mdl.sk );
+   skeleton_apply_transform( &player.mdl.sk, player.rb.to_world );
+
+   skeleton_debug( &player.mdl.sk );
+
+#if 0
    character_pose_reset( &player.mdl );
 
    /* TODO */
@@ -1789,6 +1851,7 @@ static void player_animate(void)
    rhead = vg_lerpf( rhead,
          vg_clampf( atan2f(localv[2],-localv[0]),-klook_max,klook_max), 0.04f );
    player.mdl.rhead = rhead;
+#endif
 }
 
 static void player_camera_update(void)
@@ -1803,6 +1866,7 @@ static void player_camera_update(void)
 
 static void player_animate_death_cam(void)
 {
+#if 0
    v3f delta;
    v3f head_pos;
    v3_copy( player.mdl.ragdoll[k_chpart_head].co, head_pos );
@@ -1832,14 +1896,17 @@ static void player_animate_death_cam(void)
 
    player.angles[0] = atan2f( delta[0], -delta[2] ); 
    player.angles[1] = -asinf( delta[1] );
+#endif
 }
 
 static void player_animate_camera(void)
 {
-   v3f offs = { -0.29f, 0.08f, 0.0f };
-   m3x3_mulv( player.rb.to_world, offs, offs );
-   m4x3_mulv( player.rb.to_world, player.mdl.ik_body.end, player.camera_pos );
-   v3_add( offs, player.camera_pos, player.camera_pos );
+   static v3f lerp_cam = {0.0f,0.0f,0.0f};
+   v3f offs = { -0.4f, 0.15f, 0.0f };
+
+   v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam );
+   v3_add( lerp_cam, offs, offs );
+   m4x3_mulv( player.rb.to_world, offs, player.camera_pos );
    
    /* Look angles */
    v3_lerp( player.vl, player.rb.v, 0.05f, player.vl );
@@ -2045,6 +2112,7 @@ static void player_update(void)
 static void draw_player(void)
 {
    /* Draw */
+#if 0
    m4x3_copy( player.rb.to_world, player.mdl.mroot );
 
    if( player.is_dead )
@@ -2057,6 +2125,21 @@ static void draw_player(void)
       opacity = 0.0f;
 
    character_draw( &player.mdl, opacity, player.camera );
+#endif
+
+   shader_viewchar_use();
+   vg_tex2d_bind( &tex_characters, 0 );
+   shader_viewchar_uTexMain( 0 );
+   shader_viewchar_uCamera( player.camera[3] );
+   shader_viewchar_uPv( vg_pv );
+   shader_link_standard_ub( _shader_viewchar.id, 2 );
+   glUniformMatrix4x3fv( _uniform_viewchar_uTransforms, 
+                         player.mdl.sk.bone_count,
+                         0,
+                         (float *)player.mdl.sk.final_mtx );
+   
+   mesh_bind( &player.mdl.mesh );
+   mesh_draw( &player.mdl.mesh );
 }
 
 #endif /* PLAYER_H */
diff --git a/player_model.h b/player_model.h
new file mode 100644 (file)
index 0000000..6483f06
--- /dev/null
@@ -0,0 +1,89 @@
+#ifndef CHARACTER_H
+#define CHARACTER_H
+
+#include "common.h"
+#include "model.h"
+#include "rigidbody.h"
+#include "render.h"
+#include "skeleton.h"
+#include "shaders/viewchar.h"
+
+vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
+
+static void character_register(void)
+{
+   shader_viewchar_register();
+}
+
+static void character_init(void)
+{
+   vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
+}
+
+struct character
+{
+   glmesh mesh;
+   struct skeleton sk;
+   struct skeleton_anim *anim_stand,
+                        *anim_highg,
+                        *anim_slide,
+                        *anim_air,
+                        *anim_push, *anim_push_reverse;
+
+   u32 id_hip,
+       id_ik_hand_l,
+       id_ik_hand_r,
+       id_ik_elbow_l,
+       id_ik_elbow_r,
+       id_head;
+
+   v3f cam_pos;
+
+   int shoes[2];
+};
+
+static int character_load( struct character *ch, const char *name )
+{
+   char buf[64];
+
+   snprintf( buf, sizeof(buf)-1, "models/%s.mdl", name );
+   mdl_header *src = mdl_load( buf );
+
+   if( !src )
+      return 0;
+   
+   int error_count = 0;
+   mdl_unpack_glmesh( src, &ch->mesh );
+   
+   if( !error_count )
+      vg_success( "Loaded character file '%s' with no errors\n", name );
+
+   skeleton_setup( &ch->sk, src );
+   ch->anim_stand = skeleton_get_anim( &ch->sk, "pose_stand" );
+   ch->anim_highg = skeleton_get_anim( &ch->sk, "pose_highg" );
+   ch->anim_slide = skeleton_get_anim( &ch->sk, "pose_slide" );
+   ch->anim_air   = skeleton_get_anim( &ch->sk, "pose_air" );
+   ch->anim_push  = skeleton_get_anim( &ch->sk, "push" );
+   ch->anim_push_reverse = skeleton_get_anim( &ch->sk, "push_reverse" );
+
+   ch->id_hip = skeleton_bone_id( &ch->sk, "hips" );
+   ch->id_ik_hand_l = skeleton_bone_id( &ch->sk, "hand.IK.L" );
+   ch->id_ik_hand_r = skeleton_bone_id( &ch->sk, "hand.IK.R" );
+   ch->id_ik_elbow_l = skeleton_bone_id( &ch->sk, "elbow.L" );
+   ch->id_ik_elbow_r = skeleton_bone_id( &ch->sk, "elbow.R" );
+   ch->id_head = skeleton_bone_id( &ch->sk, "head" );
+
+   free( src );
+   return 1;
+}
+
+static void character_eval( struct character *ch ){}
+static void character_draw( struct character *ch, float temp, m4x3f camera ){}
+static void character_init_ragdoll_joints( struct character *ch ){}
+static void character_init_ragdoll( struct character *ch ){}
+static void character_ragdoll_go( struct character *ch, v3f pos ){}
+static void character_ragdoll_copypose( struct character *ch, v3f v ){}
+static void character_debug_ragdoll( struct character *ch ){}
+static void character_ragdoll_iter( struct character *ch ){}
+
+#endif
index ffc969db347a2ca5d72796e4f504899c52e485fa..92e11bed3ae2cfa943a08118b1dab41fe2625b3b 100644 (file)
@@ -1,6 +1,7 @@
 out vec4 FragColor;
 
 uniform sampler2D uTexMain;
+uniform vec3 uCamera;
 
 in vec4 aColour;
 in vec2 aUv;
@@ -15,14 +16,16 @@ void main()
    vec3 vfrag = texture( uTexMain, aUv ).rgb;
 
    // Lighting
-   //vec3 halfview = uCamera - aWorldCo;
-   //float fdist = length( halfview );
-   //halfview /= fdist;
+   vec3 halfview = uCamera - aWorldCo;
+   float fdist = length( halfview );
+   halfview /= fdist;
 
-   //vfrag = do_light_diffuse( vfrag, aNorm );
-   //vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );
-   //vfrag = do_light_shadowing( vfrag );
-   //vfrag = apply_fog( vfrag, fdist );
+   vfrag = do_light_diffuse( vfrag, aNorm );
+   vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );
+   vfrag = do_light_shadowing( vfrag );
+   vfrag = apply_fog( vfrag, fdist );
 
-   FragColor = vec4(aNorm,1.0);
+   float opacity = clamp( fdist, 0.1, 1.0 );
+
+   FragColor = vec4(vfrag,opacity);
 }
index 23cb8b77f86553206114a850527cd5bd83a17aaf..551804a44be99347a4b4df781e7401088338f07a 100644 (file)
@@ -39,7 +39,7 @@ static struct vg_shader _shader_viewchar = {
 "\n"
 "   vec3 world_pos = co0*a_weights[0] + co1*a_weights[1] + co2*a_weights[2];\n"
 "   vec3 world_normal = n0*a_weights[0] + n1*a_weights[1] + n2*a_weights[2];\n"
-"\n"
+"   \n"
 "   gl_Position = uPv * vec4( world_pos, 1.0 );\n"
 "   aColour = a_colour;\n"
 "   aUv = a_uv;\n"
@@ -55,6 +55,7 @@ static struct vg_shader _shader_viewchar = {
 "out vec4 FragColor;\n"
 "\n"
 "uniform sampler2D uTexMain;\n"
+"uniform vec3 uCamera;\n"
 "\n"
 "in vec4 aColour;\n"
 "in vec2 aUv;\n"
@@ -160,23 +161,25 @@ static struct vg_shader _shader_viewchar = {
 "   return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
 "}\n"
 "\n"
-"#line     12        0 \n"
+"#line     13        0 \n"
 "\n"
 "void main()\n"
 "{\n"
 "   vec3 vfrag = texture( uTexMain, aUv ).rgb;\n"
 "\n"
 "   // Lighting\n"
-"   //vec3 halfview = uCamera - aWorldCo;\n"
-"   //float fdist = length( halfview );\n"
-"   //halfview /= fdist;\n"
+"   vec3 halfview = uCamera - aWorldCo;\n"
+"   float fdist = length( halfview );\n"
+"   halfview /= fdist;\n"
+"\n"
+"   vfrag = do_light_diffuse( vfrag, aNorm );\n"
+"   vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );\n"
+"   vfrag = do_light_shadowing( vfrag );\n"
+"   vfrag = apply_fog( vfrag, fdist );\n"
 "\n"
-"   //vfrag = do_light_diffuse( vfrag, aNorm );\n"
-"   //vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );\n"
-"   //vfrag = do_light_shadowing( vfrag );\n"
-"   //vfrag = apply_fog( vfrag, fdist );\n"
+"   float opacity = clamp( fdist, 0.1, 1.0 );\n"
 "\n"
-"   FragColor = vec4(vfrag,1.0);\n"
+"   FragColor = vec4(vfrag,opacity);\n"
 "}\n"
 ""},
 };
@@ -184,6 +187,7 @@ static struct vg_shader _shader_viewchar = {
 static GLuint _uniform_viewchar_uPv;
 static GLuint _uniform_viewchar_uTransforms;
 static GLuint _uniform_viewchar_uTexMain;
+static GLuint _uniform_viewchar_uCamera;
 static GLuint _uniform_viewchar_g_world_depth;
 static void shader_viewchar_uPv(m4x4f m){
    glUniformMatrix4fv( _uniform_viewchar_uPv, 1, GL_FALSE, (float *)m );
@@ -191,6 +195,9 @@ static void shader_viewchar_uPv(m4x4f m){
 static void shader_viewchar_uTexMain(int i){
    glUniform1i( _uniform_viewchar_uTexMain, i );
 }
+static void shader_viewchar_uCamera(v3f v){
+   glUniform3fv( _uniform_viewchar_uCamera, 1, v );
+}
 static void shader_viewchar_g_world_depth(int i){
    glUniform1i( _uniform_viewchar_g_world_depth, i );
 }
@@ -202,6 +209,7 @@ static void shader_viewchar_link(void){
    _uniform_viewchar_uPv = glGetUniformLocation( _shader_viewchar.id, "uPv" );
    _uniform_viewchar_uTransforms = glGetUniformLocation( _shader_viewchar.id, "uTransforms" );
    _uniform_viewchar_uTexMain = glGetUniformLocation( _shader_viewchar.id, "uTexMain" );
+   _uniform_viewchar_uCamera = glGetUniformLocation( _shader_viewchar.id, "uCamera" );
    _uniform_viewchar_g_world_depth = glGetUniformLocation( _shader_viewchar.id, "g_world_depth" );
 }
 #endif /* SHADER_viewchar_H */
index e143fa2ec2038f34fb0d4fb5f890f10d568c8151..34e1b8e8fba779b0e9c2bb11ca1c068106d6eaee 100644 (file)
@@ -1,3 +1,7 @@
+/*
+ * Copyright (C) Mount0 Software, Harry Godden - All Rights Reserved
+ */
+
 #ifndef SKELETON_H
 #define SKELETON_H
 
@@ -14,6 +18,8 @@ struct skeleton
       int defer;
 
       mdl_keyframe kf;
+
+      char name[16];
    }
    *bones;
    m4x3f *final_mtx;
@@ -42,6 +48,16 @@ struct skeleton
                                  useless cpu IK bones. */
 };
 
+static u32 skeleton_bone_id( struct skeleton *skele, const char *name )
+{
+   for( u32 i=0; i<skele->bone_count; i++ )
+   {
+      if( !strcmp( skele->bones[i].name, name ))
+         return i;
+   }
+   return 0;
+}
+
 /*
  * Lerp between two sets of keyframes and store in dest. Rotations use Nlerp.
  */
@@ -174,6 +190,9 @@ static void skeleton_inverse_for_ik( struct skeleton *skele,
    m3x3_transpose( inverse, inverse );
 }
 
+/*
+ * Creates inverse rotation matrices which the IK system uses.
+ */
 static void skeleton_create_inverses( struct skeleton *skele )
 {
    /* IK: inverse 'plane-bone space' axis '(^axis,^bone,...)[base] */
@@ -193,9 +212,11 @@ static void skeleton_create_inverses( struct skeleton *skele )
    }
 }
 
+/*
+ * Apply a model matrix to all bones, should be done last
+ */
 static void skeleton_apply_transform( struct skeleton *skele, m4x3f transform )
 {
-   /* bone space inverse matrix */
    for( int i=0; i<skele->bone_count; i++ )
    {
       struct skeleton_bone *sb = &skele->bones[i];
@@ -203,6 +224,10 @@ static void skeleton_apply_transform( struct skeleton *skele, m4x3f transform )
    }
 }
 
+/*
+ * Apply an inverse matrix to all bones which maps vertices from bind space into
+ * bone relative positions
+ */
 static void skeleton_apply_inverses( struct skeleton *skele )
 {
    for( int i=0; i<skele->bone_count; i++ )
@@ -295,6 +320,23 @@ static void skeleton_apply_ik_pass( struct skeleton *skele )
    }
 }
 
+/*
+ * Applies the typical operations that you want for an IK rig: 
+ *    Pose, IK, Pose(deferred), Inverses, Transform
+ */
+static void skeleton_apply_standard( struct skeleton *skele, mdl_keyframe *pose,
+                                     m4x3f transform )
+{
+   skeleton_apply_pose( skele, pose, k_anim_apply_defer_ik );
+   skeleton_apply_ik_pass( skele );
+   skeleton_apply_pose( skele, pose, k_anim_apply_deffered_only );
+   skeleton_apply_inverses( skele );
+   skeleton_apply_transform( skele, transform );
+}
+
+/*
+ * Get an animation by name
+ */
 static struct skeleton_anim *skeleton_get_anim( struct skeleton *skele,
                                                 const char *name )
 {
@@ -360,6 +402,7 @@ static int skeleton_setup( struct skeleton *skele, mdl_header *mdl )
             v3_copy( pnode->co, sb->co );
             v3_copy( pnode->s, sb->end );
             sb->parent = pnode->parent-skeleton_root;
+            strncpy( sb->name, mdl_pstr(mdl,pnode->pstr_name), 15 );
 
             if( is_ik )
             {