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authorJustin Berger <j.david.berger@gmail.com>2018-03-21 09:11:54 -0600
committerJustin Berger <j.david.berger@gmail.com>2018-03-21 09:11:54 -0600
commit8a0831f2b9e458d8f1976c27f7865166ad8de6a4 (patch)
tree028773b7a0ae042c6bb9b3cc21933a617c939b65 /src/poser.c
parent0bc3b02ff3c4f975004fb19e226c3177fa811b4e (diff)
downloadlibsurvive-8a0831f2b9e458d8f1976c27f7865166ad8de6a4.tar.gz
libsurvive-8a0831f2b9e458d8f1976c27f7865166ad8de6a4.tar.bz2
Moved pose to linmath to support stronger typing
Diffstat (limited to 'src/poser.c')
-rw-r--r--src/poser.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/poser.c b/src/poser.c
index 1ed63da..3fb4fe8 100644
--- a/src/poser.c
+++ b/src/poser.c
@@ -38,17 +38,17 @@ void PoserData_lighthouse_pose_func(PoserData *poser_data, SurviveObject *so, ui
// Start by just moving from whatever arbitrary space into object space.
SurvivePose arb2object;
- InvertPose(arb2object.Pos, object2arb.Pos);
+ InvertPose(&arb2object, &object2arb);
SurvivePose lighthouse2obj;
- ApplyPoseToPose(lighthouse2obj.Pos, arb2object.Pos, lighthouse2arb.Pos);
+ ApplyPoseToPose(&lighthouse2obj, &arb2object, &lighthouse2arb);
// Now find the space with the same origin, but rotated so that gravity is up
SurvivePose lighthouse2objUp = {}, object2objUp = {};
quatfrom2vectors(object2objUp.Rot, so->activations.accel, up);
// Calculate the pose of the lighthouse in this space
- ApplyPoseToPose(lighthouse2objUp.Pos, object2objUp.Pos, lighthouse2obj.Pos);
+ ApplyPoseToPose(&lighthouse2objUp, &object2objUp, &lighthouse2obj);
// Purposefully only set this once. It should only depend on the first (calculated) lighthouse
if (quatmagnitude(objUp2world->Rot) == 0) {
@@ -61,8 +61,8 @@ void PoserData_lighthouse_pose_func(PoserData *poser_data, SurviveObject *so, ui
// Find find the poses that map to the above
SurvivePose obj2world, lighthouse2world;
- ApplyPoseToPose(obj2world.Pos, objUp2world->Pos, object2objUp.Pos);
- ApplyPoseToPose(lighthouse2world.Pos, objUp2world->Pos, lighthouse2objUp.Pos);
+ ApplyPoseToPose(&obj2world, objUp2world, &object2objUp);
+ ApplyPoseToPose(&lighthouse2world, objUp2world, &lighthouse2objUp);
so->ctx->lighthouseposeproc(so->ctx, lighthouse, &lighthouse2world, &obj2world);
}