diff --git a/src/models.c b/src/models.c index 7affa3d78..2629ea701 100644 --- a/src/models.c +++ b/src/models.c @@ -1109,7 +1109,7 @@ ModelAnimation *LoadModelAnimations(const char *filename, int *animCount) { if (animations[a].bones[i].parent >= 0) { - animations[a].framePoses[frame][i].rotation = QuaternionMultiplyQ(animations[a].framePoses[frame][animations[a].bones[i].parent].rotation, animations[a].framePoses[frame][i].rotation); + animations[a].framePoses[frame][i].rotation = QuaternionMultiply(animations[a].framePoses[frame][animations[a].bones[i].parent].rotation, animations[a].framePoses[frame][i].rotation); animations[a].framePoses[frame][i].translation = Vector3RotateByQuaternion(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].rotation); animations[a].framePoses[frame][i].translation = Vector3Add(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].translation); animations[a].framePoses[frame][i].scale = Vector3Multiply(animations[a].framePoses[frame][i].scale, animations[a].framePoses[frame][animations[a].bones[i].parent].scale); @@ -1167,7 +1167,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) animVertex = (Vector3){ model.meshes[m].vertices[vCounter], model.meshes[m].vertices[vCounter + 1], model.meshes[m].vertices[vCounter + 2] }; animVertex = Vector3Multiply(animVertex, outScale); animVertex = Vector3Subtract(animVertex, inTranslation); - animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiplyQ(outRotation, QuaternionInvert(inRotation))); + animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiply(outRotation, QuaternionInvert(inRotation))); animVertex = Vector3Add(animVertex, outTranslation); model.meshes[m].animVertices[vCounter] = animVertex.x; model.meshes[m].animVertices[vCounter + 1] = animVertex.y; @@ -1176,7 +1176,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) // Normals processing // NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals) animNormal = (Vector3){ model.meshes[m].normals[vCounter], model.meshes[m].normals[vCounter + 1], model.meshes[m].normals[vCounter + 2] }; - animNormal = Vector3RotateByQuaternion(animNormal, QuaternionMultiplyQ(outRotation, QuaternionInvert(inRotation))); + animNormal = Vector3RotateByQuaternion(animNormal, QuaternionMultiply(outRotation, QuaternionInvert(inRotation))); model.meshes[m].animNormals[vCounter] = animNormal.x; model.meshes[m].animNormals[vCounter + 1] = animNormal.y; model.meshes[m].animNormals[vCounter + 2] = animNormal.z; @@ -3313,7 +3313,7 @@ static Model LoadIQM(const char *fileName) { if (model.bones[i].parent >= 0) { - model.bindPose[i].rotation = QuaternionMultiplyQ(model.bindPose[model.bones[i].parent].rotation, model.bindPose[i].rotation); + model.bindPose[i].rotation = QuaternionMultiply(model.bindPose[model.bones[i].parent].rotation, model.bindPose[i].rotation); model.bindPose[i].translation = Vector3RotateByQuaternion(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].rotation); model.bindPose[i].translation = Vector3Add(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].translation); model.bindPose[i].scale = Vector3Multiply(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale);