Merge branch 'master' into glfw-runtime

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Ray 2024-03-14 16:54:26 +01:00 committed by GitHub
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2 changed files with 3 additions and 5 deletions

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@ -50,7 +50,7 @@ Some people ported raylib to other languages in form of bindings or wrappers to
| raylib-Forever | auto | [Nim](https://nim-lang.org/) | ? | https://github.com/Guevara-chan/Raylib-Forever | | raylib-Forever | auto | [Nim](https://nim-lang.org/) | ? | https://github.com/Guevara-chan/Raylib-Forever |
| naylib | auto | [Nim](https://nim-lang.org/) | MIT | https://github.com/planetis-m/naylib | | naylib | auto | [Nim](https://nim-lang.org/) | MIT | https://github.com/planetis-m/naylib |
| node-raylib | 4.5 | [Node.js](https://nodejs.org/en/) | Zlib | https://github.com/RobLoach/node-raylib | | node-raylib | 4.5 | [Node.js](https://nodejs.org/en/) | Zlib | https://github.com/RobLoach/node-raylib |
| raylib-odin | 4.5 | [Odin](https://odin-lang.org/) | BSD-3Clause | https://github.com/odin-lang/Odin/tree/master/vendor/raylib | | raylib-odin | 5.0 | [Odin](https://odin-lang.org/) | BSD-3Clause | https://github.com/odin-lang/Odin/tree/master/vendor/raylib |
| raylib_odin_bindings | 4.0-dev | [Odin](https://odin-lang.org/) | MIT | https://github.com/Deathbat2190/raylib_odin_bindings | | raylib_odin_bindings | 4.0-dev | [Odin](https://odin-lang.org/) | MIT | https://github.com/Deathbat2190/raylib_odin_bindings |
| raylib-ocaml | **5.0** | [OCaml](https://ocaml.org/) | MIT | https://github.com/tjammer/raylib-ocaml | | raylib-ocaml | **5.0** | [OCaml](https://ocaml.org/) | MIT | https://github.com/tjammer/raylib-ocaml |
| TurboRaylib | 4.5 | [Object Pascal](https://en.wikipedia.org/wiki/Object_Pascal) | MIT | https://github.com/turborium/TurboRaylib | | TurboRaylib | 4.5 | [Object Pascal](https://en.wikipedia.org/wiki/Object_Pascal) | MIT | https://github.com/turborium/TurboRaylib |

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@ -144,10 +144,8 @@ int main(void)
Matrix matrixTransform = QuaternionToMatrix(rotate); Matrix matrixTransform = QuaternionToMatrix(rotate);
// Translate socket to its position in the current animation // Translate socket to its position in the current animation
matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(transform->translation.x, transform->translation.y, transform->translation.z)); matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(transform->translation.x, transform->translation.y, transform->translation.z));
// Rotate socket by character angle // Transform the socket using the transform of the character (angle and translate)
matrixTransform = MatrixMultiply(matrixTransform, QuaternionToMatrix(characterRotate)); matrixTransform = MatrixMultiply(matrixTransform, characterModel.transform);
// Translate socket to character position
matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(position.x, position.y + 0.0f, position.z));
// Draw mesh at socket position with socket angle rotation // Draw mesh at socket position with socket angle rotation
DrawMesh(equipModel[i].meshes[0], equipModel[i].materials[1], matrixTransform); DrawMesh(equipModel[i].meshes[0], equipModel[i].materials[1], matrixTransform);