diff --git a/BINDINGS.md b/BINDINGS.md index 2a0d21ba14a2..275087b82102 100644 --- a/BINDINGS.md +++ b/BINDINGS.md @@ -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 | | 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 | -| 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-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 | diff --git a/examples/models/models_bone_socket.c b/examples/models/models_bone_socket.c index 8f62f70f7252..66f952e89ebe 100644 --- a/examples/models/models_bone_socket.c +++ b/examples/models/models_bone_socket.c @@ -144,10 +144,8 @@ int main(void) Matrix matrixTransform = QuaternionToMatrix(rotate); // Translate socket to its position in the current animation matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(transform->translation.x, transform->translation.y, transform->translation.z)); - // Rotate socket by character angle - matrixTransform = MatrixMultiply(matrixTransform, QuaternionToMatrix(characterRotate)); - // Translate socket to character position - matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(position.x, position.y + 0.0f, position.z)); + // Transform the socket using the transform of the character (angle and translate) + matrixTransform = MatrixMultiply(matrixTransform, characterModel.transform); // Draw mesh at socket position with socket angle rotation DrawMesh(equipModel[i].meshes[0], equipModel[i].materials[1], matrixTransform);