diff options
Diffstat (limited to 'examples/game_demo/game_demo.c')
-rw-r--r-- | examples/game_demo/game_demo.c | 24 |
1 files changed, 20 insertions, 4 deletions
diff --git a/examples/game_demo/game_demo.c b/examples/game_demo/game_demo.c index 2d0c11c..88de681 100644 --- a/examples/game_demo/game_demo.c +++ b/examples/game_demo/game_demo.c @@ -77,8 +77,8 @@ int main() { MaterialHandle crate_mat_handle = Material_pool_insert(Render_GetMaterialPool(), &crate_mat); // ModelHandle cube_handle = ModelLoad_gltf("assets/models/gltf/Cube/glTF/Cube.gltf", false); ModelHandle cube_handle = - // ModelLoad_gltf("assets/models/gltf/DamagedHelmet/glTF/DamagedHelmet.gltf", false); - ModelLoad_gltf("../../assets/prototyper/prototyper_m.gltf", false); + ModelLoad_gltf("assets/models/gltf/DamagedHelmet/glTF/DamagedHelmet.gltf", false); + // ModelLoad_gltf("../../assets/prototyper/prototyper_m.gltf", false); RenderEnt_darray* render_entities = RenderEnt_darray_new(1); @@ -113,8 +113,24 @@ int main() { // vec4(1.0, 0.0, 0.0, 1.0), true); // Immdraw_Bbox(transform_create(vec3(0.0, 0.0, 0.0), quat_ident(), vec3(2.0, 2.0, 2.0)), // vec4(0.0, 1.0, 0.0, 1.0), true); - Immdraw_Cone(transform_create(VEC3_ZERO, quat_ident(), vec3(1.0, 2.0, 1.0)), - vec4(1.0, 1.0, 1.0, 1.0), true); + f32 thickness = 0.1; + // Y Axis (blue) + Immdraw_Cone(transform_create(vec3(0.0, 2.0, 0.0), quat_ident(), vec3(0.3, 1.0, 0.3)), + vec4(0.0, 0.0, 1.0, 1.0), false); + Immdraw_Cylinder(transform_create(VEC3_ZERO, quat_ident(), vec3(thickness, 1.1, thickness)), vec4(0.0, 0.0, 1.0, 1.0), + false); + + // X Axis (green) + Immdraw_Cone(transform_create(vec3(2.0, 0.0, 0.0), quat_from_axis_angle(VEC3_Z, HALF_PI, true), vec3(0.3, 1.0, 0.3)), + vec4(0.0, 1.0, 0.0, 1.0), false); + Immdraw_Cylinder(transform_create(VEC3_ZERO, quat_from_axis_angle(VEC3_Z, HALF_PI, true), vec3(thickness, 1.1, thickness)), vec4(0.0, 1.0, 0.0, 1.0), + false); + + // Z Axis (red) + Immdraw_Cone(transform_create(vec3(0.0, 0.0, 2.0), quat_from_axis_angle(VEC3_X, -HALF_PI, true), vec3(0.3, 1.0, 0.3)), + vec4(1.0, 0.0, 0.0, 1.0), false); + Immdraw_Cylinder(transform_create(VEC3_ZERO, quat_from_axis_angle(VEC3_X, -HALF_PI, true), vec3(thickness, 1.1, thickness)), vec4(1.0, 0.0, 0.0, 1.0), + false); if (draw_debug) { // draw the player model with shadows |