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-rw-r--r--examples/property_animation/ex_property_animation.c103
1 files changed, 0 insertions, 103 deletions
diff --git a/examples/property_animation/ex_property_animation.c b/examples/property_animation/ex_property_animation.c
deleted file mode 100644
index c548db4..0000000
--- a/examples/property_animation/ex_property_animation.c
+++ /dev/null
@@ -1,103 +0,0 @@
-#include <glfw3.h>
-
-#include "../example_scene.h"
-#include "animation.h"
-#include "camera.h"
-#include "core.h"
-#include "input.h"
-#include "keys.h"
-#include "log.h"
-#include "maths.h"
-#include "maths_types.h"
-#include "primitives.h"
-#include "render.h"
-#include "render_backend.h"
-#include "render_types.h"
-
-typedef struct game_state {
- camera camera;
- vec3 camera_euler;
- bool first_mouse_update; // so the camera doesnt lurch when you run the first
- // process_camera_rotation
-} game_state;
-
-void update_camera_rotation(input_state* input, game_state* game, camera* cam);
-
-int main() {
- double currentFrame = glfwGetTime();
- double lastFrame = currentFrame;
- double deltaTime;
-
- core* core = core_bringup();
-
- model_handle animated_cube_handle =
- model_load_gltf(core, "assets/models/gltf/AnimatedCube/glTF/AnimatedCube.gltf", false);
- model* cube = &core->models->data[animated_cube_handle.raw];
- model_upload_meshes(&core->renderer, cube);
-
- scene our_scene = make_default_scene();
-
- vec3 cam_pos = vec3_create(5, 5, 5);
- game_state game = {
- .camera = camera_create(cam_pos, vec3_negate(cam_pos), VEC3_Y, deg_to_rad(45.0)),
- .camera_euler = vec3_create(90, 0, 0),
- .first_mouse_update = true,
- };
-
- print_vec3(game.camera.front);
-
- // Main loop
- const f32 camera_lateral_speed = 0.2;
- const f32 camera_zoom_speed = 0.15;
-
- // animation
- animation_clip track = cube->animations->data[0];
- f64 total_time = 0.0;
-
- while (!should_exit(core)) {
- input_update(&core->input);
-
- currentFrame = glfwGetTime();
- deltaTime = currentFrame - lastFrame;
- lastFrame = currentFrame;
- total_time += deltaTime;
- printf("delta time %f\n", deltaTime);
- f64 t = fmod(total_time, 1.0);
- INFO("Total time: %f", t);
-
- vec3 translation = VEC3_ZERO;
- if (key_is_pressed(KEYCODE_W) || key_is_pressed(KEYCODE_KEY_UP)) {
- translation = vec3_mult(game.camera.front, camera_zoom_speed);
- } else if (key_is_pressed(KEYCODE_S) || key_is_pressed(KEYCODE_KEY_DOWN)) {
- translation = vec3_mult(game.camera.front, -camera_zoom_speed);
- } else if (key_is_pressed(KEYCODE_A) || key_is_pressed(KEYCODE_KEY_LEFT)) {
- vec3 lateral = vec3_normalise(vec3_cross(game.camera.front, game.camera.up));
- translation = vec3_mult(lateral, -camera_lateral_speed);
- } else if (key_is_pressed(KEYCODE_D) || key_is_pressed(KEYCODE_KEY_RIGHT)) {
- vec3 lateral = vec3_normalise(vec3_cross(game.camera.front, game.camera.up));
- translation = vec3_mult(lateral, camera_lateral_speed);
- }
- game.camera.position = vec3_add(game.camera.position, translation);
-
- // UNUSED: threadpool_process_results(&core->threadpool, 1);
-
- render_frame_begin(&core->renderer);
-
- quat rot = animation_sample(track.rotation, t).rotation;
- // quat rot = quat_ident();
- transform tf = transform_create(VEC3_ZERO, rot, 1.0);
- mat4 model_tf = transform_to_mat(&tf);
- draw_model(&core->renderer, &game.camera, cube, &model_tf, &our_scene);
-
- // gfx_backend_draw_frame(&core->renderer, &game.camera, model, NULL);
-
- render_frame_end(&core->renderer);
- }
-
- INFO("Shutting down");
- model_destroy(cube);
-
- core_shutdown(core);
-
- return 0;
-}