diff options
Diffstat (limited to 'examples/property_animation')
-rw-r--r-- | examples/property_animation/ex_property_animation.c | 103 |
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; -} |