From eadfaaa86c29c36dd5ef5d0b6b6fa27af0cdb8b3 Mon Sep 17 00:00:00 2001 From: Omni Date: Sat, 17 Aug 2024 17:17:11 +1000 Subject: improving the way I load animation data and store it. Load -> Tick(Armature*) -> RenderEnt.Armature -> matrix shenanigans --- examples/game_demo/game_demo.c | 20 ++++++++++++-------- 1 file changed, 12 insertions(+), 8 deletions(-) (limited to 'examples/game_demo/game_demo.c') diff --git a/examples/game_demo/game_demo.c b/examples/game_demo/game_demo.c index 88de681..69023d7 100644 --- a/examples/game_demo/game_demo.c +++ b/examples/game_demo/game_demo.c @@ -117,20 +117,24 @@ int main() { // 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); + 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)), + 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); + 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)), + 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); + 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 -- cgit v1.2.3-70-g09d2