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#include <assert.h>
#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 handle =
model_load_gltf(core, "assets/models/gltf/SimpleSkin/glTF/SimpleSkin.gltf", false);
model* simple_skin = &core->models->data[handle.raw];
// Okay, right here we've loaded the model. let's assert some facts
assert(simple_skin->animations->len == 1);
assert(simple_skin->animations->data[0].rotation != NULL);
assert(simple_skin->animations->data[0].translation == NULL);
assert(simple_skin->animations->data[0].scale == NULL);
mesh* m = &simple_skin->meshes->data[0];
assert(m->is_skinned);
assert(m->bones->len == 2); // 1 root and 1 extra joint
// assert(false);
model_upload_meshes(&core->renderer, simple_skin);
scene our_scene = make_default_scene();
vec3 cam_pos = vec3_create(0, 5, -8);
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 = 0.10;
// animation
animation_clip track = simple_skin->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, track.rotation->max);
// INFO("Total time: %f", t);
vec3 translation = VEC3_ZERO;
if (key_is_pressed(KEYCODE_W)) {
translation = vec3_mult(game.camera.front, camera_zoom_speed);
} else if (key_is_pressed(KEYCODE_KEY_UP)) {
translation = vec3_mult(game.camera.up, camera_lateral_speed);
} else if (key_is_pressed(KEYCODE_KEY_DOWN)) {
translation = vec3_mult(game.camera.up, -camera_lateral_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);
render_frame_begin(&core->renderer);
// bone rotation
quat rot = animation_sample(track.rotation, t).rotation;
m->bones->data[1].transform_components.rotation = rot;
// quat rot = quat_ident();
transform tf = transform_create(VEC3_ZERO, quat_ident(), 1.0);
draw_skinned_model(&core->renderer, &game.camera, simple_skin, tf, &our_scene);
render_frame_end(&core->renderer);
}
INFO("Shutting down");
model_destroy(simple_skin);
core_shutdown(core);
return 0;
}
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