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author3gg <3gg@shellblade.net>2023-06-02 15:11:36 -0700
committer3gg <3gg@shellblade.net>2023-06-02 15:11:36 -0700
commit97668e5b8e28adb9d3dcd361952197ec62c00833 (patch)
tree18d9bc7d295d7dd341d2780c040a54df746d3964
parent6ba8b628bf72c14372b70247e2f12df2bcd1c34e (diff)
Cleanup.
-rw-r--r--gltfview/src/game.c21
1 files changed, 2 insertions, 19 deletions
diff --git a/gltfview/src/game.c b/gltfview/src/game.c
index 9709ea5..c80a1b5 100644
--- a/gltfview/src/game.c
+++ b/gltfview/src/game.c
@@ -208,13 +208,9 @@ bool game_new(Game* game, int argc, const char** argv) {
208 }*/ 208 }*/
209 209
210 Anima* anima = gfx_get_node_anima(game->root_node); 210 Anima* anima = gfx_get_node_anima(game->root_node);
211 211
212 // const bool play_result = gfx_play_animation( 212 gfx_play_animation(
213 // anima, &(AnimationPlaySettings){.name = "Defiant stance", .loop =
214 // false});
215 const bool play_result = gfx_play_animation(
216 anima, &(AnimationPlaySettings){.name = "Walk", .loop = true}); 213 anima, &(AnimationPlaySettings){.name = "Walk", .loop = true});
217 // assert(play_result);
218 214
219 return true; 215 return true;
220 216
@@ -229,12 +225,8 @@ cleanup:
229void game_end(Game* game) { gfx_destroy(&game->gfx); } 225void game_end(Game* game) { gfx_destroy(&game->gfx); }
230 226
231void game_update(Game* game, double t, double dt) { 227void game_update(Game* game, double t, double dt) {
232 // LOGD("Tick");
233
234 gfx_animate_scene(game->scene, (R)t); 228 gfx_animate_scene(game->scene, (R)t);
235 229
236 // TODO: Compute bounding boxes to then find a good orbit point and radius
237 // for each scene.
238 const vec3 orbit_point = vec3_make(0, 2, 0); 230 const vec3 orbit_point = vec3_make(0, 2, 0);
239 Camera* camera = gfx_get_camera_camera(game->camera); 231 Camera* camera = gfx_get_camera_camera(game->camera);
240 spatial3_orbit( 232 spatial3_orbit(
@@ -242,15 +234,6 @@ void game_update(Game* game, double t, double dt) {
242 /*radius=*/2.5, 234 /*radius=*/2.5,
243 /*azimuth=*/t * 0.5, /*zenith=*/0); 235 /*azimuth=*/t * 0.5, /*zenith=*/0);
244 spatial3_lookat(&camera->spatial, orbit_point); 236 spatial3_lookat(&camera->spatial, orbit_point);
245
246 // spatial3_set_position(&camera->spatial, vec3_make(0, 0, 2));
247 // spatial3_lookat(&camera->spatial, vec3_make(0, 0, -1));
248
249 // spatial3_orbit(
250 // &camera->spatial, vec3_make(0, 0, 0),
251 // /*radius=*/2.5,
252 // /*azimuth=*/t * 0.2, /*zenith=*/0);
253 // spatial3_lookat(&camera->spatial, vec3_make(0, 0, 0));
254} 237}
255 238
256void game_render(const Game* game) { 239void game_render(const Game* game) {