diff options
-rw-r--r-- | gltfview/src/game.c | 21 |
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: | |||
229 | void game_end(Game* game) { gfx_destroy(&game->gfx); } | 225 | void game_end(Game* game) { gfx_destroy(&game->gfx); } |
230 | 226 | ||
231 | void game_update(Game* game, double t, double dt) { | 227 | void 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 | ||
256 | void game_render(const Game* game) { | 239 | void game_render(const Game* game) { |