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-rw-r--r--game/src/plugins/viewer.c46
1 files changed, 32 insertions, 14 deletions
diff --git a/game/src/plugins/viewer.c b/game/src/plugins/viewer.c
index 40213e4..dd7f451 100644
--- a/game/src/plugins/viewer.c
+++ b/game/src/plugins/viewer.c
@@ -3,7 +3,6 @@
3#include <gfx/asset.h> 3#include <gfx/asset.h>
4#include <gfx/renderer.h> 4#include <gfx/renderer.h>
5#include <gfx/scene.h> 5#include <gfx/scene.h>
6#include <gfx/scene/scene.h>
7#include <gfx/util/skyquad.h> 6#include <gfx/util/skyquad.h>
8#include <math/camera.h> 7#include <math/camera.h>
9#include <math/spatial3.h> 8#include <math/spatial3.h>
@@ -26,6 +25,7 @@ static const char* GIRL =
26 25
27struct State { 26struct State {
28 Scene* scene; 27 Scene* scene;
28 Model* model;
29 SceneCamera* camera; 29 SceneCamera* camera;
30}; 30};
31 31
@@ -65,8 +65,8 @@ static SceneNode* load_skyquad(Gfx* gfx, SceneNode* root) {
65} 65}
66 66
67/// Load the 3D scene. 67/// Load the 3D scene.
68static SceneNode* load_scene( 68/// Return the loaded model.
69 Game* game, State* state, const char* scene_filepath) { 69static Model* load_scene(Game* game, State* state, const char* scene_filepath) {
70 assert(game); 70 assert(game);
71 assert(game->gfx); 71 assert(game->gfx);
72 assert(state); 72 assert(state);
@@ -81,17 +81,22 @@ static SceneNode* load_scene(
81 return 0; // test 81 return 0; // test
82 } 82 }
83 83
84 SceneNode* scene_node = gfx_load_scene( 84 Model* model = gfx_load_model(
85 game->gfx, sky_light_node, 85 game->gfx,
86 &(LoadSceneCmd){ 86 &(LoadModelCmd){
87 .origin = AssetFromFile, .filepath = mstring_make(scene_filepath)}); 87 .origin = AssetFromFile, .filepath = mstring_make(scene_filepath)});
88 if (!scene_node) { 88 if (!model) {
89 return 0; 89 return 0;
90 } 90 }
91 SceneNode* model_node = gfx_make_model_node(model);
92 if (!model_node) {
93 return 0;
94 }
95 gfx_set_node_parent(model_node, sky_light_node);
91 96
92 gfx_log_node_hierarchy(root); 97 gfx_log_node_hierarchy(root);
93 98
94 return scene_node; 99 return model;
95} 100}
96 101
97bool init(Game* game, State** pp_state) { 102bool init(Game* game, State** pp_state) {
@@ -115,13 +120,13 @@ bool init(Game* game, State** pp_state) {
115 // Usage: <scene file> 120 // Usage: <scene file>
116 const char* scene_filepath = argc > 1 ? argv[1] : DEFAULT_SCENE_FILE; 121 const char* scene_filepath = argc > 1 ? argv[1] : DEFAULT_SCENE_FILE;
117 122
118 SceneNode* node = load_scene(game, state, scene_filepath); 123 state->model = load_scene(game, state, scene_filepath);
119 if (!node) { 124 if (!state->model) {
120 goto cleanup; 125 goto cleanup;
121 } 126 }
122 127
123 if (gfx_get_node_type(node) == AnimaNode) { 128 Anima* anima = gfx_get_model_anima(state->model);
124 Anima* anima = gfx_get_node_anima(node); 129 if (anima) {
125 gfx_play_animation( 130 gfx_play_animation(
126 anima, &(AnimationPlaySettings){.name = "Walk", .loop = true}); 131 anima, &(AnimationPlaySettings){.name = "Walk", .loop = true});
127 } 132 }
@@ -156,7 +161,13 @@ void update(Game* game, State* state, double t, double dt) {
156 assert(state->scene); 161 assert(state->scene);
157 assert(state->camera); 162 assert(state->camera);
158 163
159 gfx_animate_scene(state->scene, (R)t); 164 // TODO: Move this to some sort of update_scene(). Note that models do not
165 // need to be animated if they are not visible to the camera. The camera
166 // update also should happen first.
167 Anima* anima = gfx_get_model_anima(state->model);
168 if (anima) {
169 gfx_update_animation(anima, (R)t);
170 }
160 171
161 const vec3 orbit_point = vec3_make(0, 2, 0); 172 const vec3 orbit_point = vec3_make(0, 2, 0);
162 Camera* camera = gfx_get_camera_camera(state->camera); 173 Camera* camera = gfx_get_camera_camera(state->camera);
@@ -171,7 +182,14 @@ void update(Game* game, State* state, double t, double dt) {
171static void render_bounding_boxes_rec(ImmRenderer* imm, const SceneNode* node) { 182static void render_bounding_boxes_rec(ImmRenderer* imm, const SceneNode* node) {
172 assert(imm); 183 assert(imm);
173 assert(node); 184 assert(node);
174 if (gfx_get_node_type(node) == ObjectNode) { 185
186 const NodeType node_type = gfx_get_node_type(node);
187
188 if (node_type == ModelNode) {
189 const Model* model = gfx_get_node_model(node);
190 const SceneNode* root = gfx_get_model_root(model);
191 render_bounding_boxes_rec(imm, root);
192 } else if (node_type == ObjectNode) {
175 // TODO: Look at the scene log. The JointNodes are detached from the 193 // TODO: Look at the scene log. The JointNodes are detached from the
176 // ObjectNodes. This is why the boxes are not being transformed as expected 194 // ObjectNodes. This is why the boxes are not being transformed as expected
177 // here. Anima needs to animate boxes? Use OOBB in addition to AABB? 195 // here. Anima needs to animate boxes? Use OOBB in addition to AABB?