Tracing: implement object tracing lines
Implementation includes an 'auto-delete' system for the traces. Each object will hold no more than MAX_PATHS vertices for its trace. For more information see the record_path() function
This commit is contained in:
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957c4b6f68
commit
a19b1370ac
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@ -7,7 +7,7 @@ out vec4 output;
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void main() {
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void main() {
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vec4 norm = normalize(frag_normal);
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vec4 norm = normalize(frag_normal);
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// vec4 ambient = vec4(0.0, 0.2, 0.46, 1.0);
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vec4 ambient = vec4(0.7, 0.7788, 0.46, 1.0);
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vec4 light_color = vec4(0.7, 0.7, 0.7, 1.0);
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vec4 light_color = vec4(0.7, 0.7, 0.7, 1.0);
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vec4 color = vec4(object_color.xyz, 1.0f);
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vec4 color = vec4(object_color.xyz, 1.0f);
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239
main.c
239
main.c
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@ -1,7 +1,8 @@
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#include <time.h>
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#include <time.h>
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#include <stdio.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include <unistd.h>
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#include <math.h>
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#include <string.h>
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#include <GL/glew.h>
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#include <GL/glew.h>
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#include <GL/freeglut.h>
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#include <GL/freeglut.h>
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#include <cglm/cglm.h>
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#include <cglm/cglm.h>
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@ -9,20 +10,36 @@
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#include <assimp/scene.h>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <assimp/postprocess.h>
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#define MAX_PATHS 250
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float frand48(void) {
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float frand48(void) {
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return (float) rand() / (float) (RAND_MAX + 1.0);
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float number = (float) rand() / (float) (RAND_MAX + 1.0);
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float side = rand() % 2;
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if (side == 0) {
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number = -number;
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}
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}
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float fov = 45.0f; // default fov
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return number;
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}
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float fov = 80.0f; // default fov
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float fov_change = 1.0f;
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float fov_change = 1.0f;
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vec3 camera_pos = { 0.0f, 0.0f, 100.0f, };
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vec3 camera_front = { 0.0f, 0.0f, -1.0f };
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vec3 camera_up = { 0.0f, 1.0f, 0.0f };
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float camera_yaw; // x rotation
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float camera_pitch; // y rotation
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float camera_sensitivity = 0.01f;
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float movement_speed = 2.0f;
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GLint screen_viewport[4]; // viewport: x,y,width,height
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unsigned int shader_program;
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unsigned int shader_program;
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unsigned int vertex_shader;
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unsigned int vertex_shader;
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unsigned int fragment_shader;
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unsigned int fragment_shader;
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// shaders
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// shaders
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const char *vertex_shader_location = "assets/shaders/shader.vert";
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const char *object_vertex_shader_location = "assets/shaders/shader.vert";
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const char *fragment_shader_location = "assets/shaders/shader.frag";
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const char *object_fragment_shader_location = "assets/shaders/shader.frag";
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// structs
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// structs
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struct object {
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struct object {
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@ -34,6 +51,11 @@ struct object {
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float mass;
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float mass;
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void *next;
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void *next;
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float *paths;
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int paths_num;
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int paths_index;
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int paths_max;
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float *vertices;
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float *vertices;
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unsigned int *indices;
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unsigned int *indices;
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float *normals;
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float *normals;
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@ -41,10 +63,13 @@ struct object {
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long indices_num;
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long indices_num;
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long normals_num;
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long normals_num;
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unsigned int vao;
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unsigned int vao; // array object for the actual object
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unsigned int vbo; // buffer for vertices
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unsigned int vbo; // buffer for vertices
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unsigned int ebo; // buffer for indices
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unsigned int ebo; // buffer for indices
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unsigned int nbo; // buffer for normals
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unsigned int nbo; // buffer for normals
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unsigned int pvao; // array object for paths
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unsigned int pbo; // buffer for paths
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};
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};
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// global objects information
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// global objects information
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@ -96,7 +121,6 @@ int load_shader(const char *path, unsigned int shader) {
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return -1;
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return -1;
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}
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}
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// RUD
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free(ftext);
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free(ftext);
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return 0;
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return 0;
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@ -168,14 +192,15 @@ int load_shaders() {
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vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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if (load_shader(vertex_shader_location, vertex_shader) == -1) {
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if (load_shader(object_vertex_shader_location, vertex_shader) == -1) {
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return -1;
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return -1;
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}
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}
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if (load_shader(fragment_shader_location, fragment_shader) == -1) {
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if (load_shader(object_fragment_shader_location, fragment_shader) == -1) {
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return -1;
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return -1;
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}
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}
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// compile object shader program
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glAttachShader(shader_program, vertex_shader);
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glAttachShader(shader_program, vertex_shader);
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glAttachShader(shader_program, fragment_shader);
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glAttachShader(shader_program, fragment_shader);
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glLinkProgram(shader_program);
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glLinkProgram(shader_program);
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@ -190,7 +215,7 @@ int load_shaders() {
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char log[log_length];
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char log[log_length];
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glGetProgramInfoLog(shader_program, log_length, NULL, log);
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glGetProgramInfoLog(shader_program, log_length, NULL, log);
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fprintf(stderr, "Shader Compilation Error: %s\n", log);
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fprintf(stderr, "[object program] Shader Compilation Error: %s\n", log);
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return -1;
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return -1;
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}
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}
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@ -235,39 +260,61 @@ void calculate_gravity(struct object *src, struct object *target, vec3 force) {
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}
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}
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//force[i] = mass_area * (top_vec[i] / (distance[i] + (1 / (target->mass / mass_area))));
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//force[i] = mass_area * (top_vec[i] / (distance[i] + (1 / (target->mass / mass_area))));
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force[i] = (top_vec[i] / (h2 / (target->position[i] - src->position[i])));
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force[i] = (top_vec[i] / (h2 / (target->position[i] - src->position[i]))) * 4;
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//force[i] = (top_vec[i] / distance[i]);
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//force[i] = (top_vec[i] / distance[i]);
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}
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}
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}
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}
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// records the latest obj position to the path ring
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int record_path(struct object *obj) {
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if (obj->paths_num <= obj->paths_max) {
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obj->paths = (float *) reallocarray(obj->paths, (obj->paths_num+1)*3, sizeof(float));
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}
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if (obj->paths == NULL) {
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fprintf(stderr, "Error: failed allocating memory for paths of object\n");
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return -1;
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}
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memcpy(obj->paths+(obj->paths_num*3), obj->position, 3*sizeof(float));
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if (obj->paths_num < obj->paths_max) {
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obj->paths_num++;
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return 0;
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}
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// pop first element
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memmove(obj->paths, &obj->paths[3], (obj->paths_num)*3*sizeof(float));
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return 0;
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}
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void display() {
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void display() {
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mat4 view;
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mat4 view;
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mat4 projection;
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mat4 projection;
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vec3 view_translate = {0.0f, 0.0f, -3.0f};
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GLint viewport[4]; // viewport: x,y,width,height
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GLint translation_uniform;
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GLint translation_uniform;
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GLint rotation_uniform;
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GLint view_uniform;
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GLint view_uniform;
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GLint projection_uniform;
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GLint projection_uniform;
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GLint color_uniform;
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GLint color_uniform;
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glClearColor(0.13f, 0.13f, 0.13f, 0.0f);
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glClearColor(0.13f, 0.13f, 0.13f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glGetIntegerv(GL_VIEWPORT, viewport);
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glGetIntegerv(GL_VIEWPORT, screen_viewport);
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glUseProgram(shader_program);
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glUseProgram(shader_program);
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glm_mat4_identity(view);
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glm_mat4_identity(view);
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glm_translate(view, view_translate);
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vec3 camera_center;
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glm_vec3_add(camera_pos, camera_front, camera_center);
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glm_lookat(camera_pos, camera_center, camera_up, view);
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glm_mat4_identity(projection);
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glm_mat4_identity(projection);
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glm_perspective(glm_rad(fov), (float) viewport[2]/(float) viewport[3], 0.01f, 10000.0f, projection);
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glm_perspective(glm_rad(fov), (float) screen_viewport[2]/(float) screen_viewport[3], 0.01f, 10000.0f, projection);
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view_uniform = glGetUniformLocation(shader_program, "view");
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view_uniform = glGetUniformLocation(shader_program, "view");
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projection_uniform = glGetUniformLocation(shader_program, "projection");
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projection_uniform = glGetUniformLocation(shader_program, "projection");
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translation_uniform = glGetUniformLocation(shader_program, "translation");
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translation_uniform = glGetUniformLocation(shader_program, "translation");
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rotation_uniform = glGetUniformLocation(shader_program, "rotation");
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glUniformMatrix4fv(view_uniform, 1, GL_FALSE, (float *) view);
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glUniformMatrix4fv(view_uniform, 1, GL_FALSE, (float *) view);
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glUniformMatrix4fv(projection_uniform, 1, GL_FALSE, (float *) projection);
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glUniformMatrix4fv(projection_uniform, 1, GL_FALSE, (float *) projection);
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mat4 translation_matrix;
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mat4 translation_matrix;
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glm_mat4_identity(translation_matrix);
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glm_mat4_identity(translation_matrix);
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// calculate gravity
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// calculate gravity
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for (struct object *target = objects; target != NULL; target = target->next) {
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for (struct object *target = objects; target != NULL; target = target->next) {
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if (target == obj) {
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if (target == obj) {
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}
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}
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glm_vec4_add(obj->position, obj->translation_force, obj->position);
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glm_vec4_add(obj->position, obj->translation_force, obj->position);
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// record path
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if (record_path(obj) == -1) {
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exit(EXIT_FAILURE);
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}
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glm_translate(translation_matrix, obj->position);
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glm_translate(translation_matrix, obj->position);
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glUniformMatrix4fv(translation_uniform, 1, GL_FALSE, (float *) translation_matrix);
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glUniformMatrix4fv(translation_uniform, 1, GL_FALSE, (float *) translation_matrix);
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glBindVertexArray(obj->vao);
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glBindVertexArray(obj->vao);
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glDrawElements(GL_TRIANGLES, obj->indices_num, GL_UNSIGNED_INT, (void *) 0);
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glDrawElements(GL_TRIANGLES, obj->indices_num, GL_UNSIGNED_INT, (void *) 0);
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glBindVertexArray(obj->pvao);
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glBindBuffer(GL_ARRAY_BUFFER, obj->pbo);
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glBufferData(GL_ARRAY_BUFFER, obj->paths_num*3*sizeof(float),obj->paths, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void *) 0);
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glEnableVertexAttribArray(0);
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glm_mat4_identity(translation_matrix);
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glUniformMatrix4fv(translation_uniform, 1, GL_FALSE, (float *) translation_matrix);
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glDrawArrays(GL_LINE_STRIP, 0, obj->paths_num);
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}
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}
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glutSwapBuffers();
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glutSwapBuffers();
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@ -331,6 +396,40 @@ void keyboard(unsigned char key, int x, int y) {
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fprintf(stdout, "Status: successfully reloaded shaders\n");
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fprintf(stdout, "Status: successfully reloaded shaders\n");
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break;
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break;
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case 'a':
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case 'A': {
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vec3 side_scalar = { movement_speed, movement_speed, movement_speed };
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vec3 camera_side;
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glm_cross(camera_front, camera_up, camera_side);
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glm_normalize(camera_side);
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glm_vec3_mul(camera_side, side_scalar, camera_side);
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glm_vec3_sub(camera_pos, camera_side, camera_pos);
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break;
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}
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case 'd':
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case 'D': {
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vec3 side_scalar = {movement_speed, movement_speed, movement_speed};
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vec3 camera_side;
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glm_cross(camera_front, camera_up, camera_side);
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glm_normalize(camera_side);
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glm_vec3_mul(camera_side, side_scalar, camera_side);
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glm_vec3_add(camera_pos, camera_side, camera_pos);
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break;
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}
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case 's':
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case 'S': {
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vec3 front_scalar = {movement_speed, movement_speed, movement_speed};
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glm_vec3_mul(front_scalar, camera_front, front_scalar);
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glm_vec3_sub(camera_pos, front_scalar, camera_pos);
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break;
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}
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case 'w':
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case 'W': {
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vec3 front_scalar = {movement_speed, movement_speed, movement_speed};
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glm_vec3_mul(front_scalar, camera_front, front_scalar);
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glm_vec3_add(camera_pos, front_scalar, camera_pos);
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break;
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}
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default:
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default:
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break;
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break;
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}
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}
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}
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}
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}
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}
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int warped_pointer = 0;
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void mouse_motion(int x, int y) {
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if (warped_pointer == 1) {
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warped_pointer = 0;
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return;
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}
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warped_pointer = 1;
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glutWarpPointer((screen_viewport[2]/2), screen_viewport[3]/2);
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fprintf(stdout, "Position of mouse %d,%d\n", x, y);
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float offset_x = (float) (x - (screen_viewport[2]/2)) * camera_sensitivity;
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float offset_y = (float) (y - (screen_viewport[3]/2)) * camera_sensitivity;
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camera_yaw += offset_x;
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camera_pitch -= offset_y;
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// limit view rotation
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if (camera_pitch < -89.9f) {
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camera_pitch = -89.9f;
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}
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if (camera_pitch > 89.9f) {
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camera_pitch = 89.9f;
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}
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vec3 view_direction;
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view_direction[0] = cos(glm_rad(camera_yaw)) * cos(glm_rad(camera_pitch));
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view_direction[1] = sin(glm_rad(camera_pitch));
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view_direction[2] = sin(glm_rad(camera_yaw)) * cos(glm_rad(camera_pitch));
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glm_normalize_to(view_direction, camera_front);
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}
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void setup() {
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void setup() {
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// setup default mouse position
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glGetIntegerv(GL_VIEWPORT_BIT, screen_viewport);
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for (struct object *obj = objects; obj != NULL; obj = obj->next) {
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for (struct object *obj = objects; obj != NULL; obj = obj->next) {
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glGenVertexArrays(1, &obj->vao);
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glGenVertexArrays(1, &obj->vao);
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glGenVertexArrays(1, &obj->pvao);
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glGenBuffers(1, &obj->vbo);
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glGenBuffers(1, &obj->vbo);
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glGenBuffers(1, &obj->ebo);
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glGenBuffers(1, &obj->ebo);
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glGenBuffers(1, &obj->nbo);
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glGenBuffers(1, &obj->nbo);
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||||||
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glGenBuffers(1, &obj->pbo);
|
||||||
|
|
||||||
glBindVertexArray(obj->vao);
|
glBindVertexArray(obj->vao);
|
||||||
|
|
||||||
|
@ -401,11 +536,15 @@ struct object *create_object(float mass, const char *model) {
|
||||||
new_object->indices = NULL;
|
new_object->indices = NULL;
|
||||||
new_object->normals = NULL;
|
new_object->normals = NULL;
|
||||||
new_object->next = NULL;
|
new_object->next = NULL;
|
||||||
|
new_object->paths = NULL;
|
||||||
|
new_object->paths_num = 0;
|
||||||
|
new_object->paths_index = 0;
|
||||||
|
new_object->paths_max = MAX_PATHS;
|
||||||
glm_vec3_one(new_object->color);
|
glm_vec3_one(new_object->color);
|
||||||
|
|
||||||
// choose random color
|
// choose random color
|
||||||
for (int i = 0; i < 3; i++) {
|
for (int i = 0; i < 3; i++) {
|
||||||
new_object->color[i] = frand48();
|
new_object->color[i] = 0.5 + (fabs(frand48()) / 2);
|
||||||
fprintf(stdout, "New color part set: %f\n", new_object->color[i]);
|
fprintf(stdout, "New color part set: %f\n", new_object->color[i]);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -444,6 +583,7 @@ int main(int argc, char **argv) {
|
||||||
|
|
||||||
glutKeyboardFunc(&keyboard);
|
glutKeyboardFunc(&keyboard);
|
||||||
glutMouseFunc(&mouse);
|
glutMouseFunc(&mouse);
|
||||||
|
glutPassiveMotionFunc(&mouse_motion);
|
||||||
glutDisplayFunc(&display);
|
glutDisplayFunc(&display);
|
||||||
|
|
||||||
if (load_shaders() != 0) {
|
if (load_shaders() != 0) {
|
||||||
|
@ -452,55 +592,34 @@ int main(int argc, char **argv) {
|
||||||
}
|
}
|
||||||
|
|
||||||
// objects
|
// objects
|
||||||
/*for (int i = 0; i < 100; i++) {
|
struct object *a = create_object(1000.0f, "assets/models/sphere.obj");
|
||||||
struct object *planet = create_object(rand()%100, "assets/models/sphere.obj");
|
struct object *c = create_object(10000000.0f, "assets/models/sphere.obj");
|
||||||
|
struct object *d = create_object(100000.0f, "assets/models/sphere.obj");
|
||||||
|
struct object *e = create_object(6969699.0f, "assets/models/sphere.obj");
|
||||||
|
float distance = -200.0f;
|
||||||
|
|
||||||
int x_limit = 50;
|
vec4 a_pos = {0.0f, 50.0f, distance, 0.0f};
|
||||||
int y_limit = 50;
|
|
||||||
float random_x = (float) -x_limit+(rand() % (x_limit*2));
|
|
||||||
float random_y = (float) -y_limit+(rand() % (y_limit*2));
|
|
||||||
|
|
||||||
// give random force as well
|
|
||||||
vec3 initial_boost;
|
|
||||||
glm_vec3_zero(initial_boost);
|
|
||||||
|
|
||||||
for (int j = 0; j < 3; j++) {
|
|
||||||
initial_boost[j] = 1/(rand() % 2);
|
|
||||||
}
|
|
||||||
|
|
||||||
vec4 planet_position = {random_x, random_y, (float) -1000.0f, 0.0f};
|
|
||||||
glm_vec4_add(planet->position, planet_position, planet->position);
|
|
||||||
glm_vec3_add(planet->translation_force, initial_boost, planet->translation_force);
|
|
||||||
}*/
|
|
||||||
float distance = -1000.0f;
|
|
||||||
struct object *a = create_object(1000000000.0f, "assets/models/sphere.obj");
|
|
||||||
struct object *b = create_object(10000000.0f, "assets/models/sphere.obj");
|
|
||||||
// struct object *c = create_object(1000000000.0f, "assets/models/sphere.obj");
|
|
||||||
//struct object *d = create_object(10.0f, "assets/models/sphere.obj");
|
|
||||||
|
|
||||||
vec4 a_pos = {0.0f, 0.0f, distance, 0.0f};
|
|
||||||
glm_vec4_add(a->position, a_pos, a->position);
|
glm_vec4_add(a->position, a_pos, a->position);
|
||||||
|
|
||||||
vec4 b_pos = {50.0f, -50.0f, distance, 0.0f};
|
vec4 c_pos = {0.0f, -20.0f, distance, 0.0f};
|
||||||
glm_vec4_add(b->position, b_pos, b->position);
|
glm_vec4_add(c->position, c_pos, c->position);
|
||||||
|
|
||||||
// vec4 c_pos = {0.0f, -20.0f, distance, 0.0f};
|
vec4 d_pos = {20.0f, -100.0f, distance, 0.0f};
|
||||||
// glm_vec4_add(c->position, c_pos, c->position);
|
glm_vec4_add(d->position, d_pos, d->position);
|
||||||
|
|
||||||
//vec4 d_pos = {0.0f, 20.0f, distance, 0.0f};
|
vec4 e_pos = {-50.0f, 100.0f, distance, 0.0f};
|
||||||
//glm_vec4_add(d->position, d_pos, d->position);
|
glm_vec4_add(e->position, e_pos, e->position);
|
||||||
|
|
||||||
//struct object *cube = create_object(1000.0f, "assets/models/kub.obj");
|
float n = 0.05f;
|
||||||
//vec4 cube_location = {-2.0f, 0.0f, -10.0f, 0.0f};
|
|
||||||
//glm_vec4_add(cube->position, cube_location, cube->position);
|
|
||||||
|
|
||||||
float n = 0.1f;
|
vec3 a_boost = {-10*n, 0.0f, 0.0f};
|
||||||
|
glm_vec3_add(a->translation_force, a_boost, a->translation_force);
|
||||||
|
|
||||||
//vec3 a_boost = {10*n, 0.0f, 0.0f};
|
vec3 d_boost = {-2*n, -5*n, 0.0f};
|
||||||
//glm_vec3_add(a->translation_force, a_boost, a->translation_force);
|
glm_vec3_add(d->translation_force, d_boost, d->translation_force);
|
||||||
|
|
||||||
vec3 b_boost = {-100*n, 0.0f, 0.0f};
|
vec3 e_boost = {5*n, 5*n, 0.0f};
|
||||||
glm_vec3_add(b->translation_force, b_boost, b->translation_force);
|
glm_vec3_add(e->translation_force, e_boost, e->translation_force);
|
||||||
|
|
||||||
setup();
|
setup();
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue
Block a user