Moved to git

Assembla's decision to remove Trac incited us to ditch them entirely. Further, the repository no longer includes binaries or libraries; these can be downloaded from niotso.org/pub/ and updated with the included update-libraries script.
This commit is contained in:
Andrew D'Addesio 2012-10-17 03:21:00 -05:00
parent 6b0b0c1d9c
commit 227617b540
33 changed files with 368 additions and 95 deletions

View file

@ -23,8 +23,8 @@ else()
add_definitions(-Dstricmp=strcasecmp)
endif()
include_directories(${CMAKE_SOURCE_DIR}/Libraries/libgldemo)
include_directories(${CMAKE_SOURCE_DIR}/Libraries/FileHandler)
include_directories(${LIBGLDEMO_INCLUDE_DIR})
include_directories(${FILEHANDLER_INCLUDE_DIR})
#### Static library (uncomment to build)
#add_library(libvitaboy_static STATIC ${LIBVITABOY_SOURCES})

View file

@ -42,6 +42,7 @@
i,j,k,l: Translate the sim around the screen
z,x: Rotate the sim like a clock
a,s: Zoom in, out
q: Toggle skeleton
n: Animate the character
F11: Enter/leave fullscreen
*/
@ -81,6 +82,8 @@ static float AnimationTime = 0;
static bool ShowMesh = true;
static bool ShowSkeleton = true;
static bool PressedQ = false;
static void DisplayFileError(const char * Filename){
const char * Message;
switch(File::Error){
@ -366,13 +369,14 @@ static int DrawScene(float TimeDelta, uint8_t keys[256])
if(keys[KEY_DOWN]){ if((Character.Rotation.x+=60*TimeDelta) >=360) Character.Rotation.x-=360; }
if(keys[KEY_LEFT]){ if((Character.Rotation.y-=60*TimeDelta) <=-360) Character.Rotation.y+=360; }
if(keys[KEY_RIGHT]){ if((Character.Rotation.y+=60*TimeDelta) >=360) Character.Rotation.y-=360; }
if(keys['X']){ if((Character.Rotation.z-=60*TimeDelta) <=-360) Character.Rotation.z+=360; }
if(keys['Z']){ if((Character.Rotation.z+=60*TimeDelta) >=360) Character.Rotation.z-=360; }
if(keys['K']){ Character.Translation.y-=3*TimeDelta; }
if(keys['I']){ Character.Translation.y+=3*TimeDelta; }
if(keys['J']){ Character.Translation.x-=3*TimeDelta; }
if(keys['L']){ Character.Translation.x+=3*TimeDelta; }
if(keys['N']){ AdvanceFrame(Skeleton, Animation, TimeDelta); }
if(keys['X']){ if((Character.Rotation.z-=60*TimeDelta) <=-360) Character.Rotation.z+=360; }
if(keys['Z']){ if((Character.Rotation.z+=60*TimeDelta) >=360) Character.Rotation.z-=360; }
if(keys['K']){ Character.Translation.y-=3*TimeDelta; }
if(keys['I']){ Character.Translation.y+=3*TimeDelta; }
if(keys['J']){ Character.Translation.x-=3*TimeDelta; }
if(keys['L']){ Character.Translation.x+=3*TimeDelta; }
if(keys['Q']){ if(!PressedQ){ PressedQ = 1; ShowSkeleton = !ShowSkeleton; }} else PressedQ = 0;
if(keys['N']){ AdvanceFrame(Skeleton, Animation, TimeDelta); }
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Clear the screen and the depth buffer