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https://github.com/simtactics/mysimulation.git
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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.
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6b0b0c1d9c
commit
227617b540
33 changed files with 368 additions and 95 deletions
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@ -23,8 +23,8 @@ else()
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add_definitions(-Dstricmp=strcasecmp)
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endif()
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include_directories(${CMAKE_SOURCE_DIR}/Libraries/libgldemo)
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include_directories(${CMAKE_SOURCE_DIR}/Libraries/FileHandler)
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include_directories(${LIBGLDEMO_INCLUDE_DIR})
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include_directories(${FILEHANDLER_INCLUDE_DIR})
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#### Static library (uncomment to build)
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#add_library(libvitaboy_static STATIC ${LIBVITABOY_SOURCES})
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@ -42,6 +42,7 @@
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i,j,k,l: Translate the sim around the screen
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z,x: Rotate the sim like a clock
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a,s: Zoom in, out
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q: Toggle skeleton
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n: Animate the character
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F11: Enter/leave fullscreen
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*/
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@ -81,6 +82,8 @@ static float AnimationTime = 0;
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static bool ShowMesh = true;
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static bool ShowSkeleton = true;
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static bool PressedQ = false;
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static void DisplayFileError(const char * Filename){
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const char * Message;
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switch(File::Error){
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@ -366,13 +369,14 @@ static int DrawScene(float TimeDelta, uint8_t keys[256])
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if(keys[KEY_DOWN]){ if((Character.Rotation.x+=60*TimeDelta) >=360) Character.Rotation.x-=360; }
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if(keys[KEY_LEFT]){ if((Character.Rotation.y-=60*TimeDelta) <=-360) Character.Rotation.y+=360; }
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if(keys[KEY_RIGHT]){ if((Character.Rotation.y+=60*TimeDelta) >=360) Character.Rotation.y-=360; }
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if(keys['X']){ if((Character.Rotation.z-=60*TimeDelta) <=-360) Character.Rotation.z+=360; }
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if(keys['Z']){ if((Character.Rotation.z+=60*TimeDelta) >=360) Character.Rotation.z-=360; }
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if(keys['K']){ Character.Translation.y-=3*TimeDelta; }
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if(keys['I']){ Character.Translation.y+=3*TimeDelta; }
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if(keys['J']){ Character.Translation.x-=3*TimeDelta; }
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if(keys['L']){ Character.Translation.x+=3*TimeDelta; }
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if(keys['N']){ AdvanceFrame(Skeleton, Animation, TimeDelta); }
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if(keys['X']){ if((Character.Rotation.z-=60*TimeDelta) <=-360) Character.Rotation.z+=360; }
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if(keys['Z']){ if((Character.Rotation.z+=60*TimeDelta) >=360) Character.Rotation.z-=360; }
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if(keys['K']){ Character.Translation.y-=3*TimeDelta; }
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if(keys['I']){ Character.Translation.y+=3*TimeDelta; }
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if(keys['J']){ Character.Translation.x-=3*TimeDelta; }
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if(keys['L']){ Character.Translation.x+=3*TimeDelta; }
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if(keys['Q']){ if(!PressedQ){ PressedQ = 1; ShowSkeleton = !ShowSkeleton; }} else PressedQ = 0;
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if(keys['N']){ AdvanceFrame(Skeleton, Animation, TimeDelta); }
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Clear the screen and the depth buffer
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