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@@ -52,8 +52,8 @@ scene->actors[0]->active = 0;
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scene->actors[1]->mesh = gordon_head_mesh;
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scene->actors[1]->mesh = gordon_head_mesh;
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scene->actors[1]->texture = gordon_face_texture;
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scene->actors[1]->texture = gordon_face_texture;
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- scene->actors[1]->scale = (RI_vector_3){3, 1, 1};
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- scene->actors[1]->position = (RI_vector_3){-100, -40, 50};
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+ scene->actors[1]->scale = (RI_vector_3){3, 1, 3};
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+ scene->actors[1]->position = (RI_vector_3){0, 900, -400};
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// scene->actors[1]->active = 0;
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// scene->actors[1]->active = 0;
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scene->actors[2]->mesh = gordon_mesh;
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scene->actors[2]->mesh = gordon_mesh;
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@@ -64,8 +64,8 @@ scene->actors[0]->active = 0;
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scene->actors[3]->mesh = text_mesh;
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scene->actors[3]->mesh = text_mesh;
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scene->actors[3]->texture = emoji_texture;
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scene->actors[3]->texture = emoji_texture;
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- scene->actors[3]->scale = (RI_vector_3){3, 1, 1};
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- scene->actors[3]->position = (RI_vector_3){-100, -40, 50};
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+ scene->actors[3]->scale = (RI_vector_3){3, 1, 3};
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+ scene->actors[3]->position = (RI_vector_3){0, 900, -400};
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// scene->actors[3]->active = 0;
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// scene->actors[3]->active = 0;
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scene->actors[4]->mesh = plane_mesh;
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scene->actors[4]->mesh = plane_mesh;
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@@ -78,6 +78,10 @@ scene->actors[4]->active = 0;
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// RI_euler_rotation_to_quaternion(&scene->actors[1]->rotation, (RI_vector_3){0, 3.14159, 0});
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// RI_euler_rotation_to_quaternion(&scene->actors[1]->rotation, (RI_vector_3){0, 3.14159, 0});
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RI_euler_rotation_to_quaternion(&scene->actors[2]->rotation, (RI_vector_3){0, 0.78539816339, 0});
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RI_euler_rotation_to_quaternion(&scene->actors[2]->rotation, (RI_vector_3){0, 0.78539816339, 0});
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+ scene->camera.position = (RI_vector_3){0, 1000, -500};
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+
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+ RI_euler_rotation_to_quaternion(&scene->camera.rotation, (RI_vector_3){-.7, 0, 0});
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+
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scene->length_of_actors_array = 5;
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scene->length_of_actors_array = 5;
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long int start, end;
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long int start, end;
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@@ -98,9 +102,9 @@ scene->actors[4]->active = 0;
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scene->actors[1]->texture_frame++;
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scene->actors[1]->texture_frame++;
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- RI_euler_rotation_to_quaternion(&scene->camera.rotation, (RI_vector_3){0, .7 + rotation / 10, 0});
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- RI_euler_rotation_to_quaternion(&scene->actors[1]->rotation, (RI_vector_3){0, rotation / 4, 0});
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- RI_euler_rotation_to_quaternion(&scene->actors[3]->rotation, (RI_vector_3){0, rotation / 4, 0});
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+ // RI_euler_rotation_to_quaternion(&scene->camera.rotation, (RI_vector_3){0, .7 + rotation / 10, 0});
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+ RI_euler_rotation_to_quaternion(&scene->actors[1]->rotation, (RI_vector_3){0, rotation / 4, 0.7});
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+ RI_euler_rotation_to_quaternion(&scene->actors[3]->rotation, (RI_vector_3){0, rotation / 4, 0.7});
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// scene->actors[2]->position.z += delta_time;
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// scene->actors[2]->position.z += delta_time;
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rotation += delta_time;
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rotation += delta_time;
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