WIP: Rotations in R4, and change colors
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20
src/input.c
20
src/input.c
@@ -9,6 +9,8 @@ unsigned char selected_axis = 0;
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int window_width;
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int window_height;
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unsigned char animate_index=0;
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versor q = GLM_QUAT_IDENTITY_INIT;
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vec3 axis[3] = {
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@@ -49,24 +51,28 @@ void __key_callback_input(
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switch (key)
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{
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unsigned char tmp;
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case GLFW_KEY_P:
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case GLFW_KEY_I:
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tmp = projection.w;
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projection.w = projection.x;
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projection.x = tmp;
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animate_index=1;
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break;
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case GLFW_KEY_O:
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tmp = projection.w;
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projection.w = projection.y;
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projection.y = tmp;
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animate_index=2;
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break;
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case GLFW_KEY_I:
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case GLFW_KEY_P:
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tmp = projection.w;
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projection.w = projection.z;
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projection.z = tmp;
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animate_index=3;
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break;
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}
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set_projection_mesh(projection);
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return;
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}
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@@ -157,5 +163,13 @@ end:
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glm_quat_rotatev(p, axis[1], axis[1]);
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glm_quat_rotatev(p, axis[2], axis[2]);
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glm_quat_normalize(q);
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// LOG INFO
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if(0)
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{
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printf("QUAT: %2.5f %2.5f %2.5f %2.5f\n", q[0], q[1], q[2], q[3]);
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printf("PROY: %3d %3d %3d (%3d)\n", projection.x, projection.y, projection.z, projection.w );
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printf("\n");
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}
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return q;
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}
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