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@@ -26,42 +26,6 @@ S3L_Index cubeTriangles[] = { S3L_CUBE_TRIANGLES };
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int main()
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{
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-
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-
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-TPE_Vec4 a, b, r, r2, r3, axis;
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-TPE_Unit yaw, pitch, roll;
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-
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-TPE_setVec4(&axis,0,512,0,0);
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-
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-TPE_rotationToQuaternion(axis,TPE_FRACTIONS_PER_UNIT / 4,&r);
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-
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-TPE_PRINTF_VEC4(r)
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-
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-TPE_quaternionToEulerAngles(r,&yaw,&pitch,&roll);
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-
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-printf("%d %d %d\n",yaw,pitch,roll);
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-
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-/*
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-TPE_setVec4(&axis,512,0,0,0);
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-TPE_rotationToQuaternion(axis,-128,&r);
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-
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-TPE_setVec4(&axis,0,512,0,0);
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-TPE_rotationToQuaternion(axis,-128,&r2);
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-
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-TPE_quaternionMultiply(r,r2,&r3);
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-
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-TPE_setVec4(&axis,512,0,0,0);
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-TPE_rotationToQuaternion(axis,-128,&r);
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-TPE_quaternionMultiply(r3,r,&r2);
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-
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-TPE_PRINTF_VEC4(r2);
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-
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-TPE_setVec4(&axis,0,0,512,0);
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-TPE_rotationToQuaternion(axis,128,&r);
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-
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-TPE_PRINTF_VEC4(r);
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-*/
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-
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SDL_Window *window = SDL_CreateWindow("test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, S3L_RESOLUTION_X, S3L_RESOLUTION_Y, SDL_WINDOW_SHOWN);
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SDL_Renderer *renderer = SDL_CreateRenderer(window,-1,0);
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SDL_Texture *textureSDL = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STATIC, S3L_RESOLUTION_X, S3L_RESOLUTION_Y);
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@@ -74,14 +38,38 @@ TPE_PRINTF_VEC4(r);
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S3L_initModel3D(cubeVertices,S3L_CUBE_VERTEX_COUNT,cubeTriangles,S3L_CUBE_TRIANGLE_COUNT,&cubeModel);
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- cubeModel.transform.translation.z = 3 * S3L_FRACTIONS_PER_UNIT;
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S3L_Scene scene;
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S3L_initScene(&cubeModel,1,&scene);
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+
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+ scene.camera.transform.translation.z = -3 * S3L_FRACTIONS_PER_UNIT;
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+
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+S3L_Mat4 m;
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+cubeModel.customTransformMatrix = &m;
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+TPE_Vec4 quat, axis;
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+
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+TPE_setVec4(&axis,512,0,0,0);
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+
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+ TPE_Unit frame = 0;
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+
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while (running)
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{
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+
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+
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+TPE_rotationToQuaternion(axis,frame,&quat);
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+TPE_quaternionToRotationMatrix(quat,m);
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+/*
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+S3L_logMat4(m);
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+
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+S3L_makeRotationMatrixZXY(40,0,0,&m);
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+
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+S3L_logMat4(m);
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+
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+break;
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+*/
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+
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for (uint32_t i = 0; i < PIXELS_SIZE; ++i)
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pixels[i] = 0;
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@@ -105,6 +93,8 @@ TPE_PRINTF_VEC4(r);
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SDL_RenderPresent(renderer);
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usleep(20000);
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+
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+ frame++;
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}
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return 0;
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