void Game_Update() { // calculate a spinning world matrix MFMatrix world; world.SetTranslation(MakeVector(0, -5, 50)); static float rotation = 0.0f; rotation += MFSystem_TimeDelta(); world.RotateY(rotation); // set world matrix to the model MFModel_SetWorldMatrix(pModel, world); // advance the animation MFAnimation *pAnim = MFModel_GetAnimation(pModel); if(pAnim) { float start, end; MFAnimation_GetFrameRange(pAnim, &start, &end); static float time = 0.f; time += MFSystem_TimeDelta();// * 500; while(time >= end) time -= end; MFAnimation_SetFrame(pAnim, time); } }
void Game_Update() { static float rotation = 0.0f; rotation += MFSystem_GetTimeDelta(); // spin the prism MFMatrix world; world.SetTranslation(MakeVector(0, 0.3f, 3)); world.RotateY(rotation * 2.3f); MFStateBlock_SetMatrix(pPrismStateBlock, MFSCM_World, world); // spin the box world.SetTranslation(MakeVector(0, 0, 5)); world.RotateYPR(rotation, rotation * 2.0f, rotation * 0.5f); MFStateBlock_SetMatrix(pBoxStateBlock, MFSCM_World, world); }
void Game_Update() { if(!bShowModel) { if(MFInput_WasPressed(Key_Up, IDD_Keyboard) && menuIndex > 0) --menuIndex; else if(MFInput_WasPressed(Key_Down, IDD_Keyboard) && menuIndex < (int)models.size()-1) ++menuIndex; else if(MFInput_WasPressed(Key_Return, IDD_Keyboard) && models.size() > 0) { bShowModel = true; // load model pModel = MFModel_CreateWithAnimation(models[menuIndex].CStr()); } } else { if(MFInput_WasPressed(Key_Escape, IDD_Keyboard)) { if(pModel) { MFModel_Destroy(pModel); pModel = NULL; } models.clear(); Scan("data:"); if(models.size() <= (size_t)menuIndex) menuIndex = models.size() ? (int)models.size() - 1 : 0; bShowModel = false; return; } if(pModel) { if(MFInput_Read(Mouse_LeftButton, IDD_Mouse) > 0.f) { yaw += -MFInput_Read(Mouse_XDelta, IDD_Mouse) * 0.02f; pitch += -MFInput_Read(Mouse_YDelta, IDD_Mouse) * 0.015f; } if(MFInput_Read(Mouse_MiddleButton, IDD_Mouse) > 0.f) { zoom *= 1.f + -MFInput_Read(Mouse_YDelta, IDD_Mouse) * 0.02f; } // calculate a spinning world matrix MFMatrix world; world.SetTranslation(MakeVector(0, -0.25f, 1) * zoom); world.RotateY(yaw); world.RotateX(pitch); // set world matrix to the model MFModel_SetWorldMatrix(pModel, world); // advance the animation MFAnimation *pAnim = MFModel_GetAnimation(pModel); if(pAnim) { float start, end; MFAnimation_GetFrameRange(pAnim, &start, &end); static float time = 0.f; time += MFSystem_TimeDelta();// * 500; while(time >= end) time -= end; MFAnimation_SetFrame(pAnim, time); } } } }