local rotation local texture local ffi = require 'ffi' local _math = require '_math' local mat4 = _math.mat4 local vec3 = _math.vec3 local vec4 = _math.vec4 local scalar = _math.scalar local collada_scene = require 'collada_scene' local collada_scene_animate = require 'collada_scene.animate' local collada_scene_node_state = require 'collada_scene.node_state' local scene_test = require 'scene.test.test' local scene_noodle = require 'scene.noodle.noodle' local node_state function love.load(args) love.window.setMode(1024, 1024, {depth=true}) collada_scene.load_buffers() collada_scene.load_images("scene/noodle", scene_noodle.descriptor.images) node_state = collada_scene_node_state(scene_noodle.descriptor.nodes) end local rotation = 0.0 local t = 0.0 function love.draw() local radius = 100 local mx, my = love.mouse.getPosition() width, height = love.graphics.getDimensions() local aspect_ratio = width / height local projection = mat4.perspective_fov_rh(scalar.convert_to_radians(45), aspect_ratio, 0.1, 1000.0) local view = mat4.look_at_rh(vec3(-54.43401, -35.53392, 57.3912), vec3(0.0, 0.0, 13.41141), vec3(0, 0, 1)) local world1 = mat4.rotation_x(rotation) local world2 = mat4.rotation_z(rotation * 0.5) --local world3 = mat4.translation(0, 0, -0.5) local transform = view * projection collada_scene_animate.update(t, node_state) t = t + 0.016 love.graphics.setDepthMode("less", true) collada_scene.draw_nodes(node_state, transform) end