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path: root/3d/rigidbody/main.cpp
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#include "../../shared_cpp/Renderer3d.h"
#include "../../shared_cpp/RenderShared.h"
#include "../../shared_cpp/Camera3d.h"
#include "../../shared_cpp/types.h"
#include "../../shared_cpp/WebglContext.h"
#include "../../shared_cpp/mathlib.h"
#include "../../shared_cpp/MainLoop.h"
#include <cstdio>
#include <cmath>
#include <emscripten/html5.h>
#include <unistd.h>
#include <pthread.h>
#include <cmath>
#include <cfloat>

struct Rigidbody3d {
    Vector3 velocity;
    Vector3 position;

    void update(float32 dtSeconds) {
        
    }
};

struct Cube {
	Mesh3d mesh;

	void load(Renderer3d* renderer) {
	    Vertex3d cubeVertices[] = {
			{
				Vector3 { 1.f, 1.f, 1.f },
				Vector3(),
                colorFromHex(255.f, 0.f, 0.f, 255.f)
			},
			{
				Vector3 { -1.f, 1.f, 1.f },
				Vector3(),
                colorFromHex(0.f, 255.f, 0.f, 255.f)
			},
			{
				Vector3 { -1.f, 1.f, -1.f },
				Vector3(),
                colorFromHex(0.f, 0.f, 255.f, 255.f)
			},
			{
				Vector3 { 1.f, 1.f, -1.f },
				Vector3(),
                colorFromHex(255.f, 0.f, 255.f, 255.f)
			},
			{
				Vector3 { 1.f, -1.f, 1.f },
				Vector3(),
                colorFromHex(255.f, 255.f, 0.f, 255.f)
			},
			{
				Vector3 { -1.f, -1.f, 1.f },
				Vector3(),
                colorFromHex(255.f, 0.f, 0.f, 255.f)
			},
			{
				Vector3 { -1.f, -1.f, -1.f },
				Vector3(),
                colorFromHex(0.f, 0.f, 255.f, 255.f)
			},
			{
				Vector3 { 1.f, -1.f, -1.f },
				Vector3(),
                colorFromHex(255.f, 255.f, 0.f, 255.f)
			}
		};

		
	    uint32 cubeIndices[] = {
		    0, 1, 3, //top 1
            3, 1, 2, //top 2
            2, 6, 7, //front 1
            7, 3, 2, //front 2
            7, 6, 5, //bottom 1
            5, 4, 7, //bottom 2
            5, 1, 4, //back 1
            4, 1, 0, //back 2
            4, 3, 7, //right 1
            3, 4, 0, //right 2
            5, 6, 2, //left 1
            5, 1, 2  //left 2
		};


		mesh.load(&cubeVertices[0], 8, cubeIndices, 36, renderer);
	}

	void update(float32 dtSeconds) {
        float32 multiplier = (PI / 8.f) * dtSeconds;
        Vector3 currentRotation = Vector3 { multiplier, multiplier, multiplier };
		mesh.model = mesh.model.rotate(currentRotation.x, currentRotation.y, currentRotation.z);
	}

	void render(Renderer3d* renderer) {
		mesh.render(renderer);
	}

	void unload() {
		mesh.unload();
	}
};

EM_BOOL onPlayClicked(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData);
EM_BOOL onStopClicked(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData);

void load();
void update(float32 time, void* userData);
void unload();

WebglContext context;
Renderer3d renderer;
Camera3d camera;
MainLoop mainLoop;
bool isIntersectingPointer = false;
Cube cube;

int main() {
	context.init("#gl_canvas");
    emscripten_set_click_callback("#gl_canvas_play", NULL, false, onPlayClicked);
    emscripten_set_click_callback("#gl_canvas_stop", NULL, false, onStopClicked);
    return 0;
}

void load() {
    renderer.load(&context);
	cube.load(&renderer);
	camera.projection  = Mat4x4().getPerspectiveProjection(0.1f, 100.f, PI / 2.f, 800.f / 600.f);
	camera.view = Mat4x4().translate({ 0, 0, -10 });
    mainLoop.run(update);
}

void update(float32 deltaTimeSeconds, void* userData) {
	cube.update(deltaTimeSeconds);
	
	// Renderer
	renderer.render(&camera);
	cube.render(&renderer);
}

void unload() {
    mainLoop.stop();
    renderer.unload();
	cube.unload();
}

//
// Interactions with DOM handled below
//
EM_BOOL onPlayClicked(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData) {
    printf("Play clicked\n");
    
    load();
    return true;
}

EM_BOOL onStopClicked(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData) {
    printf("Stop clicked\n");
    unload();
    return true;
}