A serious refactor. Moved the entire window management process to another thread. Made a plotting interface with DLL exports. Refactored camera and changed transformation approach based on Jordan's suggestions
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17
src/body.cpp
17
src/body.cpp
@@ -100,16 +100,13 @@ bool load_body(Body* out_body, const char* obj_filepath) {
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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*out_body = { .pose = glm::mat4(1),
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.scale = 1.0f,
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.ebo = ebo,
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.vao = vao,
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.vbo = vbo,
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.shader = 0,
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.verts = verts,
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.faces = faces,
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.color = glm::vec4(0.5, 0.5, 0.5, 1)
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};
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out_body->pose = glm::mat4(1);
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out_body->ebo = ebo;
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out_body->vao = vao;
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out_body->vbo = vbo;
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out_body->shader = 0;
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out_body->verts = verts;
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out_body->faces = faces;
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return true;
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}
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