extern crate caper;
use caper::game::*;
use caper::imgui::Ui;
use caper::input::Key;
use caper::mesh::{gen_sphere, gen_sphere_segments};
use caper::types::{DefaultTag, RenderItemBuilder, TransformBuilder};
use caper::utils::handle_fp_inputs;
fn main() {
let (mut game, event_loop) = Game::<DefaultTag>::new();
game.add_render_item(
RenderItemBuilder::default()
.vertices(gen_sphere())
.instance_transforms(vec![TransformBuilder::default()
.pos((0.0, 0.0, -5.0))
.build()
.unwrap()])
.build()
.unwrap(),
);
game.add_render_item(
RenderItemBuilder::default()
.vertices(gen_sphere_segments(10f32, 5f32))
.instance_transforms(vec![TransformBuilder::default()
.pos((-5.0, 0.0, -5.0))
.build()
.unwrap()])
.build()
.unwrap(),
);
game.add_render_item(
RenderItemBuilder::default()
.vertices(gen_sphere_segments(5f32, 10f32))
.instance_transforms(vec![TransformBuilder::default()
.pos((5.0, 0.0, -5.0))
.build()
.unwrap()])
.build()
.unwrap(),
);
start_loop(event_loop, move |events| {
game.update(
|_: &Ui| {},
|g: &mut Game<DefaultTag>| -> UpdateStatus {
handle_fp_inputs(&mut g.input, &mut g.cams[0]);
if g.input.keys_down.contains(&Key::Escape) {
return UpdateStatus::Finish;
}
UpdateStatus::Continue
},
events,
)
});
}