- /* std::array<glm::vec3, 3> jointPositions; std::array<float, 2> jointDistances; */
-
- /* std::array<std::string, 3> jointNames = { "Bottom Bone", "Middle Bone", "Top Bone" }; */
- /* for (int i = 0; i < 3; i++) { */
- /* glm::mat4 trans; */
- /* findNodeTrans(&sceneModel->getRoot()->ai, aiString(jointNames[i]), &trans); */
- /* jointPositions[i] = glm::vec3(trans[3]); */
-
- /* if (i > 0) */
- /* jointDistances[i - 1] = glm::distance(jointPositions[i], jointPositions[i - 1]); */
- /* } */
-
- /* glm::vec3 targetPos(sin(d * 10.f), cos(d * 10.f), 0); */
- /* auto newPositions = fabrik(targetPos, jointPositions, jointDistances); */
-
- /* for (int i = 0; i < 3; i++) { */
- /* glm::mat4 absTrans(1); */
- /* findNodeTrans(&sceneModel->getRoot()->ai, aiString(jointNames[i]), */
- /* &absTrans); */
- /* glm::mat4 newAbsTrans = absTrans; */
- /* newAbsTrans[3] = glm::vec4(newPositions[i], newAbsTrans[3][3]); */
-
- /* auto node = sceneModel->getRoot()->ai.FindNode(jointNames[i].c_str()); */
-
- /* auto newTrans = worldSpaceToModelSpace(node->mParent, newAbsTrans); */
-
- /* node->mTransformation = mat4ToaiMatrix(newTrans); */
- /* } */
- /* sceneModel->find("Top Bone")->transform = glm::rotate(glm::mat4(1), d / 5.f, { 1, 0, 0}); */
- /* sceneModel->find("Bottom Bone")->transform = glm::rotate(glm::mat4(1), d / 3.f, { 1, 0, 0}); */
+ targetPos = { sin(d * 2) * 2 - 5, 2.5, 0 };
+ targetLight = { glm::translate(glm::mat4(1), targetPos), {1, 1, 0.5} };
+ drawLight(targetLight);
+ inverseKinematics(*sceneModel->find("Shoulder.R"), *sceneModel->find("Finger.R"), targetPos);
+ }
+#endif