本文整理汇总了C++中ObjectData::updateObject方法的典型用法代码示例。如果您正苦于以下问题:C++ ObjectData::updateObject方法的具体用法?C++ ObjectData::updateObject怎么用?C++ ObjectData::updateObject使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ObjectData
的用法示例。
在下文中一共展示了ObjectData::updateObject方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: update
void update()
{
glm::vec3 tempPlayerOne = glm::vec3(objectsDataList.getModelMatrix(1)[3][0], objectsDataList.getModelMatrix(1)[3][1], objectsDataList.getModelMatrix(1)[3][2]);
//glm::vec3 tempPlayerTwo = glm::vec3(objectsDataList.getModelMatrix(2)[3][0], objectsDataList.getModelMatrix(2)[3][1], objectsDataList.getModelMatrix(2)[3][2]);
//glm::vec3 puckLoc = glm::vec3(objectsDataList.getModelMatrix(3)[3][0], objectsDataList.getModelMatrix(3)[3][1], objectsDataList.getModelMatrix(3)[3][2]);
//cout << "Makes it to update!" << endl;
float dt = getDT();
int counter;
// pass dt to all objects and let them update themselves based on their
// current flags/status
if(!pauseBool)
{
dynamicsWorld->setGravity(btVector3(gravityX, -10, gravityZ));
dynamicsWorld->stepSimulation(dt, 10.0f);
for (counter = 0; counter < globalObjCount; counter++)
{
objectsDataList.updateObject(counter);
}
}
switch(viewNum)
{
case 0:
view = glm::lookAt( glm::vec3(camX, camY, camZ), //Eye Position
glm::vec3(0, 0.0, 0.0), //Focus point
glm::vec3(0.0, 0.0, 1.0)); //Positive Y is up
break;
case 1:
view = glm::lookAt( glm::vec3(tempPlayerOne.x + camX + offsetX, 30.0 + offsetY, tempPlayerOne.z + camZ + offsetZ), //Eye Position
glm::vec3(tempPlayerOne.x + offsetX, tempPlayerOne.y + offsetY, tempPlayerOne.z + offsetZ), //Focus point
glm::vec3(0.0, 0.0, 1.0)); //Positive Y is up
break;
case 2:
//view = glm::lookAt( glm::vec3(tempPlayerTwo.x, 40.0, tempPlayerTwo.z), //Eye Position
//glm::vec3(tempPlayerTwo.x, tempPlayerTwo.y, tempPlayerTwo.z), //Focus point
//glm::vec3(0.0, 0.0, 1.0)); //Positive Y is up
break;
}
//checkGoal();
// Update the state of the scene
glutPostRedisplay();//call the display callback
}
示例2: update
void update()
{
//cout << "Makes it to update!" << endl;
float dt = getDT();
int counter;
// pass dt to all objects and let them update themselves based on their
// current flags/status
//cout << "Gets to before stepsim" << endl;
dynamicsWorld->stepSimulation(dt, 10.0f);
//cout << "GLOBAL COUNT" << globalObjCount << endl;
for (counter = 0; counter < globalObjCount; counter++)
{
objectsDataList.updateObject(counter);
}
// Update the state of the scene
glutPostRedisplay();//call the display callback
}