本文整理汇总了C++中WorldObject::getPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ WorldObject::getPosition方法的具体用法?C++ WorldObject::getPosition怎么用?C++ WorldObject::getPosition使用的例子?那么恭喜您, 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WorldObject
的用法示例。
在下文中一共展示了WorldObject::getPosition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: idle
void idle() {
keyboardEvent();
int time_ = glutGet(GLUT_ELAPSED_TIME);
float angle = time_ / 1000.0 * 10;
Vector3 pos = player.getPosition();
float angX = player.getRotationX(),
angY = player.getRotationY();
Vector3 cpos = cube.getPosition(),
cpos2= cube2.getPosition();
player.updateForce();
Matrix4 model = Matrix4().Translate(cpos).Rotate(1.0f, cube.getRotation()),
model2 = Matrix4().Translate(cpos2).Rotate(1.0f, cube2.getRotation());
Matrix4 projection = Matrix4().Perspective(45.0f, 1.0f*screen_width/screen_height, 0.1f, 50.0f),
view = Matrix4().lookAt(pos, Vector3(pos.x-cos(angX), pos.y + sin(angY), pos.z + sin(angX)), Vector3(0.0f, 1.0f, 0.0f));
Matrix4 anim = Matrix4().RotateA(angle*3.0f, Vector3(1, 0, 0)) * // X axis
Matrix4().RotateA(angle*2.0f, Vector3(0, 1, 0)) * // Y axis
Matrix4().RotateA(angle*4.0f, Vector3(0, 0, 1)); // Z axis
Matrix4 m_transform = projection * view * model,
m_transform2= projection * view * model2;// * anim;
glUseProgram(cube.getProgram());
glUniformMatrix4fv(cube.getUniform("m_transform"), 1, GL_FALSE, m_transform);
glUseProgram(cube2.getProgram());
glUniformMatrix4fv(cube2.getUniform("m_transform"), 1, GL_FALSE, m_transform2);
glutPostRedisplay();
}
示例2: init_resources
int init_resources(void) {
try{
player.moveLeft(9);
player.moveForward(7);
player.rotateX(-M_PI*3/4);
player.rotateY(M_PI/12);
player.addForce(gravity*-1);
player.loadObj("crazy.o");
cube.loadObj("cube.o");
cube2.loadObj("cube.o");
setupBuffers(player);
setupBuffers(cube);
setupBuffers(cube2);
addObjectToShader(&cube);
addObjectToShader(&cube2);
bool c1 = cube.loadShaders(vertexShaderFileName, fragmentShaderFileName),
c2 = cube2.loadShaders(vertexShaderFileName, fragmentShaderFileName);
Vector3 pos = cube2.getPosition()+ Vector3(0.5f, 3.5f, 1.5f);
cube2.setPosition(pos);
//cube2.setRotation(Vector3(30*M_PI/180, 0, 40*M_PI/180));
return c1 * c2;
}catch(int i){
return 0;
}
}