void Object::drawObject() { glPushMatrix(); _Translate(); _Rotate(); std::vector<_point3D>::iterator i = _Points->begin(); glBegin(this->mode); for(; i != _Points->end(); ++i) { glColor3f((*i).rgb.r, (*i).rgb.g, (*i).rgb.b); glVertex3f((*i).x , (*i).y, (*i).z); } glEnd(); glPopMatrix(); }
int Draw::drawWorld() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer glLoadIdentity(); _Translate(); _Rotate(); std::vector<Object*>::iterator i = _Objects->begin(); for(; i != _Objects->end(); ++i) { if((*i) != NULL) { (*i)->drawObject(); } } return true; // Keep Going }
status_t RotatePathIndicesCommand::Undo() { return _Rotate(!fClockWise); }
status_t RotatePathIndicesCommand::Perform() { return _Rotate(fClockWise); }