void update(double deltaTime) { cam->update(deltaTime); running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED); moveFPSCam(deltaTime, 2.0f); }
void update(double deltaTime) { cam->update(deltaTime); running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED); moveFPSCam(deltaTime, 2.0f); if (glfwGetKey('P')) cam->setPositon(glm::vec3(0.0f, 10.0f, -500.0f)); if (glfwGetKey('O')) cam->setPositon(glm::vec3(0.0f, 10.0f, -50.0f)); }
//================================================================================ void update(double deltaTime) { float speed = 5.0f; currentCam->update(deltaTime); running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED); if (glfwGetKey(GLFW_KEY_KP_1))//selecte chase cam currentCam = cam1; if (currentCam == cam1) moveChaseCam(); if (glfwGetKey(GLFW_KEY_KP_2))//select arc cam currentCam = cam2; if (currentCam == cam2) moveArcCam(); if (glfwGetKey(GLFW_KEY_KP_3))//select target currentCam = cam3; if (glfwGetKey(GLFW_KEY_KP_4))//select fps currentCam = cam4; if (currentCam == cam4) moveFPSCam(deltaTime, speed); if(glfwGetKey(GLFW_KEY_SPACE)) { scene->objects["cube1"]->transform.move(glm::vec3(0.0f, 0.01f, 0.1f)); scene->objects["cube2"]->transform.move(glm::vec3(0.1f, 0.01f, 0.1)); scene->objects["cube3"]->transform.move(glm::vec3(-0.1f, 0.01f, -0.1f)); scene->objects["cube4"]->transform.move(glm::vec3(-0.1f, 0.01f, 0.1f)); scene->objects["cube5"]->transform.move(glm::vec3(0.1f, 0.01f, -0.1f)); scene->objects["cube6"]->transform.move(glm::vec3(0.1f, 0.01f, 0.1f)); scene->objects["cube1"]->transform.rotate(30, glm::vec3(1.0f, 1.0f, 4.0f)); scene->objects["cube2"]->transform.rotate(30, glm::vec3(1.0f, 1.0f, 4.0f)); scene->objects["cube3"]->transform.rotate(30, glm::vec3(1.0f, 1.0f, 4.0f)); scene->objects["cube4"]->transform.rotate(30, glm::vec3(1.0f, 1.0f, 4.0f)); scene->objects["cube5"]->transform.rotate(30, glm::vec3(1.0f, 1.0f, 4.0f)); scene->objects["cube6"]->transform.rotate(30, glm::vec3(1.0f, 1.0f, 4.0f)); } if(glfwGetKey('V')) { scene->objects["cube1"]->transform.move(-glm::vec3(0.0f, 0.0f, 0.1f)); scene->objects["cube2"]->transform.move(-glm::vec3(0.1f, 0.0f, 0.1)); scene->objects["cube3"]->transform.move(-glm::vec3(-0.1f, 0.0f, -0.1f)); scene->objects["cube4"]->transform.move(-glm::vec3(-0.1f, -0.1f, 0.1f)); scene->objects["cube5"]->transform.move(-glm::vec3(0.1f, -0.1f, -0.1f)); scene->objects["cube6"]->transform.move(-glm::vec3(0.1f, -0.1f, 0.1f)); } }
void update(double deltaTime) { cam->update(deltaTime); running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED); moveFPSCam(deltaTime, 2.0f); float angle = 0.1f; if (glfwGetKey('K')) { angle = angle + 0.1f; scene->objects["cylinder"]->transform.rotate(angle, glm::vec3(1.0f, 0.0f, 0.0f)); } //std::cout<<angle<<"\n"; }
void update(double deltaTime) { float speed = 0.05f; cam1->update(deltaTime); running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED); moveFPSCam(deltaTime, 2.0f); float angle = 0.1f; if (glfwGetKey('1')) { scene->objects["backSeat"]->transform.rotate(0.01f, (glm::vec3(1.0f, 0.0f, 1.0f))); } scene->objects["skybox"]->transform.rotate(0.0002, glm::vec3(0.0f, 1.0f, 0.0f)); //std::cout<<cam1->getPosition().x<<" , "<<cam1->getPosition().y<<" , "<<cam1->getPosition().z<<"\n"; }