Example #1
0
//what to do when the image has to be draw
void Game::render(void)
{
	//set the clear color (the background color)
	glClearColor(0.0, 0.0, 0.0, 1.0);

	// Clear the window and the depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	//Put the camera matrices on the stack of OpenGL (only for fixed rendering)
	camera->set();

	//Draw out world
	drawGrid(500); //background grid
	//draw the plane

	Matrix44 m;
	m.setRotation(angle * DEG2RAD, Vector3(0,1,0) ); //build a rotation matrix
	glPushMatrix();
	m.set();
	
	plane->render();	//render plane

	glPopMatrix();


	//swap between front buffer and back buffer
	SDL_GL_SwapWindow(this->window);
}
Example #2
0
void Camera::rotate(float angle, const Vector3& axis)
{
	Matrix44 R;
	R.setRotation(angle,axis);
	Vector3 new_front = R * (center - eye);
	center = eye + new_front;
	updateViewMatrix();
}
Example #3
0
void Camera::orbit( const Vector3& center, float angle, const Vector3& axis )
{
	Matrix44 R;
	R.setRotation(angle,axis);
	Matrix44 T;
	T.setTranslation( center.x, center.y, center.z );
	Matrix44 M = T * R;
	T.setTranslation( -center.x, -center.y, -center.z );
	M = M * T;

	this->center = M * this->center;
	this->eye = M * this->eye;
	updateViewMatrix();
}
Example #4
0
void Matrix44::rotateLocal( Float angle_in_rad, const Vector3& axis )
{
	Matrix44 R;
	R.setRotation(angle_in_rad, axis);
	*this = R * *this;
}
Example #5
0
void Matrix44::rotate( Float angle_in_rad, const Vector3& axis )
{
	Matrix44 R;
	R.setRotation(angle_in_rad, axis);
	*this = *this * R;
}