Example #1
0
void plot_points(std::vector<v3d> &points, const v3d &color){
  glColor4d(color.r(), color.g(), color.b(), 1.0);
  glBegin(GL_POINTS);
  for (unsigned i=0; i<points.size(); i++){
    glVertex3d(points.at(i).x(), points.at(i).y(), points.at(i).z());
  }
  glEnd();
  SDL_GL_SwapBuffers();
}
Example #2
0
void plot_track(std::vector<v3d> &points, const v3d &color){
  glColor4d(color.r(), color.g(), color.b(), 0.4);
  glBegin(GL_LINES);
  unsigned i;
  glVertex3d(points.at(0).x(), points.at(0).y(), points.at(0).z()+1);
  for (i=1; i<points.size(); i++){
    glVertex3d(points.at(i).x(), points.at(i).y(), points.at(i).z()+1);
    glVertex3d(points.at(i).x(), points.at(i).y(), points.at(i).z()+1);
  }
  glVertex3d(points.at(i-1).x(), points.at(i-1).y(), points.at(i-1).z()+1);
  glEnd();
  SDL_GL_SwapBuffers();
}
Example #3
0
void Unit::update(v3d dir, float dt)
{
	
	v3d direction = dir.normalize();
	v3d* currentLocation = getLocation();

	setLocation(*currentLocation + (direction * speed * dt));
}
Example #4
0
void Unit::update(v3d dir, float dt)
{
	
	v3d v3Direction = dir.normalize();
	v3d* v3CurrentLocation = getLocation();

	setLocation(*v3CurrentLocation + (v3Direction * fSpeed * dt));
}