void WaypointController2::update(float elapsedTimeSeconds) { if ( distanceToTargetWaypoint() < (speed * elapsedTimeSeconds) ) { position = waypoints[targetWaypointIndex]; updateVeolcityForNewWaypoint(); } position = position + velocity * elapsedTimeSeconds; target->modelMatrix = translate(mat4(1.0f), position); } // end update
void WaypointController::update(float elapsedTimeSeconds) { if (distanceToTargetWaypoint() < (speed * elapsedTimeSeconds) ) { position = waypoints[getNextWaypointIndex()]; waypointIndex = getNextWaypointIndex(); updateVelocityForWaypoint(); } position = position + velocity * elapsedTimeSeconds; target->modelMatrix = glm::translate(glm::mat4(1.0f), position); } // end update