void animateSceneCenterMovement() { calculateBezier(points); for(int i = 0; i < bezierPoints.size(); ++i) { center.i = bezierPoints[i].x; center.j = bezierPoints[i].y; center.k = bezierPoints[i].z; ObjectModel* n = removePolygons(original); //pronadji matricu transformacije za postojece ociste i glediste float* MatrixViewT; float* MatrixProjectionT; MakeTransform(eye, center, &MatrixViewT, &MatrixProjectionT); float* Matrix; MatrixMultiply(MatrixViewT, 4, 4, MatrixProjectionT, 4, 4, &Matrix); ObjectModel* o = TransformCopy(n, Matrix); o->normalize(); free(MatrixViewT); free(MatrixProjectionT); free(Matrix); drawBody(o); delete n; delete o; sleep(1); } //glutSwapBuffers(); printf("Animacija gotova.\n"); }
DrawingBezier::DrawingBezier(sf::Vector2f vector[4]) { color = sf::Color::Black; resolution = 200.0f; this->start = vector[0]; this->firstpoint = vector[1]; this->secondpoint = vector[2]; this->end = vector[3]; calculateBezier(); }
DrawingBezier::DrawingBezier(sf::Vector2f start,sf::Vector2f firstPoint,sf::Vector2f secondpoint, sf::Vector2f end) { color = sf::Color::Black; resolution = 200.0f; this->start = start; this->firstpoint = firstPoint; this->secondpoint = secondpoint; this->end = end; calculateBezier(); }
void DrawingBezier::AI(sf::RenderWindow& renderWindow, map<string, float>& eventMap) { //++secondpoint.x; calculateBezier(); }