void display() { SDL_FillRect(screen,NULL,0); b2Body* tmp=world->GetBodyList(); b2Vec2 points[4]; while(tmp) { for(int i=0;i<4;i++) { points[i]=((b2PolygonShape*)tmp->GetFixtureList()->GetShape())->GetVertex(i); rotateTranslate(points[i],tmp->GetWorldCenter(),tmp->GetAngle()); } char* usr1 = static_cast<char*>(tmp->GetFixtureList()->GetBody()->GetUserData()); if (std::string(usr1).compare("cuadrado") == 0) // printf("[%f, %f][%f, %f][%f, %f][%f, %f]\n", points[0].x, points[0].y, points[1].x, points[1].y, points[2].x, points[2].y, points[3].x, points[3].y ); drawSquare(points,tmp->GetWorldCenter(),tmp->GetAngle()); tmp=tmp->GetNext(); } }
void CalCoreSkeleton::rotate(CalQuaternion &rot) { cal3d::RotateTranslate rt(rot, CalVector(0, 0, 0)); rotateTranslate(rt); }