Пример #1
0
void update(double deltaTime)
{
	cam->update(deltaTime);
	running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED);
	moveFPSCam(deltaTime, 2.0f);

	
}
Пример #2
0
void update(double deltaTime)
{
	cam->update(deltaTime);
	running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED);
	moveFPSCam(deltaTime, 2.0f);
	if (glfwGetKey('P'))
		cam->setPositon(glm::vec3(0.0f, 10.0f, -500.0f));
	if (glfwGetKey('O'))
		cam->setPositon(glm::vec3(0.0f, 10.0f, -50.0f));
}
Пример #3
0
//================================================================================
void update(double deltaTime)
{
    float speed = 5.0f;

    currentCam->update(deltaTime);
    running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED);

    if (glfwGetKey(GLFW_KEY_KP_1))//selecte chase cam
        currentCam = cam1;
    if (currentCam == cam1)
        moveChaseCam();

    if (glfwGetKey(GLFW_KEY_KP_2))//select arc cam
        currentCam = cam2;
    if (currentCam == cam2)
        moveArcCam();

    if (glfwGetKey(GLFW_KEY_KP_3))//select target
        currentCam = cam3;

    if (glfwGetKey(GLFW_KEY_KP_4))//select fps
        currentCam = cam4;
    if (currentCam == cam4)
        moveFPSCam(deltaTime, speed);

    if(glfwGetKey(GLFW_KEY_SPACE))
    {
        scene->objects["cube1"]->transform.move(glm::vec3(0.0f, 0.01f, 0.1f));
        scene->objects["cube2"]->transform.move(glm::vec3(0.1f, 0.01f, 0.1));
        scene->objects["cube3"]->transform.move(glm::vec3(-0.1f, 0.01f, -0.1f));
        scene->objects["cube4"]->transform.move(glm::vec3(-0.1f, 0.01f, 0.1f));
        scene->objects["cube5"]->transform.move(glm::vec3(0.1f, 0.01f, -0.1f));
        scene->objects["cube6"]->transform.move(glm::vec3(0.1f, 0.01f, 0.1f));

        scene->objects["cube1"]->transform.rotate(30, glm::vec3(1.0f, 1.0f, 4.0f));
        scene->objects["cube2"]->transform.rotate(30, glm::vec3(1.0f, 1.0f, 4.0f));
        scene->objects["cube3"]->transform.rotate(30, glm::vec3(1.0f, 1.0f, 4.0f));
        scene->objects["cube4"]->transform.rotate(30, glm::vec3(1.0f, 1.0f, 4.0f));
        scene->objects["cube5"]->transform.rotate(30, glm::vec3(1.0f, 1.0f, 4.0f));
        scene->objects["cube6"]->transform.rotate(30, glm::vec3(1.0f, 1.0f, 4.0f));
    }
    if(glfwGetKey('V'))
    {
        scene->objects["cube1"]->transform.move(-glm::vec3(0.0f, 0.0f, 0.1f));
        scene->objects["cube2"]->transform.move(-glm::vec3(0.1f, 0.0f, 0.1));
        scene->objects["cube3"]->transform.move(-glm::vec3(-0.1f, 0.0f, -0.1f));
        scene->objects["cube4"]->transform.move(-glm::vec3(-0.1f, -0.1f, 0.1f));
        scene->objects["cube5"]->transform.move(-glm::vec3(0.1f, -0.1f, -0.1f));
        scene->objects["cube6"]->transform.move(-glm::vec3(0.1f, -0.1f, 0.1f));
    }
}
Пример #4
0
void update(double deltaTime)
{
	cam->update(deltaTime);
	running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED);
	moveFPSCam(deltaTime, 2.0f);
	float angle  = 0.1f;
	if (glfwGetKey('K'))
	{
		
		angle = angle + 0.1f;
		scene->objects["cylinder"]->transform.rotate(angle, glm::vec3(1.0f, 0.0f, 0.0f));
	}
	//std::cout<<angle<<"\n";
}
Пример #5
0
void update(double deltaTime)
{
	float speed = 0.05f;
	cam1->update(deltaTime);
	running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED);
	moveFPSCam(deltaTime, 2.0f);
	float angle  = 0.1f;
	if (glfwGetKey('1'))
	{
		scene->objects["backSeat"]->transform.rotate(0.01f, (glm::vec3(1.0f, 0.0f, 1.0f)));
	}
	
	scene->objects["skybox"]->transform.rotate(0.0002, glm::vec3(0.0f, 1.0f, 0.0f));
	//std::cout<<cam1->getPosition().x<<" , "<<cam1->getPosition().y<<" , "<<cam1->getPosition().z<<"\n";
}