void update() { glm::vec3 tempPlayerOne = glm::vec3(objectsDataList.getModelMatrix(1)[3][0], objectsDataList.getModelMatrix(1)[3][1], objectsDataList.getModelMatrix(1)[3][2]); //glm::vec3 tempPlayerTwo = glm::vec3(objectsDataList.getModelMatrix(2)[3][0], objectsDataList.getModelMatrix(2)[3][1], objectsDataList.getModelMatrix(2)[3][2]); //glm::vec3 puckLoc = glm::vec3(objectsDataList.getModelMatrix(3)[3][0], objectsDataList.getModelMatrix(3)[3][1], objectsDataList.getModelMatrix(3)[3][2]); //cout << "Makes it to update!" << endl; float dt = getDT(); int counter; // pass dt to all objects and let them update themselves based on their // current flags/status if(!pauseBool) { dynamicsWorld->setGravity(btVector3(gravityX, -10, gravityZ)); dynamicsWorld->stepSimulation(dt, 10.0f); for (counter = 0; counter < globalObjCount; counter++) { objectsDataList.updateObject(counter); } } switch(viewNum) { case 0: view = glm::lookAt( glm::vec3(camX, camY, camZ), //Eye Position glm::vec3(0, 0.0, 0.0), //Focus point glm::vec3(0.0, 0.0, 1.0)); //Positive Y is up break; case 1: view = glm::lookAt( glm::vec3(tempPlayerOne.x + camX + offsetX, 30.0 + offsetY, tempPlayerOne.z + camZ + offsetZ), //Eye Position glm::vec3(tempPlayerOne.x + offsetX, tempPlayerOne.y + offsetY, tempPlayerOne.z + offsetZ), //Focus point glm::vec3(0.0, 0.0, 1.0)); //Positive Y is up break; case 2: //view = glm::lookAt( glm::vec3(tempPlayerTwo.x, 40.0, tempPlayerTwo.z), //Eye Position //glm::vec3(tempPlayerTwo.x, tempPlayerTwo.y, tempPlayerTwo.z), //Focus point //glm::vec3(0.0, 0.0, 1.0)); //Positive Y is up break; } //checkGoal(); // Update the state of the scene glutPostRedisplay();//call the display callback }
void update() { //cout << "Makes it to update!" << endl; float dt = getDT(); int counter; // pass dt to all objects and let them update themselves based on their // current flags/status //cout << "Gets to before stepsim" << endl; dynamicsWorld->stepSimulation(dt, 10.0f); //cout << "GLOBAL COUNT" << globalObjCount << endl; for (counter = 0; counter < globalObjCount; counter++) { objectsDataList.updateObject(counter); } // Update the state of the scene glutPostRedisplay();//call the display callback }