Th3NiKo

main.cpp

May 12th, 2018
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C++ 1.20 KB | None | 0 0
  1. //INIT
  2.  
  3. //RIGIDBODIES
  4.     glm::mat3 inertia = {};
  5.     inertia[0][0] = 1.0f;
  6.     inertia[1][1] = 0.5f;
  7.     inertia[2][2] = 3.0f;
  8.  
  9.  
  10.  
  11.     for (int i = 0; i < numberOfShips; ++i) {
  12.     // Set the initial state of the rigid bodies .
  13.         glm::vec3 tempPos = glm::vec3(RandomFloat(-4.0f, 4.0f), RandomFloat(-4.0f, 4.0f), RandomFloat(-4.0f, 4.0f));
  14.         glm::quat tempQuat;
  15.         tempQuat = glm::angleAxis(roll, glm::vec3(0.0f, 0.0f, 1.0f));
  16.         body [i] = new RigidBody (0.1f, inertia) ;
  17.         body[i]->ClearEverything();
  18.         //body[i]->AddForce(glm::vec3(1.0f, 0.0f, 0.0f),glm::vec3(1,1,1));
  19.         body[i]->AddForce(glm::vec3(0.0f,(-body[i]->m_mass) * (0.1f), 0.0f));
  20.  
  21.     }
  22.  
  23.  
  24. //renderScene
  25.  
  26.  //Rigidbodies
  27.     // Part of the physics update step .
  28.     for (int i = 0; i < numberOfShips; ++i) {
  29.  
  30.         body [i]->Update (t, dt);
  31.         t += dt;
  32.  
  33.         glm::mat4 miniShipModelMatrix = glm::mat4(1.0f);
  34.         miniShipModelMatrix = glm::translate(miniShipModelMatrix,body[i]->m_X) * glm::toMat4((glm::normalize(body[i]->m_Q))) * glm::scale(miniShipModelMatrix,glm::vec3(0.4f,0.4f,0.4f));
  35.         drawObjectColor(&shipModel, miniShipModelMatrix,glm::vec3(0.0f,1.0f,0.0f));
  36.     }
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