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- //INIT
- //RIGIDBODIES
- glm::mat3 inertia = {};
- inertia[0][0] = 1.0f;
- inertia[1][1] = 0.5f;
- inertia[2][2] = 3.0f;
- for (int i = 0; i < numberOfShips; ++i) {
- // Set the initial state of the rigid bodies .
- glm::vec3 tempPos = glm::vec3(RandomFloat(-4.0f, 4.0f), RandomFloat(-4.0f, 4.0f), RandomFloat(-4.0f, 4.0f));
- glm::quat tempQuat;
- tempQuat = glm::angleAxis(roll, glm::vec3(0.0f, 0.0f, 1.0f));
- body [i] = new RigidBody (0.1f, inertia) ;
- body[i]->ClearEverything();
- //body[i]->AddForce(glm::vec3(1.0f, 0.0f, 0.0f),glm::vec3(1,1,1));
- body[i]->AddForce(glm::vec3(0.0f,(-body[i]->m_mass) * (0.1f), 0.0f));
- }
- //renderScene
- //Rigidbodies
- // Part of the physics update step .
- for (int i = 0; i < numberOfShips; ++i) {
- body [i]->Update (t, dt);
- t += dt;
- glm::mat4 miniShipModelMatrix = glm::mat4(1.0f);
- 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));
- drawObjectColor(&shipModel, miniShipModelMatrix,glm::vec3(0.0f,1.0f,0.0f));
- }
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