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a guest Nov 18th, 2019 85 Never
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  1. //TODO 2
  2.     // Make the red sphere rotate around the bouncing blue sphere (create a model matrix)
  3.     // 1 turn should be done in 1 seconds - use variable "t" which is time in seconds
  4.     // the red sphere should rotate around the other one (use mvp)
  5.     // the red sphere should be half sized than the other sphere
  6.     // the red sphere should rotate around the other with radius stored in "planetDistance" variable
  7.     // Use glm::rotate, glm::translate, glm::scale
  8.     // Store the resulting transform in "sphere2model" variable
  9.     // Hint - there are 2 possibilities how to do it, either by 2x translate or translate + rotate
  10.     // Hint 2 - sphere1model should be the last applied transform
  11. glm::mat4 sphere2model = glm::mat4(1); //store it here
  12.    
  13.     glm::vec3 position2 = position + glm::vec3(planetDistance, 0, 0);
  14.     sphere2model = glm::rotate(glm::radians(360 * t), glm::vec3(0, 1, 0)) * glm::translate(position2) * glm::scale(glm::vec3(0.5f, 0.5f, 0.5f););
  15.  
  16.  
  17. //TODO 3
  18.     //Change the code so that the mouse wheel moves the moon further away or closer to the planet
  19.     //React to SDL_BUTTON_WHEELDOWN and SDL_BUTTON_WHEELUP
  20.     //Like:
  21.     //if(button == SDL_BUTTON_WHEELDOWN) then do something, similarly for SDL_BUTTON_WHEELUP
  22.     if (button == SDL_BUTTON_WHEELDOWN)
  23.     {
  24.         planetDistance += 0.25f;
  25.         redraw();
  26.     }
  27.     if (button == SDL_BUTTON_WHEELUP)
  28.     {
  29.         planetDistance -= 0.25f;
  30.         redraw();
  31.     }
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