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Oct 14th, 2019
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  1. void Laborator3::Update(float deltaTimeSeconds)
  2. {
  3. // TODO: update steps for translation, rotation, scale, in order to create animations
  4. translateX += deltaTimeSeconds * 8.5f;
  5. translateY += deltaTimeSeconds * 8.5f;
  6.  
  7.  
  8. scaleX += deltaTimeSeconds * 0.5f;
  9. scaleY += deltaTimeSeconds * 0.5f;
  10.  
  11. angularStep += deltaTimeSeconds * 2.9f;
  12.  
  13. angularstep2 += deltaTimeSeconds * 2.5f;
  14.  
  15. modelMatrix = glm::mat3(1);
  16. modelMatrix *= Transform2D::Translate(translateX, translateY);
  17.  
  18. modelMatrix *= Transform2D::Translate(50, 50);
  19. modelMatrix *= Transform2D::Rotate(angularstep2);
  20. modelMatrix *= Transform2D::Translate(-50, -50);
  21. // TODO: create animations by multiplying current transform matrix with matrices from Transform 2D
  22.  
  23. RenderMesh2D(meshes["square1"], shaders["VertexColor"], modelMatrix);
  24.  
  25. modelMatrix = glm::mat3(1);
  26. modelMatrix *= Transform2D::Translate(translateX, translateY);
  27. modelMatrix *= Transform2D::Rotate(angularstep2);
  28. modelMatrix *= Transform2D::Translate(200, 400);
  29.  
  30. modelMatrix *= Transform2D::Translate(50, 50);
  31. modelMatrix *= Transform2D::Rotate(angularStep);
  32. modelMatrix *= Transform2D::Translate(-50, -50);
  33.  
  34. //modelMatrix *= Transform2D::Scale(scaleX, scaleY);
  35. //TODO create animations by multiplying current transform matrix with matrices from Transform 2D
  36.  
  37. RenderMesh2D(meshes["square2"], shaders["VertexColor"], modelMatrix);
  38.  
  39. modelMatrix = glm::mat3(1);
  40.  
  41. modelMatrix *= Transform2D::Translate(translateX, translateY);
  42. modelMatrix *= Transform2D::Rotate(angularStep);
  43. modelMatrix *= Transform2D::Translate(70, 200);
  44.  
  45. modelMatrix *= Transform2D::Translate(50, 50);
  46. modelMatrix *= Transform2D::Rotate(angularstep2);
  47. modelMatrix *= Transform2D::Translate(-50, -50);
  48. //modelMatrix *= Transform2D::Rotate(angularstep2);
  49.  
  50. //TODO create animations by multiplying current transform matrix with matrices from Transform 2D
  51. RenderMesh2D(meshes["square3"], shaders["VertexColor"], modelMatrix);
  52. }
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