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- glm::vec3 points[250];
- glm::vec3 tangent[250];
- glm::vec4 p0 = glm::vec4(-10,-2,0,1);
- glm::vec4 p1 = glm::vec4(10, 2, 0, 1);
- glm::vec4 v0 = glm::vec4(0, 5, 0, 0);
- glm::vec4 v1 = glm::vec4(0, -5, 0, 0);
- //Creating points from hermite (100)
- int licznik = 0;
- for (float t = 0.00; t < 1.00; t = t + 0.01) {
- points[licznik] = glm::hermite(p0, p1, v0, v1, t);
- licznik++;
- }
- if (klatka >= 99 && goUp == true) {
- goUp = false;
- }
- if (klatka < 0 && goUp == false) {
- goUp = true;
- }
- float angle = glm::acos(glm::dot(glm::normalize(tangent[klatka]), glm::normalize(glm::vec3(1, 0, 0))));
- glm::mat4 shipModelMatrix = glm::translate(points[klatka]) * glm::rotate(glm::radians(angle), glm::vec3(0,12,0)) * glm::scale(glm::vec3(0.20f));
- drawObjectTexture(&shipModel, shipModelMatrix, textureShip);
- if (goUp) {
- klatka++;
- }
- else {
- klatka--;
- }
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