It shrinks... and it grows!
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parent
6b9bea7964
commit
432bb0d562
43
src/main.cpp
43
src/main.cpp
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@ -14,6 +14,8 @@ void errorCatcher(int id, const char* str);
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Camera camera(glm::vec3(0.0, 0.0, 3.0));
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std::vector<Part> parts;
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int mode = 0;
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void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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void processInput(GLFWwindow* window);
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void mouseCallback(GLFWwindow* window, double xpos, double ypos);
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@ -74,6 +76,20 @@ void processInput(GLFWwindow* window) {
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camera.processMovement(DIRECTION_LEFT, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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camera.processMovement(DIRECTION_RIGHT, deltaTime);
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if (mode == 2) {
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float shiftFactor = (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) ? -0.5 : 0.5;
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shiftFactor *= deltaTime;
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if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS) {
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parts.back().rotation.x += shiftFactor;
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}
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if (glfwGetKey(window, GLFW_KEY_Y) == GLFW_PRESS) {
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parts.back().rotation.y += shiftFactor;
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}
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if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS) {
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parts.back().rotation.z += shiftFactor;
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}
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}
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}
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bool mouseCapturing = false;
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@ -117,4 +133,31 @@ void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods
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}
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});
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}
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float shiftFactor = (mods & GLFW_MOD_SHIFT) ? -0.2 : 0.2;
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if (mode == 0) {
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if (key == GLFW_KEY_X && action == GLFW_PRESS) {
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parts.back().position.x += shiftFactor;
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}
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if (key == GLFW_KEY_Y && action == GLFW_PRESS) {
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parts.back().position.y += shiftFactor;
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}
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if (key == GLFW_KEY_Z && action == GLFW_PRESS) {
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parts.back().position.z += shiftFactor;
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}
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} else if (mode == 1) {
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if (key == GLFW_KEY_X && action == GLFW_PRESS) {
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parts.back().scale.x += shiftFactor;
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}
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if (key == GLFW_KEY_Y && action == GLFW_PRESS) {
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parts.back().scale.y += shiftFactor;
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}
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if (key == GLFW_KEY_Z && action == GLFW_PRESS) {
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parts.back().scale.z += shiftFactor;
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}
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}
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if (key == GLFW_KEY_M && action == GLFW_PRESS) mode = 0;
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if (key == GLFW_KEY_E && action == GLFW_PRESS) mode = 1; // Enlarge
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if (key == GLFW_KEY_R && action == GLFW_PRESS) mode = 2;
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}
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@ -4,6 +4,7 @@
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#include <glm/ext.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/glm.hpp>
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#include <glm/trigonometric.hpp>
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#include <vector>
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#include "shader.h"
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@ -74,8 +75,10 @@ void render(GLFWwindow* window) {
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for (Part part : parts) {
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, part.position);
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// model = glm::rotate(model, part.position);
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model = glm::scale(model, part.scale);
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model = glm::rotate(model, part.rotation.x, glm::vec3(1., 0., 0.));
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model = glm::rotate(model, part.rotation.y, glm::vec3(0., 1., 0.));
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model = glm::rotate(model, part.rotation.z, glm::vec3(0., 0., 1.));
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shader->set("model", model);
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glm::mat3 normalMatrix = glm::mat3(glm::transpose(glm::inverse(model)));
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shader->set("normalMatrix", normalMatrix);
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