Working on models
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@ -256,6 +256,7 @@ void TLiteModel::MoveModel(const vec3& v)
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{
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{
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for (cardinal i = 0; i < TriangleCount * 3; i++)
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for (cardinal i = 0; i < TriangleCount * 3; i++)
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{
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{
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vertexDataStruct.PositionData[i] += v;
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//TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i] += v;
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//TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i] += v;
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}
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}
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}
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}
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@ -265,6 +266,7 @@ void TLiteModel::RotateModel(const mat3& r)
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for (cardinal i = 0; i < TriangleCount * 3; i++)
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for (cardinal i = 0; i < TriangleCount * 3; i++)
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{
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{
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vertexDataStruct.PositionData[i] = r * vertexDataStruct.PositionData[i];
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//TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i] = r * TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i];
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//TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i] = r * TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i];
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//TriangleList.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB][i] = r * TriangleList.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB][i];
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//TriangleList.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB][i] = r * TriangleList.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB][i];
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//TriangleList.Data.Vec3CoordArr[CONST_STRING_TANGENT_ATTRIB][i] = r * TriangleList.Data.Vec3CoordArr[CONST_STRING_TANGENT_ATTRIB][i];
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//TriangleList.Data.Vec3CoordArr[CONST_STRING_TANGENT_ATTRIB][i] = r * TriangleList.Data.Vec3CoordArr[CONST_STRING_TANGENT_ATTRIB][i];
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@ -277,6 +279,7 @@ void TLiteModel::ScaleModel(float s)
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for (cardinal i = 0; i < TriangleCount * 3; i++)
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for (cardinal i = 0; i < TriangleCount * 3; i++)
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{
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{
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vertexDataStruct.PositionData[i] *= s;
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//TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i] *= s;
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//TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i] *= s;
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}
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}
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@ -288,6 +291,9 @@ void TLiteModel::ScaleModel(const vec3& s)
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for (cardinal i = 0; i < TriangleCount * 3; i++)
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for (cardinal i = 0; i < TriangleCount * 3; i++)
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{
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{
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vertexDataStruct.PositionData[i].v[0] *= s.v[0];
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vertexDataStruct.PositionData[i].v[1] *= s.v[1];
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vertexDataStruct.PositionData[i].v[2] *= s.v[2];
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//TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i].v[0] *= s.v[0];
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//TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i].v[0] *= s.v[0];
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//TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i].v[1] *= s.v[1];
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//TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i].v[1] *= s.v[1];
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//TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i].v[2] *= s.v[2];
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//TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i].v[2] *= s.v[2];
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@ -196,7 +196,7 @@ void TSalmonRendererInterface::SetGLCamAngleView()
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TranslateMatrix(vec3(0.0f, 0.0f, -CamDist));
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TranslateMatrix(vec3(0.0f, 0.0f, -CamDist));
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RotateMatrix(vec4(1.f * sin(CamPhi / 2.f), 0.f, 0.f, 1.f * cos(CamPhi / 2.f)));
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RotateMatrix(vec4(1.f * sin(CamPhi / 2.f), 0.f, 0.f, 1.f * cos(CamPhi / 2.f)));
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RotateMatrix(vec4(0.f, 1.f * sin(CamAlpha / 2.f), 0.f, 1.f * cos(CamAlpha / 2.f)));
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RotateMatrix(vec4(0.f, 1.f * sin(CamAlpha / 2.f), 0.f, 1.f * cos(CamAlpha / 2.f)));
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TranslateMatrix(CamPos);
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TranslateMatrix(-CamVec);
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