liczenie odleglosci
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@ -40,6 +40,7 @@ GLuint boxTexture, groundTexture, shipTexture, stoneTexture, redTex, yellowTex;
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glm::vec3 cameraPos = glm::vec3(-40, 5, 0);
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glm::vec3 cameraPos = glm::vec3(-40, 5, 0);
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glm::vec3 cameraDir;
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glm::vec3 cameraDir;
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glm::vec3 cameraSide;
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glm::vec3 cameraSide;
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glm::vec3 stationPos;
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float cameraAngle = 0;
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float cameraAngle = 0;
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glm::mat4 cameraMatrix, perspectiveMatrix;
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glm::mat4 cameraMatrix, perspectiveMatrix;
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@ -63,7 +64,7 @@ Core::RenderContext shipContextOrbit, sphereContextOrbit, stationContextOrbit;
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float frustumScale = 1.f;
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float frustumScale = 1.f;
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bool loading = false;
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bool loading = false;
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bool reload = false;
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bool reload = false;
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float orbitSpeed = 0.005f;
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float orbitSpeed = 0.003f;
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// skybox
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// skybox
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std::vector<std::string> faces
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std::vector<std::string> faces
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@ -416,7 +417,7 @@ void renderScene()
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// Update of camera and perspective matrices
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// Update of camera and perspective matrices
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cameraMatrix = createCameraMatrix();
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cameraMatrix = createCameraMatrix();
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perspectiveMatrix = Core::createPerspectiveMatrix(0.1f, 1000.f);
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perspectiveMatrix = Core::createPerspectiveMatrix(0.1f, 1500.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(0.0f, 0.1f, 0.3f, 1.0f);
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glClearColor(0.0f, 0.1f, 0.3f, 1.0f);
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@ -477,7 +478,8 @@ void renderScene()
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lightDir = glm::normalize(glm::vec3(1.0f, -1.0f, -1.0f));
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lightDir = glm::normalize(glm::vec3(1.0f, -1.0f, -1.0f));
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lightPos = glm::vec3(0, 0, -800);
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lightPos = glm::vec3(0, 0, -800);
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cameraAngle = glm::radians(0.0f);
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cameraAngle = glm::radians(0.0f);
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cameraPos = glm::vec3(0, 0, -250);
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cameraPos = glm::vec3(0.f, 0.f, 250.f);
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stationPos = glm::vec3(0.f, -0.65f, 245.5f);
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appLoadingTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
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appLoadingTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
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}
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}
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}
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}
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@ -513,18 +515,23 @@ void renderScene()
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//drawObjectTexture(&sphereModelOrbit, glm::translate(glm::vec3(0, 0, 0)) * glm::scale(glm::vec3(20.f)), textureSun);
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//drawObjectTexture(&sphereModelOrbit, glm::translate(glm::vec3(0, 0, 0)) * glm::scale(glm::vec3(20.f)), textureSun);
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//STATION
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//STATION
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glm::mat4 stationmat = glm::rotate(time / 2.0f, glm::vec3(0, 1, 0)) * glm::translate(glm::vec3(0, -0.7f, 245.5f)) * glm::scale(glm::vec3(0.4)) * glm::rotate(glm::radians(-90.0f), glm::vec3(0, 1, 0));
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glm::mat4 stationmat = glm::rotate(time / 5.0f, glm::vec3(0, 1, 0)) * glm::translate(stationPos) * glm::scale(glm::vec3(0.4)) * glm::rotate(glm::radians(-90.0f), glm::vec3(0, 1, 0));
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drawObjectColor(&stationContextOrbit, stationmat, glm::vec3(0.5));
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drawObjectTexture(&stationContextOrbit, stationmat, shipTexture);
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stationmat = perspectiveMatrix * stationmat;
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//stationmat = perspectiveMatrix * stationmat;
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glm::vec3 stationPos = glm::vec3(stationmat[3][0], stationmat[3][1], stationmat[3][2]);
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glm::vec3 stationPos = glm::vec3(stationmat[3][0], stationmat[3][1], stationmat[3][2]);
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glm::vec3 dif = stationPos - cameraPos;
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//glm::vec3 dif = stationPos - cameraPos;
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float difference = dif.length();
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//float difference = dif.length();
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//if (difference < 5) {
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//if (difference < 5) {
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//shutdown();
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//shutdown();
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//}
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//}
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float distance = sqrt((cameraPos.x - stationPos.x)*(cameraPos.x - stationPos.x) + (cameraPos.z - stationPos.z)* (cameraPos.z - stationPos.z));
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std::cout << "distance: " << distance << std::endl;
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//std::cout << "cameraPos.x: " << cameraPos.x << "cameraPos.z: " << cameraPos.z <<std::endl;
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//std::cout << "stationPos.x: " << stationPos.x << "stationPos.z: " << stationPos.z << std::endl;
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//EARTH nieruchoma - <20>atwiejsze dla naszej cutscenki
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//EARTH nieruchoma - <20>atwiejsze dla naszej cutscenki
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drawObjectTexture(&sphereContextOrbit, glm::scale(glm::vec3(45)), textureEarthHighres);
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drawObjectTexture(&sphereContextOrbit, glm::scale(glm::vec3(45)), textureEarthHighres);
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