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Commit 65a9c3f6 authored by Woohyung Choi's avatar Woohyung Choi
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Transfrom있던거 제거

parent fa475c8b
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......@@ -75,93 +75,11 @@ GLuint RenderObject::get_vertex_count()
return mesh->get_vertex_count();
}
Transform::Transform()
{
translate = glm::vec3(0.0f, 0.0f, 0.0f);
rotate = glm::vec3(0.0f, 0.0f, 0.0f);
scale = glm::vec3(1.0f, 1.0f, 1.0f);
update_model_matrix();
update_directional_vector();
}
glm::mat4 Transform::get_model_matrix()
{
return model;
}
void Transform::update_model_matrix()
{
model = glm::mat4(1.0f);
model = glm::translate(model, translate);
model = glm::rotate(model, glm::radians(rotate.x), glm::vec3(1.0f, 0.0f, 0.0f));
model = glm::rotate(model, glm::radians(rotate.y), glm::vec3(0.0f, 1.0f, 0.0f));
model = glm::rotate(model, glm::radians(rotate.z), glm::vec3(0.0f, 0.0f, 1.0f));
model = glm::scale(model, scale);
}
void Transform::update_directional_vector()
{
glm::vec3 front;
glm::vec3 up;
glm::vec3 right;
glm::vec3 _front;
front.x = cos(glm::radians(rotate.y)) * cos(glm::radians(rotate.x));
front.y = sin(glm::radians(rotate.x));
front.z = sin(glm::radians(rotate.y)) * cos(glm::radians(rotate.x));
front = glm::normalize(_front);
right = glm::normalize(glm::cross(front, glm::vec3(0, 1, 0)));
up = glm::normalize(glm::cross(right, front));
}
Transform *RenderObject::get_transform()
{
return &transform;
}
void Transform::set_translate(glm::vec3 _translate)
{
translate = _translate;
update_model_matrix();
update_directional_vector();
}
void Transform::set_rotate(glm::vec3 _rotate)
{
rotate = _rotate;
update_model_matrix();
update_directional_vector();
}
void Transform::set_scale(glm::vec3 _scale)
{
scale = _scale;
update_model_matrix();
}
void Transform::move(glm::vec3 _delta)
{
translate += _delta;
update_model_matrix();
update_directional_vector();
}
void Transform::move(glm::vec3 _direction, glm::vec1 _velocity)
{
translate += glm::vec3(_velocity *_direction.x, _velocity *_direction.y, _velocity *_direction.z);
update_model_matrix();
}
void RenderObject::set_material(Material *_material)
{
material = _material;
......@@ -214,7 +132,7 @@ void RenderObject::projective_render(Camera &camera)
0.0f, 0.0f, 0.5f, 0.5f,
0.0f, 0.0f, 0.0f, 1.0f };
glm::mat4 projector_view = glm::lookAt(camera.Position, camera.Position + camera.Front, camera.Up);
glm::mat4 projector_view = glm::lookAt(camera.transform.get_translate(), camera.transform.get_translate() + camera.transform.get_front(), camera.transform.get_up());
glm::mat4 projector_projection = glm::perspective(glm::radians(camera.Zoom), 1.0f, 0.1f, 100.0f);
auto prog = material->get_program();
......
......@@ -50,35 +50,6 @@ public:
GLuint get_specularMap();
};
class Transform
{
private:
glm::mat4 model;
glm::vec3 translate;
glm::vec3 rotate;
glm::vec3 scale;
glm::vec3 front;
glm::vec3 up;
glm::vec3 right;
void update_model_matrix();
void update_directional_vector();
public:
Transform();
glm::mat4 get_model_matrix();
glm::vec3 get_front();
void set_translate(glm::vec3 _translate);
void set_rotate(glm::vec3 _rotate);
void set_scale(glm::vec3 _scale);
void move(glm::vec3 _delta);
void move(glm::vec3 _direction, glm::vec1 _velocity);
};
class RenderObject
{
private:
......
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