Huge refactoring v3

master
Vectozavr 2021-10-30 16:13:22 +07:00
parent 8b37920713
commit b7555431de
5 changed files with 3 additions and 14 deletions

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@ -13,7 +13,7 @@ namespace Consts {
const sf::Color BACKGROUND_COLOR = sf::Color(255, 255, 255);
const std::string PROJECT_NAME = "engine";
const bool USE_LOG_FILE = true;
const bool USE_OPEN_GL = false;
const bool USE_OPEN_GL = true;
const bool SHOW_COORDINATES = true;
const double PI = 3.14159265358979323846264338327950288;

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@ -188,16 +188,6 @@ Matrix4x4 Matrix4x4::ScreenSpace(int width, int height) {
return s;
}
Matrix4x4 Matrix4x4::Model(const Matrix4x4 &transformMatrix, const Vec3D &position) {
Matrix4x4 M(transformMatrix);
M._arr[0][3] = position.x();
M._arr[1][3] = position.y();
M._arr[2][3] = position.z();
return M;
}
Matrix4x4 Matrix4x4::View(const Vec3D &left, const Vec3D &up, const Vec3D &lookAt, const Vec3D &eye) {
Matrix4x4 V = Zero();

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@ -38,7 +38,6 @@ public:
Matrix4x4 static RotationZ (double rz);
Matrix4x4 static Rotation (const Vec3D& v, double rv);
Matrix4x4 static Model(const Matrix4x4& transformMatrix, const Vec3D &position);
Matrix4x4 static View(const Vec3D &left, const Vec3D &up, const Vec3D &lookAt, const Vec3D &eye);
Matrix4x4 static Projection (double fov = 90.0, double aspect = 1.0, double ZNear = 1.0, double ZFar = 10.0);
Matrix4x4 static ScreenSpace (int width, int height);

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@ -39,7 +39,7 @@ private:
Vec3D _angleLeftUpLookAt{0, 0, 0};
public:
explicit Object(ObjectNameTag nameTag) : _nameTag(std::move(nameTag)) {};
explicit Object(const Object& object) : _nameTag(object.name()), _transformMatrix(object.model()) {};
Object(const Object& object) : _nameTag(object.name()), _transformMatrix(object.model()) {};
// TODO: add transform(const Matrix4x4& t)
// TODO: add transformRelativePoint(const Vec3D &point, const Matrix4x4& transform)
@ -71,7 +71,7 @@ public:
[[nodiscard]] ObjectNameTag name() const { return _nameTag; }
[[nodiscard]] Matrix4x4 model() const { return Matrix4x4::Model(_transformMatrix, _position); }
[[nodiscard]] Matrix4x4 model() const { return Matrix4x4::Translation(_position) * _transformMatrix; }
// OpenGL function
[[nodiscard]] GLfloat* glModel() const;

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