Prettify some of the vector math in scene.cpp
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@ -13,6 +13,7 @@
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#include <utilities/shapes.h>
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#include <utilities/timeutils.h>
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#include <utilities/glfont.h>
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#include <utilities/glmhelpers.hpp>
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using std::cout;
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using std::endl;
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@ -26,6 +27,7 @@ vec3 cameraUpward = vec3(0, 0, 1);
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const size_t N_GRASS = 150;
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const size_t N_TREES = 30;
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const size_t DISPLACEMENT = 40;
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const vec2 plane_movement = {0.5, 0.1};
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SceneNode* rootNode;
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SceneNode* hudNode;
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@ -264,12 +266,10 @@ void step_scene(double timeDelta) {
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carNode->position.z = (frh+flh+blh+brh)/4.0;
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}
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plainNode->uvOffset.x -= timeDelta*0.5;
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plainNode->uvOffset.y -= timeDelta*0.1;
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plainNode->uvOffset -= timeDelta * plane_movement;
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for (SceneNode* node : movingNodes) {
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node->position.x += timeDelta*500/3;
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node->position.y += timeDelta*100/3;
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node->position += vec3(plane_movement * (timeDelta*1000/3), 0.0);
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if (node->position.x > 1000.0) node->position.x -= 1000.0;
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if (node->position.y > 1000.0) node->position.y -= 1000.0;
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//node->position.z = DISPLACEMENT * (t_perlin.at_bilinear(node->position.x*3/1000, node->position.y*3/1000).x * 2 - 1) - 0.5;
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@ -0,0 +1,20 @@
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#pragma once
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#include <GLFW/glfw3.h>
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// prettifies some of the maths with vectors
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constexpr glm::vec2 operator*(glm::vec2 lhs, double rhs) { return lhs *= rhs; }
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constexpr glm::vec2 operator/(glm::vec2 lhs, double rhs) { return lhs /= rhs; }
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constexpr glm::vec3 operator*(glm::vec3 lhs, double rhs) { return lhs *= rhs; }
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constexpr glm::vec3 operator/(glm::vec3 lhs, double rhs) { return lhs /= rhs; }
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constexpr glm::vec4 operator*(glm::vec4 lhs, double rhs) { return lhs *= rhs; }
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constexpr glm::vec4 operator/(glm::vec4 lhs, double rhs) { return lhs /= rhs; }
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constexpr glm::vec2 operator*(double lhs, glm::vec2 rhs) { return rhs * lhs; }
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constexpr glm::vec2 operator/(double lhs, glm::vec2 rhs) { return rhs / lhs; }
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constexpr glm::vec3 operator*(double lhs, glm::vec3 rhs) { return rhs * lhs; }
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constexpr glm::vec3 operator/(double lhs, glm::vec3 rhs) { return rhs / lhs; }
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constexpr glm::vec4 operator*(double lhs, glm::vec4 rhs) { return rhs * lhs; }
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constexpr glm::vec4 operator/(double lhs, glm::vec4 rhs) { return rhs / lhs; }
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constexpr glm::vec2 flip(glm::vec2 a) { return {a.y, a.x}; }
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