public void updateWithDelta(long dt) { final float secsPerMove = 2.0f * ONE_SEC; float movement = (float)(Math.sin(System.currentTimeMillis() * 2 * Math.PI / secsPerMove)); // move camera Matrix4f camera = new Matrix4f(); camera.translate(0.0f, -1.0f * movement, -15.0f); camera.rotate(360.0f * movement, 0.0f, 0.0f, 1.0f); camera.scale(movement, movement, movement); square.setCamera(camera); square.draw(dt); }
public void updateWithDelta(long dt) { final float secsPerMove = 2.0f * ONE_SEC; float movement = (float)(Math.sin(System.currentTimeMillis() * 2 * Math.PI / secsPerMove)); Matrix4f camera = new Matrix4f(); camera.translate(0.0f, -1.0f * movement, 0.0f); camera.rotate(360.0f * movement, 0.0f, 0.0f, 1.0f); camera.scale(movement, movement, movement); square.setCamera(camera); square.draw(dt); } }
public Matrix4f modelMatrix() { Matrix4f mat = new Matrix4f(); // make a new identitiy 4x4 matrix mat.translate(position.x, position.y, position.z); mat.rotate(rotationX, 1.0f, 0.0f, 0.0f); mat.rotate(rotationY, 0.0f, 1.0f, 0.0f); mat.rotate(rotationZ, 0.0f, 0.0f, 1.0f); mat.scale(scale, scale, scale); return mat; }
public Matrix4f modelMatrix() { Matrix4f mat = new Matrix4f(); // make a new identitiy 4x4 matrix mat.translate(position.x, position.y, position.z); mat.rotate(rotationX, 1.0f, 0.0f, 0.0f); mat.rotate(rotationY, 0.0f, 1.0f, 0.0f); mat.rotate(rotationZ, 0.0f, 0.0f, 1.0f); mat.scale(scale, scale, scale); return mat; }
public Matrix4f modelMatrix() { Matrix4f mat = new Matrix4f(); // make a new identitiy 4x4 matrix mat.translate(position.x, position.y, position.z); mat.rotate(rotationX, 1.0f, 0.0f, 0.0f); mat.rotate(rotationY, 0.0f, 1.0f, 0.0f); mat.rotate(rotationZ, 0.0f, 0.0f, 1.0f); mat.scale(scale, scale, scale); return mat; }
public Matrix4f modelMatrix() { Matrix4f mat = new Matrix4f(); // make a new identitiy 4x4 matrix mat.translate(position.x, position.y, position.z); mat.rotate(rotationX, 1.0f, 0.0f, 0.0f); mat.rotate(rotationY, 0.0f, 1.0f, 0.0f); mat.rotate(rotationZ, 0.0f, 0.0f, 1.0f); mat.scale(scale, scale, scale); return mat; }
public Matrix4f modelMatrix() { Matrix4f mat = new Matrix4f(); // make a new identitiy 4x4 matrix mat.translate(position.x, position.y, position.z); mat.rotate(rotationX, 1.0f, 0.0f, 0.0f); mat.rotate(rotationY, 0.0f, 1.0f, 0.0f); mat.rotate(rotationZ, 0.0f, 0.0f, 1.0f); mat.scale(scale, scale, scale); return mat; }
public Matrix4f modelMatrix() { Matrix4f mat = new Matrix4f(); // make a new identitiy 4x4 matrix mat.translate(position.x, position.y, position.z); mat.rotate(rotationX, 1.0f, 0.0f, 0.0f); mat.rotate(rotationY, 0.0f, 1.0f, 0.0f); mat.rotate(rotationZ, 0.0f, 0.0f, 1.0f); mat.scale(scale, scale, scale); return mat; }
public Matrix4f modelMatrix() { Matrix4f mat = new Matrix4f(); // make a new identitiy 4x4 matrix mat.translate(position.x, position.y, position.z); mat.rotate(rotationX, 1.0f, 0.0f, 0.0f); mat.rotate(rotationY, 0.0f, 1.0f, 0.0f); mat.rotate(rotationZ, 0.0f, 0.0f, 1.0f); mat.scale(scale, scale, scale); return mat; }
public Matrix4f modelMatrix() { Matrix4f mat = new Matrix4f(); // make a new identitiy 4x4 matrix mat.translate(position.x, position.y, position.z); mat.rotate(rotationX, 1.0f, 0.0f, 0.0f); mat.rotate(rotationY, 0.0f, 1.0f, 0.0f); mat.rotate(rotationZ, 0.0f, 0.0f, 1.0f); mat.scale(scale, scale, scale); return mat; }