48 #include <OpenGL/gl.h> 49 #include <GLUT/glut.h> 82 virtual void setName(
string s){m_name = s;};
95 {invert ? m_position.x -= m_translationSpeed: m_position.x += m_translationSpeed; computeMatrix();};
98 {invert ? m_position.y -= m_translationSpeed: m_position.y += m_translationSpeed; computeMatrix();};
101 {invert ? m_position.z -= m_translationSpeed: m_position.z += m_translationSpeed; computeMatrix();};
103 void rotX(
bool invert = 0);
104 void rotY(
bool invert = 0);
105 void rotZ(
bool invert = 0);
107 void yaw(
bool invert = 0);
108 void pitch(
bool invert = 0);
109 void roll(
bool invert = 0);
111 void accel(
bool invert = 0);
112 void lift(
bool invert = 0);
113 void strafe(
bool invert = 0);
119 void compileAxesList();
121 string Name() {
return m_name;};
140 void computeMatrix();
Normal< typename Vec::CoordType > m_z_Axis
A 4x4 matrix class implementation for use with the provided vertex types.
Normal< typename Vec::CoordType > m_xAxis
void setRotationSpeed(float s)
void moveX(bool invert=0)
void setTranslationSpeed(float s)
A dynamic bounding box class.
void moveY(bool invert=0)
virtual void setName(string s)
BoundingBox< Vec > * boundingBox()
void setPointSize(float size)
std::shared_ptr< Model > ModelPtr
Matrix4< Vec > getTransformation()
BoundingBox< Vec > * m_boundingBox
void moveZ(bool invert=0)
Matrix4< Vec > m_transformation
Normal< typename Vec::CoordType > m_yAxis
void setLineWidth(float width)
PointBufferPtr transform(PointBufferPtr pc_in, const Transformd &T)