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| Author | SHA1 | Date | |
|---|---|---|---|
| cf8eb3f5fd | |||
| 4e7875bed3 |
24
TheRepo/TheLabs/Camera.cs
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24
TheRepo/TheLabs/Camera.cs
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@ -0,0 +1,24 @@
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using OpenTK.Mathematics;
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namespace TheLabs;
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public class Camera
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{
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public Vector3 _position = new Vector3(0.0f, 0.0f, -3.0f);
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public Vector3 _target = new Vector3(0.0f, 0.0f, -1.0f);
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public Vector3 _up;
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public Camera(Vector3 position, Vector3 target, Vector3 up)
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{
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_position = position;
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_target = target;
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_up = up;
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}
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public Matrix4 LookAt()
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{
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return Matrix4.LookAt(_position, _position + _target, _up);
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}
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}
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@ -17,9 +17,11 @@ namespace TheLabs
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// OpenGL only supports rendering in 3D, so to create a flat triangle, the Z coordinate will be kept as 0.
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// OpenGL only supports rendering in 3D, so to create a flat triangle, the Z coordinate will be kept as 0.
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private Shader _shader;
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private Shader _shader;
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private Camera _camera;
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// - Resources that only need to be created once
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// - Resources that only need to be created once
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private Mesh _cubeMesh;
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private Mesh _cubeMesh;
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private Mesh _circleMesh;
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private Mesh _cylinderMesh;
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private Texture _cubeTexture;
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private Texture _cubeTexture;
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private Texture _cubeTexture2;
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private Texture _cubeTexture2;
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private float _rotation;
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private float _rotation;
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@ -27,6 +29,9 @@ namespace TheLabs
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// -- Scene Objects
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// -- Scene Objects
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private RenderObject _cubeObject;
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private RenderObject _cubeObject;
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private RenderObject _cubeObject2;
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private RenderObject _cubeObject2;
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private RenderObject _circleObject;
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private RenderObject _cylinderObject;
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private Bus _bus;
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private Vector3 _cameraPosition = new Vector3(0.0f, 0.0f, -3.0f);
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private Vector3 _cameraPosition = new Vector3(0.0f, 0.0f, -3.0f);
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private Vector3 _cameraFront = new Vector3(0.0f, 0.0f, -1.0f);
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private Vector3 _cameraFront = new Vector3(0.0f, 0.0f, -1.0f);
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@ -60,17 +65,17 @@ namespace TheLabs
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// Set The background color to a nice blue.
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// Set The background color to a nice blue.
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GL.ClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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GL.ClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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GL.Enable(EnableCap.DepthTest);
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GL.Enable(EnableCap.DepthTest);
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_camera = new Camera(_cameraPosition, _cameraFront, _cameraUp);
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CursorState = CursorState.Grabbed;
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CursorState = CursorState.Grabbed;
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_shader = new Shader("Shaders/shader.vert", "Shaders/shader.frag");
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_shader = new Shader("Shaders/shader.vert", "Shaders/shader.frag");
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_cubeMesh = ShapeFactory.CreateTexturedCube();
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_cubeTexture = new Texture("Textures/placeholder.png");
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_cubeTexture = new Texture("Textures/stone.jpg");
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_cubeTexture2 = new Texture("Textures/placeholder.png");
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_cubeTexture2 = new Texture("Textures/placeholder.png");
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_cubeObject = new RenderObject(_cubeMesh, _shader, _cubeTexture);
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_cubeObject2 = new RenderObject(_cubeMesh, _shader, _cubeTexture2);
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_bus = new Bus(_cubeTexture, _shader);
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_cubeObject.Position = new Vector3(-1.5f, 0.0f, 0.0f);
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_cubeObject2.Position = new Vector3(1.5f, 0.0f, 0.0f);
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_cubeObject.Scale = new Vector3(0.5f, 0.5f, 0.5f);
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_cubeObject2.Scale = new Vector3(0.5f, 0.5f, 0.5f);
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}
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}
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@ -82,11 +87,11 @@ namespace TheLabs
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base.OnRenderFrame(e);
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base.OnRenderFrame(e);
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// Clear the color buffer and the depth buffer
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// Clear the color buffer and the depth buffer
|
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GL.Clear(ClearBufferMask.DepthBufferBit | ClearBufferMask.ColorBufferBit);
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GL.Clear(ClearBufferMask.DepthBufferBit | ClearBufferMask.ColorBufferBit);
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_cubeObject.Rotation = Quaternion.FromEulerAngles(_rotation * 0.5f, _rotation, 0); //
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//_cubeObject.Rotation = Quaternion.FromEulerAngles(_rotation * 0.5f, _rotation, 0); //
|
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_cubeObject2.Rotation = Quaternion.FromEulerAngles(-_rotation * 0.5f, -_rotation, 0);
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//_cubeObject2.Rotation = Quaternion.FromEulerAngles(-_rotation * 0.5f, -_rotation, 0);
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// --- Set up Camera ---
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// --- Set up Camera ---
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Matrix4 view = Matrix4.LookAt(_cameraPosition, _cameraPosition + _cameraFront, _cameraUp);
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Matrix4 view = _camera.LookAt();
|
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float aspectRatio = (float)Size.X / Size.Y;
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float aspectRatio = (float)Size.X / Size.Y;
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|
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// 2. Add a safety check for divide-by-zero
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// 2. Add a safety check for divide-by-zero
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@ -101,8 +106,8 @@ namespace TheLabs
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100.0f
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100.0f
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);
|
);
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_cubeObject.Draw(view, projection);
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// --- Draw Scene Objects ---
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_cubeObject2.Draw(view, projection);
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_bus.DrawBus(view, projection);
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SwapBuffers();
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SwapBuffers();
|
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}
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}
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@ -148,29 +153,30 @@ namespace TheLabs
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{
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{
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_yaw -= _rotationSpeed * (float)e.Time;
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_yaw -= _rotationSpeed * (float)e.Time;
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}
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}
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if (input.IsKeyDown(Keys.Right))
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if (input.IsKeyDown(Keys.Right))
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{
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{
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_yaw += _rotationSpeed * (float)e.Time;
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_yaw += _rotationSpeed * (float)e.Time;
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}
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}
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if (input.IsKeyDown(Keys.Up))
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if (input.IsKeyDown(Keys.Up))
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{
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{
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_pitch += _rotationSpeed * (float)e.Time;
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_pitch += _rotationSpeed * (float)e.Time;
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}
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}
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if (input.IsKeyDown(Keys.Down))
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if (input.IsKeyDown(Keys.Down))
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{
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{
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_pitch -= _rotationSpeed * (float)e.Time;
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_pitch -= _rotationSpeed * (float)e.Time;
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}
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}
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_pitch = MathHelper.Clamp(_pitch, -89.0f, 89.0f);
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_pitch = MathHelper.Clamp(_pitch, -89.0f, 89.0f);
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Vector3 front;
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Vector3 front;
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front.X = MathF.Cos(MathHelper.DegreesToRadians(_yaw)) * MathF.Cos(MathHelper.DegreesToRadians(_pitch));
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_camera._target.X = MathF.Cos(MathHelper.DegreesToRadians(_yaw)) * MathF.Cos(MathHelper.DegreesToRadians(_pitch));
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front.Y = MathF.Sin(MathHelper.DegreesToRadians(_pitch));
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_camera._target.Y = MathF.Sin(MathHelper.DegreesToRadians(_pitch));
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front.Z = MathF.Sin(MathHelper.DegreesToRadians(_yaw)) * MathF.Cos(MathHelper.DegreesToRadians(_pitch));
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_camera._target.Z = MathF.Sin(MathHelper.DegreesToRadians(_yaw)) * MathF.Cos(MathHelper.DegreesToRadians(_pitch));
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_cameraFront = Vector3.Normalize(front);
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var _cameraRight = Vector3.Normalize(Vector3.Cross(_cameraFront, _cameraUp));
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_cameraFront = Vector3.Normalize(_camera._target);
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if (input.IsKeyDown(Keys.W)) _cameraPosition += _cameraFront * _cameraSpeed * (float)e.Time;
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var _cameraRight = Vector3.Normalize(Vector3.Cross(_cameraFront, _camera._up));
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if (input.IsKeyDown(Keys.S)) _cameraPosition -= _cameraFront * _cameraSpeed * (float)e.Time;
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if (input.IsKeyDown(Keys.W)) _camera._position += _cameraFront * _cameraSpeed * (float)e.Time;
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if (input.IsKeyDown(Keys.A)) _cameraPosition -= _cameraRight * _cameraSpeed * (float)e.Time;
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if (input.IsKeyDown(Keys.S)) _camera._position -= _cameraFront * _cameraSpeed * (float)e.Time;
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if (input.IsKeyDown(Keys.D)) _cameraPosition += _cameraRight * _cameraSpeed * (float)e.Time;
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if (input.IsKeyDown(Keys.A)) _camera._position -= _cameraRight * _cameraSpeed * (float)e.Time;
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if (input.IsKeyDown(Keys.D)) _camera._position += _cameraRight * _cameraSpeed * (float)e.Time;
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}
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}
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@ -10,7 +10,7 @@ namespace TheLabs
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{
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{
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var nativeWindowSettings = new NativeWindowSettings
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var nativeWindowSettings = new NativeWindowSettings
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{
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{
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Size = new Vector2i(800, 600),
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Size = new Vector2i(1920, 1080),
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Title = "My OpenTK Example Program"
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Title = "My OpenTK Example Program"
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};
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};
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MyVector myVector = new MyVector(30, 40, 0);
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MyVector myVector = new MyVector(30, 40, 0);
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@ -11,6 +11,7 @@ public class RenderObject
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public Texture Texture;
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public Texture Texture;
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public Vector3 Position = Vector3.Zero;
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public Vector3 Position = Vector3.Zero;
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public Matrix4 Transform = Matrix4.Identity;
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public Quaternion Rotation = Quaternion.Identity;
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public Quaternion Rotation = Quaternion.Identity;
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public Vector3 Scale = Vector3.One;
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public Vector3 Scale = Vector3.One;
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@ -65,6 +65,60 @@ public static class ShapeFactory
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return new Mesh(vertices, indices, Mesh.VertexLayout.PosTex);
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return new Mesh(vertices, indices, Mesh.VertexLayout.PosTex);
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}
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}
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public static Mesh CreateColouredCircle()
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{
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float[] vertices = {
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};
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int segments = 100;
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for (int i = 0; i <= segments; i++)
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{
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float angle = i * 2.0f * MathF.PI / segments;
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float x = 0.5f * MathF.Cos(angle);
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float y = 0.5f * MathF.Sin(angle);
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Array.Resize(ref vertices, vertices.Length + 7);
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vertices[^7] = x;
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vertices[^6] = y;
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vertices[^5] = 0f;
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}
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return new Mesh(vertices, Mesh.VertexLayout.PosColor);
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}
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public static Mesh CreateTexturedCircle()
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{
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var vertices = new List<float>();
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int segments = 100;
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vertices.Add(0f); // Center X
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vertices.Add(0f); // Center Y
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vertices.Add(0f); // Center Z
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vertices.Add(0.5f); // Center U
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vertices.Add(0.5f); // Center V
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for (int i = 0; i <= segments; i++)
|
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{
|
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float angle = i * 2.0f * MathF.PI / segments;
|
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float x = 0.5f * MathF.Cos(angle);
|
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float y = 0.5f * MathF.Sin(angle);
|
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vertices.Add(x); // X
|
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vertices.Add(y); // Y
|
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vertices.Add(0f); // Z
|
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vertices.Add((x + 0.5f)); // U
|
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vertices.Add((y + 0.5f)); // V
|
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|
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|
}
|
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|
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return new Mesh(vertices.ToArray(), Mesh.VertexLayout.PosTex);
|
||||||
|
}
|
||||||
|
|
||||||
public static Mesh CreateColorCube()
|
public static Mesh CreateColorCube()
|
||||||
{
|
{
|
||||||
@ -110,9 +164,93 @@ public static class ShapeFactory
|
|||||||
|
|
||||||
return new Mesh(vertices, indices, Mesh.VertexLayout.PosColor);
|
return new Mesh(vertices, indices, Mesh.VertexLayout.PosColor);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public static Mesh CreateTexturedCylinder(int segments = 32, float height = 1.0f, float radius = 0.5f)
|
||||||
|
{
|
||||||
|
var vertices = new List<float>();
|
||||||
|
var indices = new List<uint>();
|
||||||
|
uint vertexIndex = 0;
|
||||||
|
|
||||||
|
float halfHeight = height / 2.0f;
|
||||||
|
uint topCenterIndex = vertexIndex;
|
||||||
|
vertices.AddRange(new[]
|
||||||
|
{
|
||||||
|
0.0f, halfHeight, 0.0f, // Position
|
||||||
|
0.5f, 0.5f
|
||||||
|
}); // Top center vertex
|
||||||
|
|
||||||
|
vertexIndex++;
|
||||||
|
|
||||||
|
uint topStartIndex = vertexIndex;
|
||||||
|
|
||||||
|
for (int i = 0; i <= segments; i++)
|
||||||
|
{
|
||||||
|
float angle = i * 2.0f * MathF.PI / segments;
|
||||||
|
float x = radius * MathF.Cos(angle);
|
||||||
|
float z = radius * MathF.Sin(angle);
|
||||||
|
|
||||||
|
// UV coordinates are mapped from model space (-0.5 to +0.5)
|
||||||
|
// to texture space (0.0 to 1.0)
|
||||||
|
float u = x / (radius * 2) + 0.5f;
|
||||||
|
float v = z / (radius * 2) + 0.5f;
|
||||||
|
|
||||||
|
vertices.AddRange(new[] { x, halfHeight, z, u, v });
|
||||||
|
vertexIndex++;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add Top Cap Indices (Triangle Fan)
|
||||||
|
for (int i = 0; i < segments; i++)
|
||||||
|
{
|
||||||
|
indices.Add(topCenterIndex);
|
||||||
|
indices.Add(topStartIndex + (uint)i);
|
||||||
|
indices.Add(topStartIndex + (uint)((i + 1) % segments)); // Wrap around
|
||||||
|
}
|
||||||
|
|
||||||
|
uint sideStartIndex = vertexIndex;
|
||||||
|
|
||||||
|
// Loop from 0 to segments (inclusive) to get (segments + 1)
|
||||||
|
// vertices for wrapping the texture seamlessly.
|
||||||
|
for (int i = 0; i <= segments; i++)
|
||||||
|
{
|
||||||
|
float angle = i * 2.0f * MathF.PI / segments;
|
||||||
|
float x = radius * MathF.Cos(angle);
|
||||||
|
float z = radius * MathF.Sin(angle);
|
||||||
|
|
||||||
|
// The U coordinate goes from 0.0 to 1.0 around the cylinder
|
||||||
|
float u = (float)i / segments;
|
||||||
|
|
||||||
|
// Add Top Side Vertex
|
||||||
|
vertices.AddRange(new[] { x, halfHeight, z, u, 1.0f }); // V = 1.0 (top)
|
||||||
|
vertexIndex++;
|
||||||
|
|
||||||
|
// Add Bottom Side Vertex
|
||||||
|
vertices.AddRange(new[] { x, -halfHeight, z, u, 0.0f }); // V = 0.0 (bottom)
|
||||||
|
vertexIndex++;
|
||||||
|
}
|
||||||
|
// Add Side Wall Indices (Quad Strip)
|
||||||
|
for (int i = 0; i < segments; i++)
|
||||||
|
{
|
||||||
|
// Each segment has 2 vertices (top, bottom)
|
||||||
|
// We reference the vertices we just created.
|
||||||
|
uint topCurrent = sideStartIndex + (uint)(i * 2);
|
||||||
|
uint bottomCurrent = topCurrent + 1;
|
||||||
|
uint topNext = sideStartIndex + (uint)((i + 1) * 2);
|
||||||
|
uint bottomNext = topNext + 1;
|
||||||
|
|
||||||
|
// Triangle 1 (CCW)
|
||||||
|
indices.Add(topCurrent);
|
||||||
|
indices.Add(bottomCurrent);
|
||||||
|
indices.Add(topNext);
|
||||||
|
|
||||||
|
// Triangle 2 (CCW)
|
||||||
|
indices.Add(bottomCurrent);
|
||||||
|
indices.Add(bottomNext);
|
||||||
|
indices.Add(topNext);
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- 4. Create the Mesh ---
|
||||||
|
return new Mesh(vertices.ToArray(), indices.ToArray(), Mesh.VertexLayout.PosTex);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
// You'd also add CreateCircle, CreateCylinder, etc.
|
|
||||||
// Your Cylinder should be ONE mesh, not 3 draw calls.
|
|
||||||
// Generate the top, bottom, and side vertices into one
|
|
||||||
// big array and use one EBO for all of it.
|
|
||||||
}
|
}
|
||||||
90
TheRepo/TheLabs/Shapes/Bus.cs
Normal file
90
TheRepo/TheLabs/Shapes/Bus.cs
Normal file
@ -0,0 +1,90 @@
|
|||||||
|
using LearnOpenTK.Common;
|
||||||
|
using OpenTK.Mathematics;
|
||||||
|
|
||||||
|
namespace TheLabs.Shapes;
|
||||||
|
|
||||||
|
public class Bus
|
||||||
|
{
|
||||||
|
private Mesh _wheelMesh;
|
||||||
|
private RenderObject _wheelObject;
|
||||||
|
|
||||||
|
private Texture _wheelTexture;
|
||||||
|
private Shader _wheelShader;
|
||||||
|
private Texture _bodyTexture;
|
||||||
|
|
||||||
|
public Bus(Texture texture, Shader shader)
|
||||||
|
{
|
||||||
|
_wheelTexture = new Texture("Textures/rubber.jpg");
|
||||||
|
_wheelShader = shader;
|
||||||
|
|
||||||
|
_bodyTexture = new Texture("Textures/rust.png");
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DrawWheel(Matrix4 view, Matrix4 projection, Vector3 position)
|
||||||
|
{
|
||||||
|
Matrix4 localTransform = Matrix4.Identity;
|
||||||
|
//Matrix4 comboTransform = localTransform * _wheelObject.Transform;
|
||||||
|
|
||||||
|
_wheelMesh = ShapeFactory.CreateTexturedCylinder();
|
||||||
|
_wheelObject = new RenderObject(_wheelMesh, _wheelShader, _wheelTexture);
|
||||||
|
|
||||||
|
// Front Left Wheel
|
||||||
|
_wheelObject.Position = new Vector3(position);
|
||||||
|
_wheelObject.Scale = new Vector3(0.3f, 0.1f, 0.2f);
|
||||||
|
_wheelObject.Rotation = Quaternion.FromAxisAngle(Vector3.UnitX, MathHelper.DegreesToRadians(90.0f));
|
||||||
|
|
||||||
|
_wheelObject.Draw(view, projection);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void drawBody(Matrix4 view, Matrix4 projection)
|
||||||
|
{
|
||||||
|
Mesh bodyMesh = ShapeFactory.CreateTexturedCube();
|
||||||
|
RenderObject bodyObject = new RenderObject(bodyMesh, _wheelShader, _bodyTexture);
|
||||||
|
|
||||||
|
bodyObject.Position = new Vector3(0.0f, 0.0f, 0.0f);
|
||||||
|
bodyObject.Scale = new Vector3(1.5f, 0.5f, 0.5f);
|
||||||
|
|
||||||
|
bodyObject.Draw(view, projection);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void drawRoof(Matrix4 view, Matrix4 projection)
|
||||||
|
{
|
||||||
|
Mesh roofMesh = ShapeFactory.CreateTexturedCylinder();
|
||||||
|
RenderObject roofObject = new RenderObject(roofMesh, _wheelShader, _bodyTexture);
|
||||||
|
|
||||||
|
roofObject.Position = new Vector3(0.0f, 0.25f, 0.0f);
|
||||||
|
roofObject.Scale = new Vector3(0.5f, 1.5f, .25f);
|
||||||
|
|
||||||
|
roofObject.Rotation = Quaternion.FromAxisAngle(Vector3.UnitY, MathHelper.DegreesToRadians(90.0f));
|
||||||
|
roofObject.Rotation *= Quaternion.FromAxisAngle(Vector3.UnitX, MathHelper.DegreesToRadians(90.0f));
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
roofObject.Draw(view, projection);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DrawBus(Matrix4 view, Matrix4 projection)
|
||||||
|
{
|
||||||
|
// Drawing 4 wheels
|
||||||
|
float xOffset = 0.4f; // Reduced to bring wheels closer to the body
|
||||||
|
float zOffset = 0.28f; // Reduced to bring front and back wheels closer
|
||||||
|
float yOffset = -0.3f; // Adjusted to ensure wheels touch the body
|
||||||
|
|
||||||
|
// Drawing 4 wheels
|
||||||
|
for (int i = 0; i < 4; i++)
|
||||||
|
{
|
||||||
|
float xPosition = (i % 2 == 0) ? -xOffset : xOffset; // Left or Right
|
||||||
|
float zPosition = (i < 2) ? zOffset : -zOffset; // Front or Back
|
||||||
|
|
||||||
|
DrawWheel(view, projection, new Vector3(xPosition, yOffset, zPosition));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Drawing the body
|
||||||
|
drawBody(view, projection);
|
||||||
|
// Drawing the roof
|
||||||
|
drawRoof(view, projection);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
Loading…
x
Reference in New Issue
Block a user