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change sequence of model * rotation
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@ -43,12 +43,10 @@ inline glm::mat4 Renderable::modelMatrix() const {
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glm::mat4 model = glm::mat4(1.0f);
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, _position);
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model = glm::translate(model, _position);
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// 左乘与右乘应该是不一样的,但是这里的表现相同
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// 左乘与右乘应该是不一样的,但是这里的表现相同
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model = model * _rotation;
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//model = model * _rotation;
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//model = _rotation * model;
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model = _rotation * model;
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model = glm::scale(model, _scale);
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model = glm::scale(model, _scale);
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return model;
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return model;
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}
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}
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inline glm::vec3 Renderable::get_lower_boundary()const {
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inline glm::vec3 Renderable::get_lower_boundary()const {
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@ -86,11 +86,11 @@ void SceneViewer::initializeGL() {
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Renderable renderable(backpackModel);
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Renderable renderable(backpackModel);
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_objects.push_back(backpackModel);
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_objects.push_back(backpackModel);
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//renderable.scale(1);
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renderable.move(glm::vec3(100.0f, 0.0f, 0.0f));
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//renderable.rotate(glm::vec3(1, 0, 0), 2);
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renderable.rotate(glm::vec3(0, 1, 0), 3.1415926f/2);
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//renderable.check_boundary();
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renderable.check_boundary();
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//auto t1 = renderable.get_lower_boundary();
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auto t1 = renderable.get_lower_boundary();
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//auto t2 = renderable.get_upper_boundary();
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auto t2 = renderable.get_upper_boundary();
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_camera.setPosition(glm::vec3(0.0f, 15.0f, 8.0f));
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_camera.setPosition(glm::vec3(0.0f, 15.0f, 8.0f));
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_camera.setYaw(-90.0f);
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_camera.setYaw(-90.0f);
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