Clean up: Remove targetBody from Renderable

This commit is contained in:
Erik Broberg
2016-08-12 16:39:26 -04:00
parent 0f21217f38
commit 7fc31151ea
10 changed files with 24 additions and 330 deletions

View File

@@ -174,7 +174,6 @@ bool RenderableModel::deinitialize() {
}
void RenderableModel::render(const RenderData& data) {
_programObject->activate();
double lt;
@@ -199,11 +198,7 @@ void RenderableModel::render(const RenderData& data) {
_fading = _fading + 0.01f;
}
// Calculate variables to be used as uniform variables in shader
glm::dvec3 bodyPosition = data.positionVec3;
// debug rotation controlled from GUI
glm::mat4 unitMat4(1);
@@ -215,11 +210,14 @@ void RenderableModel::render(const RenderData& data) {
// Model transform and view transform needs to be in double precision
glm::dmat4 modelTransform =
glm::translate(glm::dmat4(1.0), bodyPosition) * // Translation
glm::translate(glm::dmat4(1.0), data.positionVec3) * // Translation
glm::dmat4(_stateMatrix) * // Spice rotation
debugModelRotation; // debug model rotation controlled from GUI
glm::dmat4 modelViewTransform = data.camera.combinedViewMatrix() * modelTransform;
glm::vec3 directionToSun = glm::normalize(_sunPosition.vec3() - glm::vec3(bodyPosition));
glm::vec3 directionToSun = glm::normalize(_sunPos - data.positionVec3);
glm::vec3 directionToSunViewSpace = glm::mat3(data.camera.combinedViewMatrix()) * directionToSun;
_programObject->setUniform("transparency", _alpha);
@@ -264,15 +262,13 @@ void RenderableModel::update(const UpdateData& data) {
// _time = futureTime;
//}
double lt;
_sunPos = openspace::SpiceManager::ref().targetPosition("SUN", "SUN", "GALACTIC", {}, _time, lt);
// set spice-orientation in accordance to timestamp
if (!_source.empty()) {
_stateMatrix = SpiceManager::ref().positionTransformMatrix(_source, _destination, _time) * _modelTransform;
}
double lt;
glm::dvec3 p =
openspace::SpiceManager::ref().targetPosition("SUN", _target, "GALACTIC", {}, _time, lt);
_sunPosition = PowerScaledCoordinate::CreatePowerScaledCoordinate(p.x, p.y, p.z);
}
}
void RenderableModel::loadTexture() {