Question

When you run scalingobjects.py, you will notice a familiar scene of a blue grid with two cubes on top of each other. The whole scene will, however, be rotating, thanks to some leftover code in Object . py. Let's remove this as it will no longer be needed, and while we are modifying the code, we will add new lines to work with scaling. Open object . py and modify the update method, like this: def update (self, events = None): glPushMatrix () for $c$ in self.components: if isinstance (c, Transform) : pos $=$ c.get_position () scale $=$ c.get_scale () glTranslatef(pos.x, pos.y, pos.z) glscalef(scale.x, scale.y, scale.z) elif isinstance (c, Mesh3D) : . This code gets the object's scale from the Transform class, and then uses the glScalef () OpenGL method to set the scales of the $x, y$, and $z$ coordinates separately.

   When you run scalingobjects.py, you will notice a familiar scene of a blue grid with two cubes on top of each other. The whole scene will, however, be rotating, thanks to some leftover code in Object . py. Let's remove this as it will no longer be needed, and while we are modifying the code, we will add new lines to work with scaling.
Open object . py and modify the update method, like this:
def update (self, events = None):
glPushMatrix ()
for $c$ in self.components:
if isinstance (c, Transform) :
pos $=$ c.get_position ()
scale $=$ c.get_scale ()
glTranslatef(pos.x, pos.y, pos.z)
glscalef(scale.x, scale.y, scale.z)
elif isinstance (c, Mesh3D) :
.
This code gets the object's scale from the Transform class, and then uses the glScalef () OpenGL method to set the scales of the $x, y$, and $z$ coordinates separately.
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Mathematics for Game Programming and Computer Graphics: Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments
Mathematics for Game Programming and Computer Graphics: Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments
Penny de Byl 1st Edition
Chapter 12, Problem 3 ↓

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When you run scalingobjects.py, you will notice a familiar scene of a blue grid with two cubes on top of each other. The whole scene will, however, be rotating, thanks to some leftover code in Object . py. Let's remove this as it will no longer be needed, and while we are modifying the code, we will add new lines to work with scaling. Open object . py and modify the update method, like this: def update (self, events = None): glPushMatrix () for $c$ in self.components: if isinstance (c, Transform) : pos $=$ c.get_position () scale $=$ c.get_scale () glTranslatef(pos.x, pos.y, pos.z) glscalef(scale.x, scale.y, scale.z) elif isinstance (c, Mesh3D) : . This code gets the object's scale from the Transform class, and then uses the glScalef () OpenGL method to set the scales of the $x, y$, and $z$ coordinates separately.
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