Graphics Reference
In-Depth Information
transform =
CATransform3DRotate
(transform,
M_PI_2
,
1
,
0
,
0
);
[
self
addFace
:
2
withTransform
:transform];
//add cube face 4
transform =
CATransform3DMakeTranslation
(
0
,
100
,
0
);
transform =
CATransform3DRotate
(transform, -
M_PI_2
,
1
,
0
,
0
);
[
self
addFace
:
3
withTransform
:transform];
//add cube face 5
transform =
CATransform3DMakeTranslation
(-
100
,
0
,
0
);
transform =
CATransform3DRotate
(transform, -
M_PI_2
,
0
,
1
,
0
);
[
self
addFace
:
4
withTransform
:transform];
//add cube face 6
transform =
CATransform3DMakeTranslation
(
0
,
0
, -
100
);
transform =
CATransform3DRotate
(transform,
M_PI
,
0
,
1
,
0
);
[
self
addFace
:
5
withTransform
:transform];
}
@end
Figure 5.22
The cube, now with dynamically calculated lighting