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author | KT <tran0563@umn.edu> | 2021-09-21 10:05:57 -0500 |
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committer | KT <tran0563@umn.edu> | 2021-09-21 10:05:57 -0500 |
commit | a75b08b76f91451bb586b154fdca872955d8a57a (patch) | |
tree | dd1c30f65162c1e12b8f6481bbd102d69f5c7196 | |
parent | Upload a1 (diff) | |
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publish a2
Diffstat (limited to '')
38 files changed, 1693 insertions, 42 deletions
diff --git a/dev/MinGfx/src/gfxmath.cc b/dev/MinGfx/src/gfxmath.cc index 11180e6..28cfedf 100644 --- a/dev/MinGfx/src/gfxmath.cc +++ b/dev/MinGfx/src/gfxmath.cc @@ -19,6 +19,61 @@ const float GfxMath::PI = 3.14159265359f; const float GfxMath::TWO_PI = 6.28318530718f; const float GfxMath::HALF_PI = 1.57079632679f; +float GfxMath::sin(float a) { +#ifdef WIN32 + return std::sinf(a); +#else + return std::sin(a); +#endif +} + +float GfxMath::cos(float a) { +#ifdef WIN32 + return std::cosf(a); +#else + return std::cos(a); +#endif +} + +float GfxMath::tan(float a) { +#ifdef WIN32 + return std::tanf(a); +#else + return std::tan(a); +#endif +} + +float GfxMath::asin(float a) { +#ifdef WIN32 + return std::asinf(a); +#else + return std::asin(a); +#endif +} + +float GfxMath::acos(float a) { +#ifdef WIN32 + return std::acosf(a); +#else + return std::acos(a); +#endif +} + +float GfxMath::atan(float a) { +#ifdef WIN32 + return std::atanf(a); +#else + return std::atan(a); +#endif +} + +float GfxMath::atan2(float a, float b) { +#ifdef WIN32 + return std::atan2f(a, b); +#else + return std::atan2(a, b); +#endif +} float GfxMath::Clamp(float x, float a, float b) { return std::min(std::max(x, a), b); diff --git a/dev/MinGfx/src/gfxmath.h b/dev/MinGfx/src/gfxmath.h index 09a3a1d..86c1061 100644 --- a/dev/MinGfx/src/gfxmath.h +++ b/dev/MinGfx/src/gfxmath.h @@ -28,6 +28,22 @@ namespace mingfx { class GfxMath { public: + /// MinGfx specific implementations of trigonometric functions included to + /// solve compilation issues between different platforms. + static float sin(float a); + + static float cos(float a); + + static float tan(float a); + + static float asin(float a); + + static float acos(float a); + + static float atan(float a); + + static float atan2(float a, float b); + /// Returns a if x is less than a and b if x is greater than b. static float Clamp(float x, float a, float b); diff --git a/dev/MinGfx/src/quaternion.cc b/dev/MinGfx/src/quaternion.cc index 4f2998f..24830c8 100644 --- a/dev/MinGfx/src/quaternion.cc +++ b/dev/MinGfx/src/quaternion.cc @@ -116,12 +116,13 @@ Quaternion Quaternion::Slerp(const Quaternion &other, float alpha) const { return result; } - GfxMath::Clamp(dot, -1, 1); // Robustness: Stay within domain of acos() - float theta_0 = acos(dot); // theta_0 = angle between input vectors - float theta = theta_0 * alpha; // theta = angle between v0 and result + GfxMath::Clamp(dot, -1, 1); // Robustness: Stay within domain of acos() + float theta_0 = GfxMath::acos(dot); // theta_0 = angle between input vectors + float theta = theta_0 * alpha; // theta = angle between v0 and result - float s0 = cos(theta) - dot * sin(theta) / sin(theta_0); // == sin(theta_0 - theta) / sin(theta_0) - float s1 = sin(theta) / sin(theta_0); + float s0 = GfxMath::cos(theta) - dot + * GfxMath::sin(theta) / GfxMath::sin(theta_0); // == sin(theta_0 - theta) / sin(theta_0) + float s1 = GfxMath::sin(theta) / GfxMath::sin(theta_0); return (s0 * v0) + (s1 * v1); } @@ -177,10 +178,10 @@ Quaternion Quaternion::Conjugate() const { Quaternion Quaternion::FromAxisAngle(const Vector3 &axis, float angle) { // [qx, qy, qz, qw] = [sin(a/2) * vx, sin(a/2)* vy, sin(a/2) * vz, cos(a/2)] - float x = sin(angle/2.0f) * axis[0]; - float y = sin(angle/2.0f) * axis[1]; - float z = sin(angle/2.0f) * axis[2]; - float w = cos(angle/2.0f); + float x = GfxMath::sin(angle/2.0) * axis[0]; + float y = GfxMath::sin(angle/2.0) * axis[1]; + float z = GfxMath::sin(angle/2.0) * axis[2]; + float w = GfxMath::cos(angle/2.0); return Quaternion(x,y,z,w); } diff --git a/dev/MinGfx/src/quick_shapes.cc b/dev/MinGfx/src/quick_shapes.cc index 388aa3d..01f187a 100644 --- a/dev/MinGfx/src/quick_shapes.cc +++ b/dev/MinGfx/src/quick_shapes.cc @@ -11,6 +11,7 @@ #include <iostream> #include <string> +#include "gfxmath.h" namespace mingfx { @@ -180,11 +181,10 @@ void QuickShapes::initCyl() { const int nslices = 20; for (int s=1; s<nslices+1; s++) { - int slast = s - 1; - GLfloat xlast = std::cosf(-TWOPI * (float)slast / (float)nslices); - GLfloat zlast = std::sinf(-TWOPI * (float)slast/(float)nslices); - GLfloat xnew = std::cosf(-TWOPI * (float)(s)/(float)nslices); - GLfloat znew = std::sinf(-TWOPI * (float)(s)/(float)nslices); + GLfloat xlast = GfxMath::cos(-TWOPI * (float)(s-1)/(float)nslices); + GLfloat zlast = GfxMath::sin(-TWOPI * (float)(s-1)/(float)nslices); + GLfloat xnew = GfxMath::cos(-TWOPI * (float)(s)/(float)nslices); + GLfloat znew = GfxMath::sin(-TWOPI * (float)(s)/(float)nslices); // one triangle on the top verts.push_back(top); @@ -245,11 +245,10 @@ void QuickShapes::initCone() { const int nslices = 20; for (int s=1; s<nslices+1; s++) { - int slast = s - 1; - GLfloat xlast = std::cosf(-TWOPI * (float)slast/(float)nslices); - GLfloat zlast = std::sinf(-TWOPI * (float)slast/(float)nslices); - GLfloat xnew = std::cosf(-TWOPI * (float)(s)/(float)nslices); - GLfloat znew = std::sinf(-TWOPI * (float)(s)/(float)nslices); + GLfloat xlast = GfxMath::cos(-TWOPI * (float)(s-1)/(float)nslices); + GLfloat zlast = GfxMath::sin(-TWOPI * (float)(s-1)/(float)nslices); + GLfloat xnew = GfxMath::cos(-TWOPI * (float)(s)/(float)nslices); + GLfloat znew = GfxMath::sin(-TWOPI * (float)(s)/(float)nslices); // one triangle on the side // normals are a bit more complex than for other shapes... @@ -309,28 +308,30 @@ void QuickShapes::initSph() { const int nslices = 40; const int nstacks = 40; for (int s=1; s<nslices+1; s++) { - int slast = s - 1; - GLfloat xlast = std::cosf(-TWOPI * (float)slast/(float)nslices); - GLfloat zlast = std::sinf(-TWOPI * (float)slast/(float)nslices); - GLfloat xnew = std::cosf(-TWOPI * (float)(s)/(float)nslices); - GLfloat znew = std::sinf(-TWOPI * (float)(s)/(float)nslices); + GLfloat xlast = GfxMath::cos(-TWOPI * (float)(s-1)/(float)nslices); + GLfloat zlast = GfxMath::sin(-TWOPI * (float)(s-1)/(float)nslices); + GLfloat xnew = GfxMath::cos(-TWOPI * (float)(s)/(float)nslices); + GLfloat znew = GfxMath::sin(-TWOPI * (float)(s)/(float)nslices); float stackstep = PI/(float)nstacks; // one triangle on the top verts.push_back(top); - verts.push_back(Vertex(std::sinf(stackstep)*xlast,std::cosf(stackstep),std::sinf(stackstep)*zlast, - std::sinf(stackstep)*xlast,std::cosf(stackstep),std::sinf(stackstep)*zlast)); - verts.push_back(Vertex(std::sinf(stackstep)*xnew,std::cosf(stackstep),std::sinf(stackstep)*znew, - std::sinf(stackstep)*xnew,std::cosf(stackstep),std::sinf(stackstep)*znew)); + verts.push_back(Vertex(GfxMath::sin(stackstep)*xlast,GfxMath::cos(stackstep), + GfxMath::sin(stackstep)*zlast, + GfxMath::sin(stackstep)*xlast,GfxMath::cos(stackstep), + GfxMath::sin(stackstep)*zlast)); + verts.push_back(Vertex(GfxMath::sin(stackstep)*xnew,GfxMath::cos(stackstep), + GfxMath::sin(stackstep)*znew, + GfxMath::sin(stackstep)*xnew,GfxMath::cos(stackstep), + GfxMath::sin(stackstep)*znew)); for (int t=2; t<nstacks; t++) { - int tlast = t - 1; - GLfloat ylast = std::cosf(PI*(float)(tlast)/(float)nstacks); - GLfloat ynew = std::cosf(PI*(float)(t)/(float)nstacks); + GLfloat ylast = GfxMath::cos(PI*(float)(t-1)/(float)nstacks); + GLfloat ynew = GfxMath::cos(PI*(float)(t)/(float)nstacks); - GLfloat rlast = std::sinf(PI * (float)(tlast)/(float)nstacks); - GLfloat rnew = std::sinf(PI * (float)(t)/(float)nstacks); + GLfloat rlast = GfxMath::sin(PI * (float)(t-1)/(float)nstacks); + GLfloat rnew = GfxMath::sin(PI * (float)(t)/(float)nstacks); // two triangles to create a rect on the side verts.push_back(Vertex(rlast*xlast,ylast,rlast*zlast, rlast*xlast,ylast,rlast*zlast)); @@ -344,12 +345,17 @@ void QuickShapes::initSph() { // one triangle on the bottom verts.push_back(bot); - verts.push_back(Vertex(std::sinf(stackstep)*xnew,std::cosf(PI-stackstep),std::sinf(stackstep)*znew, - std::sinf(stackstep)*xnew,std::cosf(PI-stackstep),std::sinf(stackstep)*znew)); - verts.push_back(Vertex(std::sinf(stackstep)*xlast,std::cosf(PI-stackstep),std::sinf(stackstep)*zlast, - std::sinf(stackstep)*xlast,std::cosf(PI-stackstep),std::sinf(stackstep)*zlast)); + verts.push_back(Vertex(GfxMath::sin(stackstep)*xnew,GfxMath::cos(PI-stackstep), + GfxMath::sin(stackstep)*znew, + GfxMath::sin(stackstep)*xnew,GfxMath::cos(PI-stackstep), + GfxMath::sin(stackstep)*znew)); + verts.push_back(Vertex(GfxMath::sin(stackstep)*xlast,GfxMath::cos(PI-stackstep), + GfxMath::sin(stackstep)*zlast, + GfxMath::sin(stackstep)*xlast,GfxMath::cos(PI-stackstep), + GfxMath::sin(stackstep)*zlast)); } + std::vector<Point3> vertices; std::vector<Vector3> normals; for (int i = 0; i < verts.size(); i++) { diff --git a/dev/MinGfx/src/ray.h b/dev/MinGfx/src/ray.h index 8e84546..d1b41b6 100644 --- a/dev/MinGfx/src/ray.h +++ b/dev/MinGfx/src/ray.h @@ -33,14 +33,13 @@ namespace mingfx { Example: ~~~ // Create a pick ray from the mouse position - void MyGraphicsApp::OnLeftMouseDown(const Point2 &pos) { - Point2 mouse_xy = PixelsToNormalizedDeviceCoords(pos); - float mouse_z = ReadZValueAtPixel(pos); - Point3 mouse_3d = GfxMath::ScreenToNearPlane(view_matrix, proj_matrix, mouse_xy, mouse_z); + void MyGraphicsApp::OnLeftMouseDown(const Point2 &mouse_in_2d_pixels) { + Point2 mouse_in_2d_ndc = PixelsToNormalizedDeviceCoords(mouse_in_2d_pixels); + Point3 mouse_in_3d = GfxMath::ScreenToNearPlane(view_matrix, proj_matrix, mouse_in_2d_ndc); Matrix4 camera_matrix = view_matrix.Inverse(); Point3 eye = camera_matrix.ColumnToPoint3(3); - Ray pick_ray(eye, mouse_3d - eye); + Ray pick_ray(eye, mouse_in_3d - eye); // check to see if the ray intersects a sphere float t; diff --git a/dev/a2-carsoccer/.gitignore b/dev/a2-carsoccer/.gitignore new file mode 100644 index 0000000..dd1a9a8 --- /dev/null +++ b/dev/a2-carsoccer/.gitignore @@ -0,0 +1,2 @@ +config.h +build diff --git a/dev/a2-carsoccer/CMakeLists.txt b/dev/a2-carsoccer/CMakeLists.txt new file mode 100644 index 0000000..0d67553 --- /dev/null +++ b/dev/a2-carsoccer/CMakeLists.txt @@ -0,0 +1,176 @@ +# Original Author(s) of this File: +# Daniel Keefe, 2017, University of Minnesota +# +# Author(s) of Significant Updates/Modifications to the File: +# ... + + + +# You are encouraged to copy this example, move it outside of the MinGfx directory, and use +# it as a starting point for your project. When you do this, you'll have to edit the +# following line as needed to point to the MinGfx install prefix used on your system. + +# !!!!!!!!!!!!! EDIT THE FOLLOWING LINE AS NEEDED !!!!!!!!!!!!! +list(APPEND CMAKE_PREFIX_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../build/install ../..) + + + + + +#### BASIC PROJECT SETUP #### + +project(a2-carsoccer) + +# Using 3.9 to get a modern version of FindOpenGL.cmake +cmake_minimum_required (VERSION 3.9) + +# Dependencies that are auto-downloaded, built, and installed for you will go in the +# directory pointed to by the CMAKE_INSTALL_PREFIX. It defaults to a location inside +# the build directory. +if (CMAKE_INSTALL_PREFIX_INITIALIZED_TO_DEFAULT OR "${CMAKE_INSTALL_PREFIX}" STREQUAL "") + set (CMAKE_INSTALL_PREFIX "${CMAKE_BINARY_DIR}/install" CACHE PATH "default install path" FORCE ) +endif() + +# Add to paths cmake uses to search for scripts, modules, and config packages +list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake ${CMAKE_INSTALL_PREFIX}) +list(INSERT CMAKE_PREFIX_PATH 0 ${CMAKE_INSTALL_PREFIX}) + +include(MessageMacros) +h1("Building ${PROJECT_NAME}") +h2("Configuring paths") + +message(STATUS "Module path: ${CMAKE_MODULE_PATH}") +message(STATUS "Prefix path: ${CMAKE_PREFIX_PATH}") +message(STATUS "Install prefix: ${CMAKE_INSTALL_PREFIX}") + +set(DATA_DIR_BUILD ${CMAKE_CURRENT_SOURCE_DIR}/data) +set(DATA_DIR_INSTALL ${CMAKE_INSTALL_PREFIX}/share/${PROJECT_NAME}/data) + +message(STATUS "Data dir (in build tree): ${DATA_DIR_BUILD}") +message(STATUS "Data dir (in install tree): ${DATA_DIR_INSTALL}") + +# Configure a header file to pass some of the CMake settings to the source code +configure_file( + ${CMAKE_CURRENT_SOURCE_DIR}/config.h.in + ${CMAKE_CURRENT_SOURCE_DIR}/config.h +) + +#### SOURCE FOR THIS PROJECT #### +h2("Configuring source files") + +set(SOURCEFILES + ball.cc + car.cc + car_soccer.cc + main.cc +) + +set(HEADERFILES + ball.h + car_soccer.h + car.h + config.h +) + +set(EXTRAFILES + config.h.in + README.md +) + +set_source_files_properties(${EXTRAFILES} PROPERTIES HEADER_FILE_ONLY TRUE) + + + +#### COMPILE OPTIONS #### + +h2("Configuring Compiler Options") + + + +message(STATUS "Building for " ${CMAKE_SYSTEM_NAME} ".") + +# Linux specific +if (${CMAKE_SYSTEM_NAME} MATCHES "Linux") + add_definitions(-DLINUX) + set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fPIC") + set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14") +endif() + + +# Apple specific +if (${CMAKE_SYSTEM_NAME} MATCHES "Darwin") + add_definitions(-DOSX) + + # RPATH settings, see https://cmake.org/Wiki/CMake_RPATH_handling + set(CMAKE_MACOSX_RPATH ON) + + # use, i.e. don't skip the full RPATH for the build tree + SET(CMAKE_SKIP_BUILD_RPATH FALSE) + + # when building, don't use the install RPATH already + # (but later on when installing) + SET(CMAKE_BUILD_WITH_INSTALL_RPATH FALSE) + + SET(CMAKE_INSTALL_RPATH "${CMAKE_INSTALL_PREFIX}/lib") + + # add the automatically determined parts of the RPATH + # which point to directories outside the build tree to the install RPATH + SET(CMAKE_INSTALL_RPATH_USE_LINK_PATH TRUE) + + # the RPATH to be used when installing, but only if it's not a system directory + LIST(FIND CMAKE_PLATFORM_IMPLICIT_LINK_DIRECTORIES "${CMAKE_INSTALL_PREFIX}/lib" isSystemDir) + IF("${isSystemDir}" STREQUAL "-1") + SET(CMAKE_INSTALL_RPATH "${CMAKE_INSTALL_PREFIX}/lib") + ENDIF("${isSystemDir}" STREQUAL "-1") + + set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14") +endif() + + +# Windows specific +if (WIN32) + add_definitions(-DWIN32) +endif() + + + + +#### DEFINE TARGET(S) #### + +h2("Defining Target(s)") + +add_executable(${PROJECT_NAME} ${SOURCEFILES} ${HEADERFILES} ${EXTRAFILES}) + + + +#### FIND AND ADD DEPENDENCIES #### + +h2("Adding Dependencies") +set(EXTERNAL_DIR external) + + +# MinGfx (linked with an imported cmake target so no need to specify include dirs) +# This will try to find MinGfxConfig.cmake, which should have been installed under +# CMAKE_INSTALL_PREFIX/lib/cmake/MinGfx when you installed the MinGfx Toolkit. +find_package(MinGfx REQUIRED) +target_link_libraries(${PROJECT_NAME} PUBLIC MinGfx::MinGfx) + + +# Add dependency on OpenGL +include(UseOpenGL) +UseOpenGL(${PROJECT_NAME} PUBLIC ${EXTERNAL_DIR}) + + + +#### INSTALL TARGET(S) #### + +h2("Configuring Install Target") + +# The install locations are relative to the CMAKE_INSTALL_PREFIX variable +install(TARGETS ${PROJECT_NAME} RUNTIME DESTINATION bin) + +install( + DIRECTORY data/ + DESTINATION ${DATA_DIR_INSTALL} + OPTIONAL +) diff --git a/dev/a2-carsoccer/README.md b/dev/a2-carsoccer/README.md new file mode 100644 index 0000000..9c30158 --- /dev/null +++ b/dev/a2-carsoccer/README.md @@ -0,0 +1 @@ +# My solution to Assignment 2 diff --git a/dev/a2-carsoccer/ball.cc b/dev/a2-carsoccer/ball.cc new file mode 100644 index 0000000..8289905 --- /dev/null +++ b/dev/a2-carsoccer/ball.cc @@ -0,0 +1,58 @@ +#include "ball.h" + +/// The constructor sets the radius and calls Reset() to start the ball at +/// the center of the field +Ball::Ball() : radius_(2.6f) { + Reset(); +} + +Ball::~Ball() { + +} + + +float Ball::radius() { + return radius_; +} + +Point3 Ball::position() { + return position_; +} + +void Ball::set_position(const Point3 &p) { + position_ = p; +} + +Vector3 Ball::velocity() { + return velocity_; +} + +void Ball::set_velocity(const Vector3 &v) { + velocity_ = v; +} + +void Ball::Reset() { + position_ = Point3(0, radius_, 0); + + float a = GfxMath::PI * rand()/RAND_MAX; + velocity_ = Vector3(25*cos(a), 10, 25*sin(a)); +} + +void Ball::Draw(QuickShapes quickShapes, Matrix4 modelMatrix, Matrix4 viewMatrix, Matrix4 projMatrix) { + Color ballcol(1,1,1); + Matrix4 Mball = + Matrix4::Translation(position_- Point3(0,0,0)) * + Matrix4::Scale(Vector3(radius_, radius_, radius_)); + quickShapes.DrawSphere(modelMatrix * Mball, viewMatrix, projMatrix, ballcol); + + // Draw the ball's shadow -- this is a bit of a hack, scaling Y by zero + // flattens the sphere into a pancake, which we then draw just a bit + // above the ground plane. + Color shadowcol(0.2f, 0.4f, 0.15f); + Matrix4 Mshadow = + Matrix4::Translation(Vector3(position_[0], -0.1f, position_[2])) * + Matrix4::Scale(Vector3(radius_, 0, radius_)) * + Matrix4::RotationX(90); + quickShapes.DrawSphere(modelMatrix * Mshadow, viewMatrix, projMatrix, shadowcol); +} + diff --git a/dev/a2-carsoccer/ball.h b/dev/a2-carsoccer/ball.h new file mode 100644 index 0000000..0fa107e --- /dev/null +++ b/dev/a2-carsoccer/ball.h @@ -0,0 +1,39 @@ +/** CSci-4611 Assignment 2: Car Soccer + */ + +#ifndef BALL_H_ +#define BALL_H_ + +#include <mingfx.h> +using namespace mingfx; + +/// Small class representing the ball. Feel free to add additional member variables and functions if you wish. +class Ball { +public: + + Ball(); + virtual ~Ball(); + + // The same radius is used to draw the ball and to calculate physics for the ball + float radius(); + + // Current 3D position + Point3 position(); + void set_position(const Point3 &p); + + // Current 3D velocity + Vector3 velocity(); + void set_velocity(const Vector3 &v); + + // Resets the ball's position and velocity to initial values. + void Reset(); + + void Draw(QuickShapes quickShapes, Matrix4 modelMatrix, Matrix4 viewMatrix, Matrix4 projMatrix); + +private: + Point3 position_; + Vector3 velocity_; + float radius_; +}; + +#endif diff --git a/dev/a2-carsoccer/car.cc b/dev/a2-carsoccer/car.cc new file mode 100644 index 0000000..3b9bb5c --- /dev/null +++ b/dev/a2-carsoccer/car.cc @@ -0,0 +1,66 @@ +#include "car.h" + +/// The constructor sets the static properties of the car, like its size, +/// and then calls Reset() to reset the position, velocity, and any other +/// dynamic variables that change during game play. +Car::Car() : size_(3,2,4), collision_radius_(2.5) { + Reset(); +} + +Car::~Car() { +} + + +float Car::collision_radius() { + return collision_radius_; + +} + +Vector3 Car::size() { + return size_; +} + +Point3 Car::position() { + return position_; +} + +void Car::set_position(const Point3 &p) { + position_ = p; +} + +Vector3 Car::forward() { + return forward_; +} + +void Car::set_forward(const Vector3 &v) { + forward_ = v; +} + +float Car::speed() { + return speed_; +} + +void Car::set_speed(float s) { + speed_ = s; +} + +Vector3 Car::velocity() { + return speed_ * forward_; +} + + +void Car::Reset() { + position_ = Point3(0, size_[1]/2, 45); + forward_ = Vector3(0, 0, -1); + speed_ = 0.0f; +} + +void Car::Draw(QuickShapes quickShapes, Matrix4 modelMatrix, Matrix4 viewMatrix, Matrix4 projMatrix) { + Color carcol(0.8f, 0.2f, 0.2f); + Matrix4 Mcar = + Matrix4::Translation(position_ - Point3(0,0,0)) * + Matrix4::LookAt(Point3(0,0,0), Point3(0,0,0) + forward_, Vector3(0,1,0)).Inverse() * + Matrix4::Scale(size_) * + Matrix4::Scale(Vector3(0.5f, 0.5f, 0.5f)); + quickShapes.DrawCube(modelMatrix * Mcar, viewMatrix, projMatrix, carcol); +} diff --git a/dev/a2-carsoccer/car.h b/dev/a2-carsoccer/car.h new file mode 100644 index 0000000..6746a56 --- /dev/null +++ b/dev/a2-carsoccer/car.h @@ -0,0 +1,52 @@ +/** CSci-4611 Assignment 2: Car Soccer + */ + +#ifndef CAR_H_ +#define CAR_H_ + +#include <mingfx.h> +using namespace mingfx; + +/// Small class representing the car. Feel free to add additional member variables and functions if you wish. +class Car { +public: + Car(); + virtual ~Car(); + + // Size is the size of the box drawn to represent the car in the X, Y, and Z dimensions + Vector3 size(); + + // Radius of the bounding sphere used to calculate approximate physics + float collision_radius(); + + // 3D position of the car + Point3 position(); + void set_position(const Point3 &p); + + // The unit vector direction the car is pointing. Since the car drives around on the + // Y=0 plane, this vector will always have a y coordinate = 0 + Vector3 forward(); + void set_forward(const Vector3 &v); + + // The speed of the car can be positive (moving forward) or negative (moving in reverse) + float speed(); + void set_speed(float s); + + // Current 3D velocity, computed as speed_ * forward_ + Vector3 velocity(); + + // Resets the position, speed, and forward direction to the car's starting point + void Reset(); + + // Draws a simple box shape for the car at the proper position and rotated to face forward + void Draw(QuickShapes quickShapes, Matrix4 modelMatrix, Matrix4 viewMatrix, Matrix4 projMatrix); + +private: + Vector3 size_; + float collision_radius_; + Point3 position_; + Vector3 forward_; + float speed_; +}; + +#endif diff --git a/dev/a2-carsoccer/car_soccer.cc b/dev/a2-carsoccer/car_soccer.cc new file mode 100644 index 0000000..c5619a8 --- /dev/null +++ b/dev/a2-carsoccer/car_soccer.cc @@ -0,0 +1,134 @@ +/** CSci-4611 Assignment 2: Car Soccer + */ + +#include "car_soccer.h" +#include "config.h" + + +// Remember in C++, the .h file list all the functions and member variables that are part of the class! +// Look there first to understand what is part of the CarSoccer class, then look below to see how each +// function is implemented. + + +CarSoccer::CarSoccer() : GraphicsApp(1024,768, "Car Soccer") { + // If you are having trouble driving the car with the keybaord, you can set this to true to use + // the mouse instead. The mouse controls are based on the postion of the mouse cursor on the window. + // There is a "dead zone" in the middle of the window, and if you move the mouse up/down or left/right + // outside of that zone, it is like pushing the up/down and/or left/right keys on the keyboard + use_mouse_ = false; + + // Define a search path for finding data files (images and shaders) + searchPath_.push_back("."); + searchPath_.push_back("./data"); + searchPath_.push_back(DATA_DIR_INSTALL); + searchPath_.push_back(DATA_DIR_BUILD); +} + +CarSoccer::~CarSoccer() { +} + + +void CarSoccer::OnMouseMove(const Point2& pos, const Vector2& delta) +{ + mouse_pos_ = PixelsToNormalizedDeviceCoords(pos); +} + +void CarSoccer::OnSpecialKeyDown(int key, int scancode, int modifiers) { + if (key == GLFW_KEY_SPACE) { + // Here's where you could call some form of launch_ball(); + ball_.Reset(); + } +} + +/// This is a little utility function that is helpful. It treats the arrow keys like a joystick or D-pad on a game controller +/// and returns the direction you are pressing as a 2D vector, taking into account the fact that you might be holding +/// down more than one key at a time. +Vector2 CarSoccer::joystick_direction() { + Vector2 dir; + + if (use_mouse_) { + // threshold defines the size of the "dead zone" in the middle of the screen + // if the mouse's x,y position falls outside of this, then it is like pushing + // the corresponding key on the keyboard + const float threshold = 0.2f; + dir[0] = 0; + if (mouse_pos_[0] < -threshold) { + dir[0] = -1; + } + else if (mouse_pos_[0] > threshold) { + dir[0] = 1; + } + dir[1] = 0; + if (mouse_pos_[1] < -threshold) { + dir[1] = -1; + } + else if (mouse_pos_[1] > threshold) { + dir[1] = 1; + } + } + else { + // the default user interface is to use the arrow keys on the keyboard. + // like a D-pad on a game controller, you can hold more than one key down at a time if you want. + if (IsKeyDown(GLFW_KEY_LEFT)) + dir[0]--; + if (IsKeyDown(GLFW_KEY_RIGHT)) + dir[0]++; + if (IsKeyDown(GLFW_KEY_UP)) + dir[1]++; + if (IsKeyDown(GLFW_KEY_DOWN)) + dir[1]--; + } + + return dir; +} + +// dt is for "Delta Time", the elapsed time in seconds since the last frame +void CarSoccer::UpdateSimulation(double dt) { + Vector2 dpad_dir = joystick_direction(); + std::cout << "D-Pad Direction: " << dpad_dir << std::endl; + + // Here's where you shound do your "simulation", updating the positions of the + // car and ball based on the elapsed time and checking for collisions. Filling + // in this routine is the main part of the assignment. + + // Example: This is not the "correct way" to drive the car, but this code + // will at least move the car around for testing + float metersPerSec = 10.0f; + car_.set_position(car_.position() + metersPerSec * Vector3(dpad_dir[0], 0, -dpad_dir[1]) * dt); + +} + + +void CarSoccer::InitOpenGL() { + // Set up the camera in a good position to see the entire field + projMatrix_ = Matrix4::Perspective(60, aspect_ratio(), 1, 1000); + modelMatrix_ = Matrix4::LookAt(Point3(0,60,70), Point3(0,0,10), Vector3(0,1,0)); + + // Set a background color for the screen (don't worry if you get a depricated warning on this line in OSX) + glClearColor(0.8f, 0.8f, 0.8f, 1.0f); + + // Load some image files we'll use + fieldTex_.InitFromFile(Platform::FindFile("pitch.png", searchPath_)); + crowdTex_.InitFromFile(Platform::FindFile("crowd.png", searchPath_)); +} + + +void CarSoccer::DrawUsingOpenGL() { + // Draw the crowd as a fullscreen background image + quickShapes_.DrawFullscreenTexture(Color(1,1,1), crowdTex_); + + // Draw the car and the ball + car_.Draw(quickShapes_, modelMatrix_, viewMatrix_, projMatrix_); + ball_.Draw(quickShapes_, modelMatrix_, viewMatrix_, projMatrix_); + + // Draw the field with the field texture on it. + Color col(16.0f/255.0f, 46.0f/255.0f, 9.0f/255.0f); + Matrix4 M = Matrix4::Translation(Vector3(0.0f, -0.201f, 0.0f)) * Matrix4::Scale(Vector3(50.0f, 1.0f, 60.0f)); + quickShapes_.DrawSquare(modelMatrix_ * M, viewMatrix_, projMatrix_, col); + M = Matrix4::Translation(Vector3(0.0f, -0.2f, 0.0f)) * Matrix4::Scale(Vector3(40.0f, 1.0f, 50.0f)); + quickShapes_.DrawSquare(modelMatrix_ * M, viewMatrix_, projMatrix_, Color(1,1,1), fieldTex_); + + // You should add drawing the goals and the boundary of the playing area + // using quickShapes_.DrawLines() + +} diff --git a/dev/a2-carsoccer/car_soccer.h b/dev/a2-carsoccer/car_soccer.h new file mode 100644 index 0000000..9982238 --- /dev/null +++ b/dev/a2-carsoccer/car_soccer.h @@ -0,0 +1,84 @@ +/** CSci-4611 Assignment 2: Car Soccer + */ + +#ifndef CAR_SOCCER_H_ +#define CAR_SOCCER_H_ + +#include <mingfx.h> +using namespace mingfx; + +#include "ball.h" +#include "car.h" + + +// The main class for the Car Soccer application +class CarSoccer : public GraphicsApp { +public: + CarSoccer(); + virtual ~CarSoccer(); + + /// Called whenever the mouse moves + void OnMouseMove(const Point2& pos, const Vector2& delta); + + /// This is called when special keys like SPACEBAR are pressed + void OnSpecialKeyDown(int key, int scancode, int modifiers); + + /// This is called once each frame. dt is "delta time", the time elapsed + /// since the last call. + void UpdateSimulation(double dt); + + /// This is called when it is time to initialize graphics objects, like + /// texture files. + void InitOpenGL(); + + /// This is called once each frame, and you should draw the scene inside + /// this function. + void DrawUsingOpenGL(); + + /// This is a little utility function that is helpful. It treats the + /// arrow keys like a joystick and returns the direction you are pressing + /// as a 2D vector, taking into account the fact that you might be holding + /// down more than one key at a time. + Vector2 joystick_direction(); + + // Feel free to add more functions here as needed. + + +private: + + // Simulation objects/parameters: + + // We suggest you start with the Car and Ball objects provided, adding new + // member variables to those classes if you need to. You'll probably want + // to store some other data for the simulation here too, like some value + // for gravity. + Car car_; + Ball ball_; + + + // Support for drawing some simple shapes: + QuickShapes quickShapes_; + + // Images to use as textures: + Texture2D fieldTex_; + Texture2D crowdTex_; + + // Control the computer graphics camera (we'll learn about this in a few weeks): + Matrix4 modelMatrix_; + Matrix4 viewMatrix_; + Matrix4 projMatrix_; + + // A list of paths to search for data files (images): + std::vector<std::string> searchPath_; + + // Set this to true if you want to use the mouse to control the car rather than the keyboard + bool use_mouse_; + + // Mouse position in Normalized Device Coordinates, + // meaning -1 to +1 in both X and Y. (0,0) is the + // center of the screen + Point2 mouse_pos_; +}; + + +#endif diff --git a/dev/a2-carsoccer/cmake/DownloadHelper.txt.in b/dev/a2-carsoccer/cmake/DownloadHelper.txt.in new file mode 100644 index 0000000..fb29bff --- /dev/null +++ b/dev/a2-carsoccer/cmake/DownloadHelper.txt.in @@ -0,0 +1,26 @@ +# This file is part of the MinGfx cmake build system. +# See the main MinGfx/CMakeLists.txt file for authors, copyright, and license info. + +# This is a "helper" cmake project -- the only thing this project does is download +# the external project. So, the configure, build, install, and test commands for +# ExternalProject_Add() are intentionally set as NOPs. + +cmake_minimum_required (VERSION 3.9) + +project(@EXT_PROJECT_NAME@-download) + +include(ExternalProject) +ExternalProject_Add( + @EXT_PROJECT_NAME@ + SOURCE_DIR "@DOWNLOAD_DIR@/@EXT_PROJECT_NAME@/src" + BINARY_DIR "@DOWNLOAD_DIR@/@EXT_PROJECT_NAME@/download-helper" + @DOWNLOAD_OPTIONS@ + CONFIGURE_COMMAND "" + BUILD_COMMAND "" + INSTALL_COMMAND "" + TEST_COMMAND "" + LOG_DOWNLOAD ON + GIT_PROGRESS 1 +) + + diff --git a/dev/a2-carsoccer/cmake/ExternalProjectDownloadBuildInstall.cmake b/dev/a2-carsoccer/cmake/ExternalProjectDownloadBuildInstall.cmake new file mode 100644 index 0000000..ce12d1d --- /dev/null +++ b/dev/a2-carsoccer/cmake/ExternalProjectDownloadBuildInstall.cmake @@ -0,0 +1,98 @@ +# This file is part of the MinGfx cmake build system. +# See the main MinGfx/CMakeLists.txt file for authors, copyright, and license info. + + +# Calling CMAKE_CURRENT_LIST_DIR inside a function returns the list dir of the calling script +# but we want the list dir of this file in order to find the DownloadHelper.txt.in file, which +# should be stored right next to this one. So, defining this variable outside the scope of the +# functions below. +set(DIR_OF_THIS_FILE ${CMAKE_CURRENT_LIST_DIR}) + + + +# Usage: +# ExternalProject_Download( +# # This first argument is the name of the project to download. It is required: +# glm +# +# # Additional arguments specify how to download the project using GIT, SVN, CVS, or URL. +# # These can be any of the arguments used for the downloading step of the cmake builtin +# # ExternalProject_Add command. +# GIT_REPOSITORY "https://github.com/g-truc/glm.git" +# GIT_TAG master +# etc.. +# ) +function(ExternalProject_Download EXT_PROJECT_NAME DOWNLOAD_DIR) + + include(MessageMacros) + h1("BEGIN EXTERNAL PROJECT DOWNLOAD (${EXT_PROJECT_NAME}).") + + h2("Creating a download helper project for ${EXT_PROJECT_NAME}.") + + set(DOWNLOAD_OPTIONS ${ARGN}) + string (REGEX REPLACE "(^|[^\\\\]);" "\\1 " DOWNLOAD_OPTIONS "${DOWNLOAD_OPTIONS}") + + + file(MAKE_DIRECTORY ${DOWNLOAD_DIR}/${EXT_PROJECT_NAME}) + configure_file( + ${DIR_OF_THIS_FILE}/DownloadHelper.txt.in + ${DOWNLOAD_DIR}/${EXT_PROJECT_NAME}/download-helper/CMakeLists.txt + ) + + h2("Generating build files for the ${EXT_PROJECT_NAME} download helper project.") + execute_process(COMMAND "${CMAKE_COMMAND}" -G "${CMAKE_GENERATOR}" . WORKING_DIRECTORY "${DOWNLOAD_DIR}/${EXT_PROJECT_NAME}/download-helper") + + h2("Building the ${EXT_PROJECT_NAME} download helper project. (This actually performs the download and may take some time...)") + execute_process(COMMAND "${CMAKE_COMMAND}" --build . WORKING_DIRECTORY "${DOWNLOAD_DIR}/${EXT_PROJECT_NAME}/download-helper") + + h2("Completed download of external project ${EXT_PROJECT_NAME}.") + +endfunction() + + +# Usage: +# ExternalProject_BuildAndInstallNow( +# # This first argument is the name of the external project to download. It is required: +# VRPN +# # This second argument is the relative path from ${EXTERNAL_DIR_NAME}/projectname/ to the project's +# # main CMakeLists.txt file: +# src +# +# # Additional arguments are passed on as options to the cmake build file generator +# -DVRPN_BUILD_DIRECTSHOW_VIDEO_SERVER=OFF +# -DVRPN_BUILD_HID_GUI=OFF +# etc.. +# ) +function(ExternalProject_BuildAndInstallNow EXT_PROJECT_NAME DOWNLOAD_DIR RELPATH_TO_CMAKELISTS) + + include(MessageMacros) + h1("BEGIN EXTERNAL PROJECT BUILD AND INSTALL (${EXT_PROJECT_NAME}).") + + # any extra args to the function are interpreted as arguments for the cmake config process + set(CMAKE_CONFIG_OPTIONS ${ARGN}) + + # always set the install prefix to be the same as for the main project + list(APPEND CMAKE_CONFIG_OPTIONS -DCMAKE_INSTALL_PREFIX=${CMAKE_INSTALL_PREFIX}) + + #string (REGEX REPLACE "(^|[^\\\\]);" "\\1 " CMAKE_CONFIG_OPTIONS "${CMAKE_CONFIG_OPTIONS}") + + + set(SRC_DIR "${DOWNLOAD_DIR}/${EXT_PROJECT_NAME}/${RELPATH_TO_CMAKELISTS}") + set(BUILD_DIR "${CMAKE_BINARY_DIR}/external/${EXT_PROJECT_NAME}") + + file(MAKE_DIRECTORY ${BUILD_DIR}) + + h2("Generating build files for external project ${EXT_PROJECT_NAME}.") + message(STATUS "Using source dir: ${SRC_DIR}") + message(STATUS "Using build dir: ${BUILD_DIR}") + message(STATUS "Config options: ${CMAKE_CONFIG_OPTIONS}") + + execute_process(COMMAND "${CMAKE_COMMAND}" -G "${CMAKE_GENERATOR}" ${SRC_DIR} ${CMAKE_CONFIG_OPTIONS} WORKING_DIRECTORY ${BUILD_DIR}) + + h2("Building external project ${EXT_PROJECT_NAME}. (This may take some time...)") + execute_process(COMMAND "${CMAKE_COMMAND}" --build ${BUILD_DIR} --target install) + + h2("Completed external build of ${EXT_PROJECT_NAME}.") + +endfunction() + diff --git a/dev/a2-carsoccer/cmake/MessageMacros.cmake b/dev/a2-carsoccer/cmake/MessageMacros.cmake new file mode 100644 index 0000000..4628e5c --- /dev/null +++ b/dev/a2-carsoccer/cmake/MessageMacros.cmake @@ -0,0 +1,17 @@ +# This file is part of the MinVR cmake build system. +# See the main MinVR/CMakeLists.txt file for authors, copyright, and license info. + + +macro(h1 TITLE) + string(TOUPPER ${TITLE} TITLE) + message(STATUS "\n\n==== ${TITLE} ====") +endmacro() + +macro(h2 TITLE) + message(STATUS "\n* ${TITLE}") +endmacro() + +macro(h3 TITLE) + message(STATUS "- ${TITLE}") +endmacro() + diff --git a/dev/a2-carsoccer/cmake/UseOpenGL.cmake b/dev/a2-carsoccer/cmake/UseOpenGL.cmake new file mode 100644 index 0000000..2ec5ffb --- /dev/null +++ b/dev/a2-carsoccer/cmake/UseOpenGL.cmake @@ -0,0 +1,52 @@ +# This file is part of the MinGfx cmake build system. +# See the main MinGfx/CMakeLists.txt file for authors, copyright, and license info. + +# Either finds a pre-installed version or complains. + +# Usage: In your CMakeLists.txt, somewhere after you define the target that depends +# on the OpenGL library (typical with something like add_executable(${PROJECT_NAME} ...) +# or add_library(${PROJECT_NAME} ...)), add the following two lines: + +# include(UseOpenGL) +# UseOpenGL(${PROJECT_NAME} PRIVATE ${CMAKE_CURRENT_SOURCE_DIR}/external) + +# The second argument can be either PUBLIC, PRIVATE, or INTERFACE, following the keyword +# usage described here: +# https://cmake.org/cmake/help/latest/command/target_include_directories.html + +# The third argument is the directory to use for downloading the external project if +# autobuild is used. + + + +macro(UseOpenGL YOUR_TARGET INTERFACE_PUBLIC_OR_PRIVATE DOWNLOAD_DIR) + + message(STATUS "Searching for OpenGL...") + + # Check to see if the library is already installed on the system + # CMake ships with FindOpenGL.cmake and in CMake 3.9+ it defines + # the imported targets OpenGL::GL and OpenGL::GLU. Using these is + # now the preferred way to link with OpenGL and all of its dependencies. + # See https://cmake.org/cmake/help/v3.9/module/FindOpenGL.html + find_package(OpenGL) + + if (NOT ${OPENGL_FOUND}) + message(FATAL_ERROR "OpenGL was not found on the system. MinGfx can auto-download and build many dependencies for you, but not OpenGL. It should come pre-installed on your system.") + endif() + + message(STATUS "Ok: OpenGL Found.") + message(STATUS "OpenGL headers: ${OPENGL_INCLUDE_DIR}") + message(STATUS "OpenGL libs: ${OPENGL_LIBRARIES}") + + + message(STATUS "Linking target ${YOUR_TARGET} with ${INTERFACE_PUBLIC_OR_PRIVATE} dependency OpenGL::GL.") + target_link_libraries(${YOUR_TARGET} ${INTERFACE_PUBLIC_OR_PRIVATE} OpenGL::GL) + + if (${OPENGL_GLU_FOUND}) + message(STATUS "Linking target ${YOUR_TARGET} with ${INTERFACE_PUBLIC_OR_PRIVATE} dependency OpenGL::GLU.") + target_link_libraries(${YOUR_TARGET} ${INTERFACE_PUBLIC_OR_PRIVATE} OpenGL::GLU) + endif() + + target_compile_definitions(${YOUR_TARGET} ${INTERFACE_PUBLIC_OR_PRIVATE} -DUSE_OPENGL) + +endmacro() diff --git a/dev/a2-carsoccer/config.h.in b/dev/a2-carsoccer/config.h.in new file mode 100644 index 0000000..bf66666 --- /dev/null +++ b/dev/a2-carsoccer/config.h.in @@ -0,0 +1,13 @@ +/** CSci-4611 Assignment 2: Car Soccer +*/ + + +// The file config.h.in is processed by cmake to produce config.h. This +// replaces strings of the form "at"CMAKE_VARIABLE_NAME"at" with the value +// of the corresponding cmake variable, allowing us to pass directory paths +// and other information configured with cmake into our C++ code. + + +#define DATA_DIR_BUILD "@DATA_DIR_BUILD@" +#define DATA_DIR_INSTALL "@DATA_DIR_INSTALL@" + diff --git a/dev/a2-carsoccer/data/crowd.png b/dev/a2-carsoccer/data/crowd.png Binary files differnew file mode 100644 index 0000000..e6f14f3 --- /dev/null +++ b/dev/a2-carsoccer/data/crowd.png diff --git a/dev/a2-carsoccer/data/crowd.psd b/dev/a2-carsoccer/data/crowd.psd Binary files differnew file mode 100644 index 0000000..f16a761 --- /dev/null +++ b/dev/a2-carsoccer/data/crowd.psd diff --git a/dev/a2-carsoccer/data/pitch.png b/dev/a2-carsoccer/data/pitch.png Binary files differnew file mode 100644 index 0000000..bf36a3f --- /dev/null +++ b/dev/a2-carsoccer/data/pitch.png diff --git a/dev/a2-carsoccer/data/pitch.psd b/dev/a2-carsoccer/data/pitch.psd Binary files differnew file mode 100644 index 0000000..04970c8 --- /dev/null +++ b/dev/a2-carsoccer/data/pitch.psd diff --git a/dev/a2-carsoccer/main.cc b/dev/a2-carsoccer/main.cc new file mode 100644 index 0000000..cc6c086 --- /dev/null +++ b/dev/a2-carsoccer/main.cc @@ -0,0 +1,11 @@ +/** CSci-4611 Assignment 2: Car Soccer + */ + + +#include "car_soccer.h" + +int main(int argc, const char *argv[]) { + CarSoccer app; + app.Run(); + return 0; +} diff --git a/dev/texture-demo/.gitignore b/dev/texture-demo/.gitignore new file mode 100644 index 0000000..dd1a9a8 --- /dev/null +++ b/dev/texture-demo/.gitignore @@ -0,0 +1,2 @@ +config.h +build diff --git a/dev/texture-demo/CMakeLists.txt b/dev/texture-demo/CMakeLists.txt new file mode 100644 index 0000000..0c7fce9 --- /dev/null +++ b/dev/texture-demo/CMakeLists.txt @@ -0,0 +1,193 @@ +# Original Author(s) of this File: +# Daniel Keefe, 2017, University of Minnesota +# +# Author(s) of Significant Updates/Modifications to the File: +# ... + + + +# You are encouraged to copy this example, move it outside of the MinGfx directory, and use +# it as a starting point for your project. When you do this, you'll have to edit the +# following line as needed to point to the MinGfx install prefix used on your system. + +# !!!!!!!!!!!!! EDIT THE FOLLOWING LINE AS NEEDED !!!!!!!!!!!!! +list(APPEND CMAKE_PREFIX_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../build/install ../..) + + +#### BASIC PROJECT SETUP #### + +project(example) + +# Using 3.9 to get a modern version of FindOpenGL.cmake +cmake_minimum_required (VERSION 3.9) + +# Dependencies that are auto-downloaded, built, and installed for you will go in the +# directory pointed to by the CMAKE_INSTALL_PREFIX. It defaults to a location inside +# the build directory. +if (CMAKE_INSTALL_PREFIX_INITIALIZED_TO_DEFAULT OR "${CMAKE_INSTALL_PREFIX}" STREQUAL "") + set (CMAKE_INSTALL_PREFIX "${CMAKE_BINARY_DIR}/install" CACHE PATH "default install path" FORCE ) +endif() + +# Add to paths cmake uses to search for scripts, modules, and config packages +list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake ${CMAKE_INSTALL_PREFIX}) +list(INSERT CMAKE_PREFIX_PATH 0 ${CMAKE_INSTALL_PREFIX}) + +include(MessageMacros) +h1("Building ${PROJECT_NAME}") +h2("Configuring paths") + +message(STATUS "Module path: ${CMAKE_MODULE_PATH}") +message(STATUS "Prefix path: ${CMAKE_PREFIX_PATH}") +message(STATUS "Install prefix: ${CMAKE_INSTALL_PREFIX}") + +set(DATA_DIR_BUILD ${CMAKE_CURRENT_SOURCE_DIR}/data) +set(DATA_DIR_INSTALL ${CMAKE_INSTALL_PREFIX}/share/${PROJECT_NAME}/data) + +message(STATUS "Data dir (in build tree): ${DATA_DIR_BUILD}") +message(STATUS "Data dir (in install tree): ${DATA_DIR_INSTALL}") + +set(SHADERS_DIR_BUILD ${CMAKE_CURRENT_SOURCE_DIR}/shaders) +set(SHADERS_DIR_INSTALL ${CMAKE_INSTALL_PREFIX}/share/${PROJECT_NAME}/shaders) + +message(STATUS "Shaders dir (in build tree): ${SHADERS_DIR_BUILD}") +message(STATUS "Shaders dir (in install tree): ${SHADERS_DIR_INSTALL}") + + +# Configure a header file to pass some of the CMake settings to the source code +configure_file( + ${CMAKE_CURRENT_SOURCE_DIR}/config.h.in + ${CMAKE_CURRENT_SOURCE_DIR}/config.h +) + + +#### SOURCE FOR THIS PROJECT #### +h2("Configuring source files") + +set(SOURCEFILES + example.cc + main.cc +) + +set(HEADERFILES + config.h + example.h +) + +set(EXTRAFILES + README.md +) + +set(SHADERFILES +) + +set_source_files_properties(${EXTRAFILES} PROPERTIES HEADER_FILE_ONLY TRUE) +set_source_files_properties(${SHADERFILES} PROPERTIES HEADER_FILE_ONLY TRUE) + +source_group("Shaders" FILES ${SHADERFILES}) + + +#### COMPILE OPTIONS #### + +h2("Configuring Compiler Options") + + + +message(STATUS "Building for " ${CMAKE_SYSTEM_NAME} ".") + +# Linux specific +if (${CMAKE_SYSTEM_NAME} MATCHES "Linux") + add_definitions(-DLINUX) + set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fPIC") + set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14") +endif() + + +# Apple specific +if (${CMAKE_SYSTEM_NAME} MATCHES "Darwin") + add_definitions(-DOSX) + + # RPATH settings, see https://cmake.org/Wiki/CMake_RPATH_handling + set(CMAKE_MACOSX_RPATH ON) + + # use, i.e. don't skip the full RPATH for the build tree + SET(CMAKE_SKIP_BUILD_RPATH FALSE) + + # when building, don't use the install RPATH already + # (but later on when installing) + SET(CMAKE_BUILD_WITH_INSTALL_RPATH FALSE) + + SET(CMAKE_INSTALL_RPATH "${CMAKE_INSTALL_PREFIX}/lib") + + # add the automatically determined parts of the RPATH + # which point to directories outside the build tree to the install RPATH + SET(CMAKE_INSTALL_RPATH_USE_LINK_PATH TRUE) + + # the RPATH to be used when installing, but only if it's not a system directory + LIST(FIND CMAKE_PLATFORM_IMPLICIT_LINK_DIRECTORIES "${CMAKE_INSTALL_PREFIX}/lib" isSystemDir) + IF("${isSystemDir}" STREQUAL "-1") + SET(CMAKE_INSTALL_RPATH "${CMAKE_INSTALL_PREFIX}/lib") + ENDIF("${isSystemDir}" STREQUAL "-1") + + set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14") +endif() + + +# Windows specific +if (WIN32) + add_definitions(-DWIN32) + + if(NOT CMAKE_SIZEOF_VOID_P EQUAL 8) + message(FATAL_ERROR + "You must use the 64 bit version of the compiler. Be sure to set the correct generator when configuring through CMake.") + endif() +endif() + + + + + +#### DEFINE TARGET(S) #### + +h2("Defining Target(s)") + +add_executable(${PROJECT_NAME} ${SOURCEFILES} ${HEADERFILES} ${EXTRAFILES} ${SHADERFILES}) + + + +#### FIND AND ADD DEPENDENCIES #### + +h2("Adding Dependencies") +set(EXTERNAL_DIR external) + + +# MinGfx (linked with an imported cmake target so no need to specify include dirs) +# This will try to find MinGfxConfig.cmake, which should have been installed under +# CMAKE_INSTALL_PREFIX/lib/cmake/MinGfx when you installed the MinGfx Toolkit. +find_package(MinGfx REQUIRED) +target_link_libraries(${PROJECT_NAME} PUBLIC MinGfx::MinGfx) + + +# Add dependency on OpenGL +include(UseOpenGL) +UseOpenGL(${PROJECT_NAME} PUBLIC ${EXTERNAL_DIR}) + + + +#### INSTALL TARGET(S) #### + +h2("Configuring Install Target") + +# The install locations are relative to the CMAKE_INSTALL_PREFIX variable +install(TARGETS ${PROJECT_NAME} RUNTIME DESTINATION bin) + +install( + DIRECTORY data/ + DESTINATION ${DATA_DIR_INSTALL} + OPTIONAL +) + +install( + DIRECTORY shaders/ + DESTINATION ${SHADERS_DIR_INSTALL} + OPTIONAL +) diff --git a/dev/texture-demo/README.md b/dev/texture-demo/README.md new file mode 100644 index 0000000..ee42984 --- /dev/null +++ b/dev/texture-demo/README.md @@ -0,0 +1 @@ +# Angry Vectors CSci-4611 In-Class Example of Visual Debugging diff --git a/dev/texture-demo/cmake/DownloadHelper.txt.in b/dev/texture-demo/cmake/DownloadHelper.txt.in new file mode 100644 index 0000000..fb29bff --- /dev/null +++ b/dev/texture-demo/cmake/DownloadHelper.txt.in @@ -0,0 +1,26 @@ +# This file is part of the MinGfx cmake build system. +# See the main MinGfx/CMakeLists.txt file for authors, copyright, and license info. + +# This is a "helper" cmake project -- the only thing this project does is download +# the external project. So, the configure, build, install, and test commands for +# ExternalProject_Add() are intentionally set as NOPs. + +cmake_minimum_required (VERSION 3.9) + +project(@EXT_PROJECT_NAME@-download) + +include(ExternalProject) +ExternalProject_Add( + @EXT_PROJECT_NAME@ + SOURCE_DIR "@DOWNLOAD_DIR@/@EXT_PROJECT_NAME@/src" + BINARY_DIR "@DOWNLOAD_DIR@/@EXT_PROJECT_NAME@/download-helper" + @DOWNLOAD_OPTIONS@ + CONFIGURE_COMMAND "" + BUILD_COMMAND "" + INSTALL_COMMAND "" + TEST_COMMAND "" + LOG_DOWNLOAD ON + GIT_PROGRESS 1 +) + + diff --git a/dev/texture-demo/cmake/ExternalProjectDownloadBuildInstall.cmake b/dev/texture-demo/cmake/ExternalProjectDownloadBuildInstall.cmake new file mode 100644 index 0000000..ce12d1d --- /dev/null +++ b/dev/texture-demo/cmake/ExternalProjectDownloadBuildInstall.cmake @@ -0,0 +1,98 @@ +# This file is part of the MinGfx cmake build system. +# See the main MinGfx/CMakeLists.txt file for authors, copyright, and license info. + + +# Calling CMAKE_CURRENT_LIST_DIR inside a function returns the list dir of the calling script +# but we want the list dir of this file in order to find the DownloadHelper.txt.in file, which +# should be stored right next to this one. So, defining this variable outside the scope of the +# functions below. +set(DIR_OF_THIS_FILE ${CMAKE_CURRENT_LIST_DIR}) + + + +# Usage: +# ExternalProject_Download( +# # This first argument is the name of the project to download. It is required: +# glm +# +# # Additional arguments specify how to download the project using GIT, SVN, CVS, or URL. +# # These can be any of the arguments used for the downloading step of the cmake builtin +# # ExternalProject_Add command. +# GIT_REPOSITORY "https://github.com/g-truc/glm.git" +# GIT_TAG master +# etc.. +# ) +function(ExternalProject_Download EXT_PROJECT_NAME DOWNLOAD_DIR) + + include(MessageMacros) + h1("BEGIN EXTERNAL PROJECT DOWNLOAD (${EXT_PROJECT_NAME}).") + + h2("Creating a download helper project for ${EXT_PROJECT_NAME}.") + + set(DOWNLOAD_OPTIONS ${ARGN}) + string (REGEX REPLACE "(^|[^\\\\]);" "\\1 " DOWNLOAD_OPTIONS "${DOWNLOAD_OPTIONS}") + + + file(MAKE_DIRECTORY ${DOWNLOAD_DIR}/${EXT_PROJECT_NAME}) + configure_file( + ${DIR_OF_THIS_FILE}/DownloadHelper.txt.in + ${DOWNLOAD_DIR}/${EXT_PROJECT_NAME}/download-helper/CMakeLists.txt + ) + + h2("Generating build files for the ${EXT_PROJECT_NAME} download helper project.") + execute_process(COMMAND "${CMAKE_COMMAND}" -G "${CMAKE_GENERATOR}" . WORKING_DIRECTORY "${DOWNLOAD_DIR}/${EXT_PROJECT_NAME}/download-helper") + + h2("Building the ${EXT_PROJECT_NAME} download helper project. (This actually performs the download and may take some time...)") + execute_process(COMMAND "${CMAKE_COMMAND}" --build . WORKING_DIRECTORY "${DOWNLOAD_DIR}/${EXT_PROJECT_NAME}/download-helper") + + h2("Completed download of external project ${EXT_PROJECT_NAME}.") + +endfunction() + + +# Usage: +# ExternalProject_BuildAndInstallNow( +# # This first argument is the name of the external project to download. It is required: +# VRPN +# # This second argument is the relative path from ${EXTERNAL_DIR_NAME}/projectname/ to the project's +# # main CMakeLists.txt file: +# src +# +# # Additional arguments are passed on as options to the cmake build file generator +# -DVRPN_BUILD_DIRECTSHOW_VIDEO_SERVER=OFF +# -DVRPN_BUILD_HID_GUI=OFF +# etc.. +# ) +function(ExternalProject_BuildAndInstallNow EXT_PROJECT_NAME DOWNLOAD_DIR RELPATH_TO_CMAKELISTS) + + include(MessageMacros) + h1("BEGIN EXTERNAL PROJECT BUILD AND INSTALL (${EXT_PROJECT_NAME}).") + + # any extra args to the function are interpreted as arguments for the cmake config process + set(CMAKE_CONFIG_OPTIONS ${ARGN}) + + # always set the install prefix to be the same as for the main project + list(APPEND CMAKE_CONFIG_OPTIONS -DCMAKE_INSTALL_PREFIX=${CMAKE_INSTALL_PREFIX}) + + #string (REGEX REPLACE "(^|[^\\\\]);" "\\1 " CMAKE_CONFIG_OPTIONS "${CMAKE_CONFIG_OPTIONS}") + + + set(SRC_DIR "${DOWNLOAD_DIR}/${EXT_PROJECT_NAME}/${RELPATH_TO_CMAKELISTS}") + set(BUILD_DIR "${CMAKE_BINARY_DIR}/external/${EXT_PROJECT_NAME}") + + file(MAKE_DIRECTORY ${BUILD_DIR}) + + h2("Generating build files for external project ${EXT_PROJECT_NAME}.") + message(STATUS "Using source dir: ${SRC_DIR}") + message(STATUS "Using build dir: ${BUILD_DIR}") + message(STATUS "Config options: ${CMAKE_CONFIG_OPTIONS}") + + execute_process(COMMAND "${CMAKE_COMMAND}" -G "${CMAKE_GENERATOR}" ${SRC_DIR} ${CMAKE_CONFIG_OPTIONS} WORKING_DIRECTORY ${BUILD_DIR}) + + h2("Building external project ${EXT_PROJECT_NAME}. (This may take some time...)") + execute_process(COMMAND "${CMAKE_COMMAND}" --build ${BUILD_DIR} --target install) + + h2("Completed external build of ${EXT_PROJECT_NAME}.") + +endfunction() + diff --git a/dev/texture-demo/cmake/MessageMacros.cmake b/dev/texture-demo/cmake/MessageMacros.cmake new file mode 100644 index 0000000..4628e5c --- /dev/null +++ b/dev/texture-demo/cmake/MessageMacros.cmake @@ -0,0 +1,17 @@ +# This file is part of the MinVR cmake build system. +# See the main MinVR/CMakeLists.txt file for authors, copyright, and license info. + + +macro(h1 TITLE) + string(TOUPPER ${TITLE} TITLE) + message(STATUS "\n\n==== ${TITLE} ====") +endmacro() + +macro(h2 TITLE) + message(STATUS "\n* ${TITLE}") +endmacro() + +macro(h3 TITLE) + message(STATUS "- ${TITLE}") +endmacro() + diff --git a/dev/texture-demo/cmake/UseOpenGL.cmake b/dev/texture-demo/cmake/UseOpenGL.cmake new file mode 100644 index 0000000..2ec5ffb --- /dev/null +++ b/dev/texture-demo/cmake/UseOpenGL.cmake @@ -0,0 +1,52 @@ +# This file is part of the MinGfx cmake build system. +# See the main MinGfx/CMakeLists.txt file for authors, copyright, and license info. + +# Either finds a pre-installed version or complains. + +# Usage: In your CMakeLists.txt, somewhere after you define the target that depends +# on the OpenGL library (typical with something like add_executable(${PROJECT_NAME} ...) +# or add_library(${PROJECT_NAME} ...)), add the following two lines: + +# include(UseOpenGL) +# UseOpenGL(${PROJECT_NAME} PRIVATE ${CMAKE_CURRENT_SOURCE_DIR}/external) + +# The second argument can be either PUBLIC, PRIVATE, or INTERFACE, following the keyword +# usage described here: +# https://cmake.org/cmake/help/latest/command/target_include_directories.html + +# The third argument is the directory to use for downloading the external project if +# autobuild is used. + + + +macro(UseOpenGL YOUR_TARGET INTERFACE_PUBLIC_OR_PRIVATE DOWNLOAD_DIR) + + message(STATUS "Searching for OpenGL...") + + # Check to see if the library is already installed on the system + # CMake ships with FindOpenGL.cmake and in CMake 3.9+ it defines + # the imported targets OpenGL::GL and OpenGL::GLU. Using these is + # now the preferred way to link with OpenGL and all of its dependencies. + # See https://cmake.org/cmake/help/v3.9/module/FindOpenGL.html + find_package(OpenGL) + + if (NOT ${OPENGL_FOUND}) + message(FATAL_ERROR "OpenGL was not found on the system. MinGfx can auto-download and build many dependencies for you, but not OpenGL. It should come pre-installed on your system.") + endif() + + message(STATUS "Ok: OpenGL Found.") + message(STATUS "OpenGL headers: ${OPENGL_INCLUDE_DIR}") + message(STATUS "OpenGL libs: ${OPENGL_LIBRARIES}") + + + message(STATUS "Linking target ${YOUR_TARGET} with ${INTERFACE_PUBLIC_OR_PRIVATE} dependency OpenGL::GL.") + target_link_libraries(${YOUR_TARGET} ${INTERFACE_PUBLIC_OR_PRIVATE} OpenGL::GL) + + if (${OPENGL_GLU_FOUND}) + message(STATUS "Linking target ${YOUR_TARGET} with ${INTERFACE_PUBLIC_OR_PRIVATE} dependency OpenGL::GLU.") + target_link_libraries(${YOUR_TARGET} ${INTERFACE_PUBLIC_OR_PRIVATE} OpenGL::GLU) + endif() + + target_compile_definitions(${YOUR_TARGET} ${INTERFACE_PUBLIC_OR_PRIVATE} -DUSE_OPENGL) + +endmacro() diff --git a/dev/texture-demo/config.h.in b/dev/texture-demo/config.h.in new file mode 100644 index 0000000..16d824b --- /dev/null +++ b/dev/texture-demo/config.h.in @@ -0,0 +1,13 @@ +/** CSci-4611 In-Class Example +*/ + + +// The file config.h.in is processed by cmake to produce config.h. This +// replaces strings of the form "at"CMAKE_VARIABLE_NAME"at" with the value +// of the corresponding cmake variable, allowing us to pass directory paths +// and other information configured with cmake into our C++ code. + + +#define DATA_DIR_BUILD "@DATA_DIR_BUILD@" +#define DATA_DIR_INSTALL "@DATA_DIR_INSTALL@" + diff --git a/dev/texture-demo/data/campbells.png b/dev/texture-demo/data/campbells.png Binary files differnew file mode 100644 index 0000000..ed4b245 --- /dev/null +++ b/dev/texture-demo/data/campbells.png diff --git a/dev/texture-demo/data/monalisa.png b/dev/texture-demo/data/monalisa.png Binary files differnew file mode 100644 index 0000000..91e5498 --- /dev/null +++ b/dev/texture-demo/data/monalisa.png diff --git a/dev/texture-demo/example.cc b/dev/texture-demo/example.cc new file mode 100644 index 0000000..b114da5 --- /dev/null +++ b/dev/texture-demo/example.cc @@ -0,0 +1,113 @@ +/** CSci-4611 In-Class Example */ + +#include "example.h" + +#include "config.h" + +#include <iostream> +#include <sstream> + + + +Example::Example() : GraphicsApp(1024,768, "MinGfx Example") { + // Define a search path for finding data files (images and shaders) + search_path_.push_back("."); + search_path_.push_back("./data"); + search_path_.push_back(DATA_DIR_INSTALL); + search_path_.push_back(DATA_DIR_BUILD); +} + + +Example::~Example() { +} + + +void Example::UpdateSimulation(double dt) { +} + + +void Example::InitOpenGL() { + // Set up the camera in a good position to see the entire scene + proj_matrix_ = Matrix4::Perspective(60.0f, aspect_ratio(), 0.01f, 100.0f); + view_matrix_ = Matrix4::LookAt(Point3(2,1,4), Point3(2,1,0), Vector3(0,1,0)); + glClearColor(1,1,1,1); + + + // Load the texture we will use + texture_.InitFromFile(Platform::FindFile("monalisa.png", search_path_)); + + + // Create the mesh by setting the vertex and index arrays directly + std::vector<unsigned int> indices; + std::vector<Point3> vertices; + std::vector<Vector3> normals; + std::vector<Point2> tex_coords; + + // four vertices, each requires 3 floats: (x,y,z) + vertices.push_back(Point3(0,0,0)); + vertices.push_back(Point3(1,0,0)); + vertices.push_back(Point3(1,1,-1)); + vertices.push_back(Point3(0,1,-1)); + + // four normals, each requires 3 floats: (x,y,z) + normals.push_back(Vector3(0,1,1).ToUnit()); + normals.push_back(Vector3(0,1,1).ToUnit()); + normals.push_back(Vector3(0,1,1).ToUnit()); + normals.push_back(Vector3(0,1,1).ToUnit()); + + // TODO: YOU ADD TEXTURE COORDINATES TO THE MESH + + + + // indices into the arrays above for the first triangle + indices.push_back(0); + indices.push_back(1); + indices.push_back(2); + + // indices for the second triangle, note some are reused + indices.push_back(0); + indices.push_back(2); + indices.push_back(3); + + mesh_.SetVertices(vertices); + mesh_.SetNormals(normals); + mesh_.SetIndices(indices); + + // TODO: ALSO REMEMBER TO CALL mesh_.SetTexCoords(..) HERE ONCE YOU HAVE THEM DEFINED. + // USE TEXTURE UNIT = 0 SINCE WE HAVE ONLY ONE TEXTURE APPLIED TO THE MESH. + + mesh_.UpdateGPUMemory(); + +} + + +void Example::DrawUsingOpenGL() { + // draws a set of axes at the world origin, since we are passing the identity + // matrix for the "model" matrix. + Matrix4 identity; + quick_shapes_.DrawAxes(identity, view_matrix_, proj_matrix_); + + + // We're already learned about how to use transformation matrices to move + // an individual model around within the scene. + Matrix4 model_matrix = Matrix4::Scale(Vector3(4,4,4)); + + + // Since we want to texture the mesh we will define a custom material for the + // mesh. The material property we are interested in is called "surface_texture". + // We'll set that to point to the Texture2D that we loaded earlier. You can + // also set other properties of the material to define how it reflects light. + DefaultShader::MaterialProperties mesh_material; + mesh_material.surface_texture = texture_; + mesh_material.ambient_reflectance = Color(0.8f, 0.8f, 0.8f); + mesh_material.diffuse_reflectance = Color(0.8f, 0.8f, 0.8f); + + + // Use a shader program to draw the mesh with the given model, view, and projection + // matrices and with the material properties defined in mesh_material. + shader_.Draw(model_matrix, view_matrix_, proj_matrix_, &mesh_, mesh_material); +} + + + + diff --git a/dev/texture-demo/example.h b/dev/texture-demo/example.h new file mode 100644 index 0000000..afecff6 --- /dev/null +++ b/dev/texture-demo/example.h @@ -0,0 +1,65 @@ +/** CSci-4611 In-Class Example */ + +#ifndef SNOWMAN_H_ +#define SNOWMAN_H_ + +#include <mingfx.h> +using namespace mingfx; + +#include <string> +#include <vector> + +class Example : public GraphicsApp { +public: + + // Creates the App + Example(); + + // Cleans up when the App shuts down + virtual ~Example(); + + // Note a Run() function is inherited from GraphicsApp, that's what + // actually starts up the App. + + // This is a callback, a function that gets called when the user presses + // the Pause button in the GUI. + void OnPauseBtnPressed(); + + // This gets called once each frame. Note that dt (a.k.a., "delta time") is + // the amount of time (in seconds) that has passed since the last frame. + void UpdateSimulation(double dt); + + // This is where we initialize any OpenGL data, like textures or meshes that + // need to be loaded from files and setup in OpenGL. It gets called once + // when the program starts up. + void InitOpenGL(); + + // This gets called once each frame, and this is where you draw the latest + // version of your 3D graphics scene. + void DrawUsingOpenGL(); + + +private: + + // Texture loaded from a file + Texture2D texture_; + + // Triangle mesh data structure + Mesh mesh_; + + // A shader is required to draw meshes, MinGfx provides a default shader + // that does some simple lighting. + DefaultShader shader_; + + // Sets up the computer graphics camera + Matrix4 view_matrix_; + Matrix4 proj_matrix_; + + // A helper class for drawing some simple shapes (cubes, spheres, 3D arrows) + QuickShapes quick_shapes_; + + // Paths to search for data files, like images + std::vector<std::string> search_path_; +}; + +#endif
\ No newline at end of file diff --git a/dev/texture-demo/main.cc b/dev/texture-demo/main.cc new file mode 100644 index 0000000..3bbc8b8 --- /dev/null +++ b/dev/texture-demo/main.cc @@ -0,0 +1,9 @@ +/** CSci-4611 In-Class Example */ + +#include "example.h" + +int main(int argc, const char *argv[]) { + Example app; + app.Run(); + return 0; +} diff --git a/worksheets/a2_carsoccer.md b/worksheets/a2_carsoccer.md new file mode 100644 index 0000000..95170c4 --- /dev/null +++ b/worksheets/a2_carsoccer.md @@ -0,0 +1,156 @@ +# Assignment 2 (Car Soccer) Worksheet + +## Definitions + +Use the following C++ style pseudocode definitions for Q1 and Q2: + +``` +/* Use this Point3 class to store x,y,z values that define a mathematical + * point (i.e., a position) in 3-space. + */ +class Point3 { + float x; + float y; + float z; +}; + +/* Use this Vector3 class to store x,y,z values that define a vector in + * 3-space. Remember, mathematically, a vector is quite different than + * a point. It has a direction and a magnitude but no position! + * For vectors it is often useful to be able to compute the length, + * also known as the magnitude, of the vector. + */ +class Vector3 { + float x; + float y; + float z; + + // returns the length (i.e., magnitude) of the vector + float Length() { + return sqrt(x*x + y*y + z*z); + } +}; + + +/* In C++ and other languages we can define operators so we can use + * the +, -, =, *, / operations on custom classes. Like many graphics + * libraries, this is what MinGfx does to make it easy to work with + * points and vectors in code. For example, recall from class that + * if we have a point A (Coffman Union) and we add a vector (direction + * and magnitude) to this, we arrive at a new point B (e.g., Murphy Hall). + * Conceptually, a point + a vector = a new point. Mathematically, it + * does not make sense to add two points, but it does make sense to + * subtract two points. The "difference" between the Murphy and Coffman + * points is a vector that tells us the direction and magnitude we would + * need to walk from Coffman to get to Murphy. Here's how we can write + * that in code using Point3, Vector3, and operators like + and -. + * + * Point3 murphy = Point3(5, 8, 0); + * Point3 coffman = Point3(4, 6, 0); + * Vector3 toMurphy = murphy - coffman; + * + * // or, if we were given coffman and toMurphy we could find + * // the point "murphy" by starting at point "coffman" and adding + * // the vector "toMurphy". + * Point3 murphy2 = coffman + toMurhpy; + * + * The code that defines these opertors looks something like this: +*/ + +// a point + a vector = a new point +Point3 operator+(Point3 p, Vector3 v) { + return Point3(p.x + v.x, p.y + v.y, p.z + v.z); +} + +// a point - a point = a vector +// the dir and magnitude needed to go from point point B to point A +Vector3 operator-(Point3 A, Point3 B) { + return Vector3(A.x - B.x, A.y - B.y, A.z - B.z); +} + +// a vector * a scalar = a new vector with scaled magnitude +Vector3 operator*(Vector3 v, float s) { + return Vector3(v.x * s, v.y * s, v.z * s); +} + + + +/* Given all these tools, we can define additional classes for geometries + * that are useful in graphics. For example, we can represent a sphere + * using a Point3 for the position of the center point of the sphere and + * a float for the sphere's radius. + */ +class Sphere { + Point3 position; + float radius; +}; +``` + +## Q1: Eulerian Integration + +In computer graphics and animation, there are many forms of integration that +are used. For simple physics models like we have in Car Soccer, Eulerian +Integration is good enough. Eulerian Integration uses velocity and position +information from the current frame, and the elapsed time to produce a position +for the next frame. Write pseudocode for determining the position of the sphere in the +next frame: + +*Hint: think back to the motion equations from introductory physics. Or, look +around in the assignment handout.* + +``` +Vector3 velocity = Vector3(1.0, 1.0, 1.0); +float dt = 20; // milliseconds + +Sphere s = Sphere { + position: Point3(0.0, 0.0, 0.0), + radius: 5.0, +}; + +s.position = /* --- Fill in the next frame position computation here --- */ +``` + + + +## Q2: Sphere Intersection + +In this assignment, you will need to test intersections between spheres and +other objects. Using the information contained within each sphere class, +write pseudocode to determine whether or not two spheres are intersecting +(which you can use for car/ball intersections): + +``` +bool sphereIntersection(Sphere s1, Sphere s2) { + /* --- Fill in your sphere intersection code here --- */ + + +} +``` + +To check that your intersections work, try working through the math by hand for the +following two cases. You can write out the math on a scrap piece of paper. You do +not need to include that detail in this worksheet. But, do change the lines below where +it says "Fill in expected output" to indicate whether True or False would be returned: + +``` +Sphere s1 = Sphere { + position: Point3(0.0, 1.0, 0.0), + radius: 1.0, +}; + +Sphere s2 = Sphere { + position: Point3(3.0, 0.0, 0.0), + radius: 1.0, +}; + +Sphere s3 = Sphere { + position: Point3(1.0, 1.0, 0.0), + radius: 2.0, +}; + +print(sphereIntersection(s1, s2)); +/* --- Fill in expected output (True or False) --- */ + +print(sphereIntersection(s1, s3)); +/* --- Fill in expected output (True or False) --- */ +``` |