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authorunknown <paulx161@umn.edu>2021-02-02 18:35:09 -0600
committerunknown <paulx161@umn.edu>2021-02-02 18:35:09 -0600
commit7ea1b2c0320d74152d33e74718a39319a7a0e507 (patch)
tree7c2995f547889f00e381449b5c91dbb0abd1a0c3
parentAdded /dev/gfxtest/* (diff)
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Added worksheet and support code for assignment 2
-rw-r--r--dev/a2-carsoccer/.gitignore2
-rw-r--r--dev/a2-carsoccer/CMakeLists.txt174
-rw-r--r--dev/a2-carsoccer/README.md1
-rw-r--r--dev/a2-carsoccer/ball.h40
-rw-r--r--dev/a2-carsoccer/car.h44
-rw-r--r--dev/a2-carsoccer/car_soccer.cc104
-rw-r--r--dev/a2-carsoccer/car_soccer.h76
-rw-r--r--dev/a2-carsoccer/cmake/DownloadHelper.txt.in26
-rw-r--r--dev/a2-carsoccer/cmake/ExternalProjectDownloadBuildInstall.cmake98
-rw-r--r--dev/a2-carsoccer/cmake/MessageMacros.cmake17
-rw-r--r--dev/a2-carsoccer/cmake/UseOpenGL.cmake52
-rw-r--r--dev/a2-carsoccer/config.h.in13
-rw-r--r--dev/a2-carsoccer/data/crowd.pngbin0 -> 428813 bytes
-rw-r--r--dev/a2-carsoccer/data/crowd.psdbin0 -> 2414778 bytes
-rw-r--r--dev/a2-carsoccer/data/pitch.pngbin0 -> 889921 bytes
-rw-r--r--dev/a2-carsoccer/data/pitch.psdbin0 -> 6301424 bytes
-rw-r--r--dev/a2-carsoccer/main.cc11
-rw-r--r--worksheets/a2_carsoccer.md156
18 files changed, 814 insertions, 0 deletions
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..8b7f340
--- /dev/null
+++ b/dev/a2-carsoccer/CMakeLists.txt
@@ -0,0 +1,174 @@
+# 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
+ ${CMAKE_CURRENT_SOURCE_DIR}/config.h
+)
+
+#### SOURCE FOR THIS PROJECT ####
+h2("Configuring source files")
+
+set(SOURCEFILES
+ car_soccer.cc
+ main.cc
+)
+
+set(HEADERFILES
+ ball.h
+ car_soccer.h
+ car.h
+ config.h
+)
+
+set(EXTRAFILES
+ config.h.in
+ README.md
+)
+
+set_source_files_properties(${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.h b/dev/a2-carsoccer/ball.h
new file mode 100644
index 0000000..65a96a4
--- /dev/null
+++ b/dev/a2-carsoccer/ball.h
@@ -0,0 +1,40 @@
+/** CSci-4611 Assignment 2: Car Soccer
+ */
+
+#ifndef BALL_H_
+#define BALL_H_
+
+#include <mingfx.h>
+
+/// Small data structure for a ball
+class Ball {
+public:
+
+ /// The constructor sets the radius and calls Reset() to start the ball at
+ /// the center of the field
+ Ball() : radius_(2.6f) {
+ Reset();
+ }
+
+ /// Nothing special needed in the constructor
+ virtual ~Ball() {}
+
+
+ void Reset() {
+ position_ = Point3(0, radius_, 0);
+ }
+
+ float radius() { return radius_; }
+
+ Point3 position() { return position_; }
+ void set_position(const Point3 &p) { position_ = p; }
+
+
+private:
+ // You will probably need to store some additional data here, e.g., velocity
+
+ Point3 position_;
+ float radius_;
+};
+
+#endif
diff --git a/dev/a2-carsoccer/car.h b/dev/a2-carsoccer/car.h
new file mode 100644
index 0000000..871f3bc
--- /dev/null
+++ b/dev/a2-carsoccer/car.h
@@ -0,0 +1,44 @@
+/** CSci-4611 Assignment 2: Car Soccer
+ */
+
+#ifndef CAR_H_
+#define CAR_H_
+
+#include <mingfx.h>
+
+/// Small data structure for a car
+class Car {
+public:
+
+ /// 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() : size_(3,2,4), collision_radius_(2.5) {
+ Reset();
+ }
+
+ /// Nothing special needed in the constructor
+ virtual ~Car() {}
+
+ /// Resets all the dynamic variables, so if you call this after a goal, the
+ /// car will go back to its starting position.
+ void Reset() {
+ position_ = Point3(0, size_[1]/2, 45);
+ }
+
+ float collision_radius() { return collision_radius_; }
+
+ Vector3 size() { return size_; }
+
+ Point3 position() { return position_; }
+ void set_position(const Point3 &p) { position_ = p; }
+
+private:
+ // You will probably need to store some additional data here, e.g., speed.
+
+ Vector3 size_;
+ float collision_radius_;
+ Point3 position_;
+};
+
+#endif
diff --git a/dev/a2-carsoccer/car_soccer.cc b/dev/a2-carsoccer/car_soccer.cc
new file mode 100644
index 0000000..a9cea69
--- /dev/null
+++ b/dev/a2-carsoccer/car_soccer.cc
@@ -0,0 +1,104 @@
+/** CSci-4611 Assignment 2: Car Soccer
+ */
+
+#include "car_soccer.h"
+#include "config.h"
+
+
+CarSoccer::CarSoccer() : GraphicsApp(1024,768, "Car Soccer") {
+ // 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() {
+}
+
+
+Vector2 CarSoccer::joystick_direction() {
+ Vector2 dir;
+ 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;
+}
+
+
+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();
+ }
+}
+
+
+void CarSoccer::UpdateSimulation(double timeStep) {
+ // Here's where you shound do your "simulation", updating the positions of the
+ // car and ball as needed and checking for collisions. Filling this routine
+ // in is the main part of the assignment.
+
+}
+
+
+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
+ 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 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_);
+
+ // Draw the car
+ Color carcol(0.8f, 0.2f, 0.2f);
+ Matrix4 Mcar =
+ Matrix4::Translation(car_.position() - Point3(0,0,0)) *
+ Matrix4::Scale(car_.size()) *
+ Matrix4::Scale(Vector3(0.5f, 0.5f, 0.5f));
+ quickShapes_.DrawCube(modelMatrix_ * Mcar, viewMatrix_, projMatrix_, carcol);
+
+
+ // Draw the ball
+ Color ballcol(1,1,1);
+ Matrix4 Mball =
+ Matrix4::Translation(ball_.position() - Point3(0,0,0)) *
+ Matrix4::Scale(Vector3(ball_.radius(), ball_.radius(), ball_.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(ball_.position()[0], -0.1f, ball_.position()[2])) *
+ Matrix4::Scale(Vector3(ball_.radius(), 0, ball_.radius())) *
+ Matrix4::RotationX(90);
+ quickShapes_.DrawSphere(modelMatrix_ * Mshadow, viewMatrix_, projMatrix_, shadowcol);
+
+
+ // 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..8cd144f
--- /dev/null
+++ b/dev/a2-carsoccer/car_soccer.h
@@ -0,0 +1,76 @@
+/** 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();
+
+ /// 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_;
+};
+
+
+#endif \ No newline at end of file
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
new file mode 100644
index 0000000..e6f14f3
--- /dev/null
+++ b/dev/a2-carsoccer/data/crowd.png
Binary files differ
diff --git a/dev/a2-carsoccer/data/crowd.psd b/dev/a2-carsoccer/data/crowd.psd
new file mode 100644
index 0000000..f16a761
--- /dev/null
+++ b/dev/a2-carsoccer/data/crowd.psd
Binary files differ
diff --git a/dev/a2-carsoccer/data/pitch.png b/dev/a2-carsoccer/data/pitch.png
new file mode 100644
index 0000000..bf36a3f
--- /dev/null
+++ b/dev/a2-carsoccer/data/pitch.png
Binary files differ
diff --git a/dev/a2-carsoccer/data/pitch.psd b/dev/a2-carsoccer/data/pitch.psd
new file mode 100644
index 0000000..04970c8
--- /dev/null
+++ b/dev/a2-carsoccer/data/pitch.psd
Binary files differ
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/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) --- */
+```