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author | Matt Strapp <matt@mattstrapp.net> | 2021-09-24 10:05:55 -0500 |
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committer | Matt Strapp <matt@mattstrapp.net> | 2021-09-24 10:05:55 -0500 |
commit | 458496b2db6d67736fd1ffc18c6e51a7a4e1180c (patch) | |
tree | 3d6ee4e37a48d71a6ac781cbd93a6d6dcb234f98 /dev/a2-carsoccer/ball.cc | |
parent | Pushed feedback file submission-w1.1 (diff) | |
parent | publish a2 (diff) | |
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Merge branch 'support-code' of github.umn.edu:umn-csci-4611-f21/shared-upstream
Diffstat (limited to '')
-rw-r--r-- | dev/a2-carsoccer/ball.cc | 58 |
1 files changed, 58 insertions, 0 deletions
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); +} + |