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author | Matt Strapp <matt@mattstrapp.net> | 2021-09-27 21:44:53 -0500 |
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committer | Matt Strapp <matt@mattstrapp.net> | 2021-09-27 21:44:53 -0500 |
commit | b38e870d6be22a377bf7b0fb5048801886ebaa77 (patch) | |
tree | 18e021a36e2f939892eb4895269f420274a341df /dev/a2-carsoccer/ball.cc | |
parent | Pushed feedback file submission-p1 (diff) | |
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do ws2submission-w2.0
Diffstat (limited to '')
-rw-r--r-- | dev/a2-carsoccer/ball.cc | 116 |
1 files changed, 58 insertions, 58 deletions
diff --git a/dev/a2-carsoccer/ball.cc b/dev/a2-carsoccer/ball.cc index 8289905..10c70df 100644 --- a/dev/a2-carsoccer/ball.cc +++ b/dev/a2-carsoccer/ball.cc @@ -1,58 +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); -} - +#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);
+}
+
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