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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 /dev/a2-carsoccer/car.h | |
parent | Upload a1 (diff) | |
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publish a2
Diffstat (limited to 'dev/a2-carsoccer/car.h')
-rw-r--r-- | dev/a2-carsoccer/car.h | 52 |
1 files changed, 52 insertions, 0 deletions
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 |