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-rw-r--r--dev/a2-carsoccer/ball.cc116
1 files changed, 58 insertions, 58 deletions
diff --git a/dev/a2-carsoccer/ball.cc b/dev/a2-carsoccer/ball.cc
index 8289905..9e41447 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() {
+ Reset();
+}
+
+
+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);
+}
+