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-rw-r--r--dev/a2-carsoccer/car.h104
1 files changed, 52 insertions, 52 deletions
diff --git a/dev/a2-carsoccer/car.h b/dev/a2-carsoccer/car.h
index 6746a56..c5ae5df 100644
--- a/dev/a2-carsoccer/car.h
+++ b/dev/a2-carsoccer/car.h
@@ -1,52 +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
+/** 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