diff options
Diffstat (limited to 'dev/a2-carsoccer')
-rw-r--r-- | dev/a2-carsoccer/.gitignore | 4 | ||||
-rw-r--r-- | dev/a2-carsoccer/CMakeLists.txt | 352 | ||||
-rw-r--r-- | dev/a2-carsoccer/README.md | 2 | ||||
-rw-r--r-- | dev/a2-carsoccer/ball.cc | 116 | ||||
-rw-r--r-- | dev/a2-carsoccer/ball.h | 79 | ||||
-rw-r--r-- | dev/a2-carsoccer/car.cc | 135 | ||||
-rw-r--r-- | dev/a2-carsoccer/car.h | 104 | ||||
-rw-r--r-- | dev/a2-carsoccer/car_soccer.cc | 403 | ||||
-rw-r--r-- | dev/a2-carsoccer/car_soccer.h | 168 | ||||
-rw-r--r-- | dev/a2-carsoccer/cmake/DownloadHelper.txt.in | 52 | ||||
-rw-r--r-- | dev/a2-carsoccer/cmake/ExternalProjectDownloadBuildInstall.cmake | 196 | ||||
-rw-r--r-- | dev/a2-carsoccer/cmake/MessageMacros.cmake | 34 | ||||
-rw-r--r-- | dev/a2-carsoccer/cmake/UseOpenGL.cmake | 104 | ||||
-rw-r--r-- | dev/a2-carsoccer/config.h.in | 26 | ||||
-rw-r--r-- | dev/a2-carsoccer/main.cc | 22 |
15 files changed, 968 insertions, 829 deletions
diff --git a/dev/a2-carsoccer/.gitignore b/dev/a2-carsoccer/.gitignore index dd1a9a8..2fcd5ce 100644 --- a/dev/a2-carsoccer/.gitignore +++ b/dev/a2-carsoccer/.gitignore @@ -1,2 +1,2 @@ -config.h -build +config.h
+build
diff --git a/dev/a2-carsoccer/CMakeLists.txt b/dev/a2-carsoccer/CMakeLists.txt index 0d67553..7f281ac 100644 --- a/dev/a2-carsoccer/CMakeLists.txt +++ b/dev/a2-carsoccer/CMakeLists.txt @@ -1,176 +1,176 @@ -# Original Author(s) of this File: -# Daniel Keefe, 2017, University of Minnesota -# -# Author(s) of Significant Updates/Modifications to the File: -# ... - - - -# You are encouraged to copy this example, move it outside of the MinGfx directory, and use -# it as a starting point for your project. When you do this, you'll have to edit the -# following line as needed to point to the MinGfx install prefix used on your system. - -# !!!!!!!!!!!!! EDIT THE FOLLOWING LINE AS NEEDED !!!!!!!!!!!!! -list(APPEND CMAKE_PREFIX_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../build/install ../..) - - - - - -#### BASIC PROJECT SETUP #### - -project(a2-carsoccer) - -# Using 3.9 to get a modern version of FindOpenGL.cmake -cmake_minimum_required (VERSION 3.9) - -# Dependencies that are auto-downloaded, built, and installed for you will go in the -# directory pointed to by the CMAKE_INSTALL_PREFIX. It defaults to a location inside -# the build directory. -if (CMAKE_INSTALL_PREFIX_INITIALIZED_TO_DEFAULT OR "${CMAKE_INSTALL_PREFIX}" STREQUAL "") - set (CMAKE_INSTALL_PREFIX "${CMAKE_BINARY_DIR}/install" CACHE PATH "default install path" FORCE ) -endif() - -# Add to paths cmake uses to search for scripts, modules, and config packages -list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake ${CMAKE_INSTALL_PREFIX}) -list(INSERT CMAKE_PREFIX_PATH 0 ${CMAKE_INSTALL_PREFIX}) - -include(MessageMacros) -h1("Building ${PROJECT_NAME}") -h2("Configuring paths") - -message(STATUS "Module path: ${CMAKE_MODULE_PATH}") -message(STATUS "Prefix path: ${CMAKE_PREFIX_PATH}") -message(STATUS "Install prefix: ${CMAKE_INSTALL_PREFIX}") - -set(DATA_DIR_BUILD ${CMAKE_CURRENT_SOURCE_DIR}/data) -set(DATA_DIR_INSTALL ${CMAKE_INSTALL_PREFIX}/share/${PROJECT_NAME}/data) - -message(STATUS "Data dir (in build tree): ${DATA_DIR_BUILD}") -message(STATUS "Data dir (in install tree): ${DATA_DIR_INSTALL}") - -# Configure a header file to pass some of the CMake settings to the source code -configure_file( - ${CMAKE_CURRENT_SOURCE_DIR}/config.h.in - ${CMAKE_CURRENT_SOURCE_DIR}/config.h -) - -#### SOURCE FOR THIS PROJECT #### -h2("Configuring source files") - -set(SOURCEFILES - ball.cc - car.cc - car_soccer.cc - main.cc -) - -set(HEADERFILES - ball.h - car_soccer.h - car.h - config.h -) - -set(EXTRAFILES - config.h.in - README.md -) - -set_source_files_properties(${EXTRAFILES} PROPERTIES HEADER_FILE_ONLY TRUE) - - - -#### COMPILE OPTIONS #### - -h2("Configuring Compiler Options") - - - -message(STATUS "Building for " ${CMAKE_SYSTEM_NAME} ".") - -# Linux specific -if (${CMAKE_SYSTEM_NAME} MATCHES "Linux") - add_definitions(-DLINUX) - set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fPIC") - set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14") -endif() - - -# Apple specific -if (${CMAKE_SYSTEM_NAME} MATCHES "Darwin") - add_definitions(-DOSX) - - # RPATH settings, see https://cmake.org/Wiki/CMake_RPATH_handling - set(CMAKE_MACOSX_RPATH ON) - - # use, i.e. don't skip the full RPATH for the build tree - SET(CMAKE_SKIP_BUILD_RPATH FALSE) - - # when building, don't use the install RPATH already - # (but later on when installing) - SET(CMAKE_BUILD_WITH_INSTALL_RPATH FALSE) - - SET(CMAKE_INSTALL_RPATH "${CMAKE_INSTALL_PREFIX}/lib") - - # add the automatically determined parts of the RPATH - # which point to directories outside the build tree to the install RPATH - SET(CMAKE_INSTALL_RPATH_USE_LINK_PATH TRUE) - - # the RPATH to be used when installing, but only if it's not a system directory - LIST(FIND CMAKE_PLATFORM_IMPLICIT_LINK_DIRECTORIES "${CMAKE_INSTALL_PREFIX}/lib" isSystemDir) - IF("${isSystemDir}" STREQUAL "-1") - SET(CMAKE_INSTALL_RPATH "${CMAKE_INSTALL_PREFIX}/lib") - ENDIF("${isSystemDir}" STREQUAL "-1") - - set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14") -endif() - - -# Windows specific -if (WIN32) - add_definitions(-DWIN32) -endif() - - - - -#### DEFINE TARGET(S) #### - -h2("Defining Target(s)") - -add_executable(${PROJECT_NAME} ${SOURCEFILES} ${HEADERFILES} ${EXTRAFILES}) - - - -#### FIND AND ADD DEPENDENCIES #### - -h2("Adding Dependencies") -set(EXTERNAL_DIR external) - - -# MinGfx (linked with an imported cmake target so no need to specify include dirs) -# This will try to find MinGfxConfig.cmake, which should have been installed under -# CMAKE_INSTALL_PREFIX/lib/cmake/MinGfx when you installed the MinGfx Toolkit. -find_package(MinGfx REQUIRED) -target_link_libraries(${PROJECT_NAME} PUBLIC MinGfx::MinGfx) - - -# Add dependency on OpenGL -include(UseOpenGL) -UseOpenGL(${PROJECT_NAME} PUBLIC ${EXTERNAL_DIR}) - - - -#### INSTALL TARGET(S) #### - -h2("Configuring Install Target") - -# The install locations are relative to the CMAKE_INSTALL_PREFIX variable -install(TARGETS ${PROJECT_NAME} RUNTIME DESTINATION bin) - -install( - DIRECTORY data/ - DESTINATION ${DATA_DIR_INSTALL} - OPTIONAL -) +# Original Author(s) of this File:
+# Daniel Keefe, 2017, University of Minnesota
+#
+# Author(s) of Significant Updates/Modifications to the File:
+# ...
+
+
+
+# You are encouraged to copy this example, move it outside of the MinGfx directory, and use
+# it as a starting point for your project. When you do this, you'll have to edit the
+# following line as needed to point to the MinGfx install prefix used on your system.
+
+# !!!!!!!!!!!!! EDIT THE FOLLOWING LINE AS NEEDED !!!!!!!!!!!!!
+list(APPEND CMAKE_PREFIX_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../build/install ../..)
+
+
+
+
+
+#### BASIC PROJECT SETUP ####
+
+project(a2-carsoccer)
+
+# Using 3.9 to get a modern version of FindOpenGL.cmake
+cmake_minimum_required (VERSION 3.9)
+
+# Dependencies that are auto-downloaded, built, and installed for you will go in the
+# directory pointed to by the CMAKE_INSTALL_PREFIX. It defaults to a location inside
+# the build directory.
+if (CMAKE_INSTALL_PREFIX_INITIALIZED_TO_DEFAULT OR "${CMAKE_INSTALL_PREFIX}" STREQUAL "")
+ set (CMAKE_INSTALL_PREFIX "${CMAKE_BINARY_DIR}/install" CACHE PATH "default install path" FORCE )
+endif()
+
+# Add to paths cmake uses to search for scripts, modules, and config packages
+list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake ${CMAKE_INSTALL_PREFIX})
+list(INSERT CMAKE_PREFIX_PATH 0 ${CMAKE_INSTALL_PREFIX})
+
+include(MessageMacros)
+h1("Building ${PROJECT_NAME}")
+h2("Configuring paths")
+
+message(STATUS "Module path: ${CMAKE_MODULE_PATH}")
+message(STATUS "Prefix path: ${CMAKE_PREFIX_PATH}")
+message(STATUS "Install prefix: ${CMAKE_INSTALL_PREFIX}")
+
+set(DATA_DIR_BUILD ${CMAKE_CURRENT_SOURCE_DIR}/data)
+set(DATA_DIR_INSTALL ${CMAKE_INSTALL_PREFIX}/share/${PROJECT_NAME}/data)
+
+message(STATUS "Data dir (in build tree): ${DATA_DIR_BUILD}")
+message(STATUS "Data dir (in install tree): ${DATA_DIR_INSTALL}")
+
+# Configure a header file to pass some of the CMake settings to the source code
+configure_file(
+ ${CMAKE_CURRENT_SOURCE_DIR}/config.h.in
+ ${CMAKE_CURRENT_SOURCE_DIR}/config.h
+)
+
+#### SOURCE FOR THIS PROJECT ####
+h2("Configuring source files")
+
+set(SOURCEFILES
+ ball.cc
+ car.cc
+ car_soccer.cc
+ main.cc
+)
+
+set(HEADERFILES
+ ball.h
+ car_soccer.h
+ car.h
+ config.h
+)
+
+set(EXTRAFILES
+ config.h.in
+ README.md
+)
+
+set_source_files_properties(${EXTRAFILES} PROPERTIES HEADER_FILE_ONLY TRUE)
+
+
+
+#### COMPILE OPTIONS ####
+
+h2("Configuring Compiler Options")
+
+
+
+message(STATUS "Building for " ${CMAKE_SYSTEM_NAME} ".")
+
+# Linux specific
+if (${CMAKE_SYSTEM_NAME} MATCHES "Linux")
+ add_definitions(-DLINUX)
+ set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fPIC")
+ set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14")
+endif()
+
+
+# Apple specific
+if (${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
+ add_definitions(-DOSX)
+
+ # RPATH settings, see https://cmake.org/Wiki/CMake_RPATH_handling
+ set(CMAKE_MACOSX_RPATH ON)
+
+ # use, i.e. don't skip the full RPATH for the build tree
+ SET(CMAKE_SKIP_BUILD_RPATH FALSE)
+
+ # when building, don't use the install RPATH already
+ # (but later on when installing)
+ SET(CMAKE_BUILD_WITH_INSTALL_RPATH FALSE)
+
+ SET(CMAKE_INSTALL_RPATH "${CMAKE_INSTALL_PREFIX}/lib")
+
+ # add the automatically determined parts of the RPATH
+ # which point to directories outside the build tree to the install RPATH
+ SET(CMAKE_INSTALL_RPATH_USE_LINK_PATH TRUE)
+
+ # the RPATH to be used when installing, but only if it's not a system directory
+ LIST(FIND CMAKE_PLATFORM_IMPLICIT_LINK_DIRECTORIES "${CMAKE_INSTALL_PREFIX}/lib" isSystemDir)
+ IF("${isSystemDir}" STREQUAL "-1")
+ SET(CMAKE_INSTALL_RPATH "${CMAKE_INSTALL_PREFIX}/lib")
+ ENDIF("${isSystemDir}" STREQUAL "-1")
+
+ set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14")
+endif()
+
+
+# Windows specific
+if (WIN32)
+ add_definitions(-DWIN32)
+endif()
+
+
+
+
+#### DEFINE TARGET(S) ####
+
+h2("Defining Target(s)")
+
+add_executable(${PROJECT_NAME} ${SOURCEFILES} ${HEADERFILES} ${EXTRAFILES})
+
+
+
+#### FIND AND ADD DEPENDENCIES ####
+
+h2("Adding Dependencies")
+set(EXTERNAL_DIR external)
+
+
+# MinGfx (linked with an imported cmake target so no need to specify include dirs)
+# This will try to find MinGfxConfig.cmake, which should have been installed under
+# CMAKE_INSTALL_PREFIX/lib/cmake/MinGfx when you installed the MinGfx Toolkit.
+find_package(MinGfx REQUIRED)
+target_link_libraries(${PROJECT_NAME} PUBLIC MinGfx::MinGfx)
+
+
+# Add dependency on OpenGL
+include(UseOpenGL)
+UseOpenGL(${PROJECT_NAME} PUBLIC ${EXTERNAL_DIR})
+
+
+
+#### INSTALL TARGET(S) ####
+
+h2("Configuring Install Target")
+
+# The install locations are relative to the CMAKE_INSTALL_PREFIX variable
+install(TARGETS ${PROJECT_NAME} RUNTIME DESTINATION bin)
+
+install(
+ DIRECTORY data/
+ DESTINATION ${DATA_DIR_INSTALL}
+ OPTIONAL
+)
diff --git a/dev/a2-carsoccer/README.md b/dev/a2-carsoccer/README.md index 9c30158..7c8f9ca 100644 --- a/dev/a2-carsoccer/README.md +++ b/dev/a2-carsoccer/README.md @@ -1 +1 @@ -# My solution to Assignment 2 +# My solution to Assignment 2
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);
+}
+
diff --git a/dev/a2-carsoccer/ball.h b/dev/a2-carsoccer/ball.h index 0fa107e..77344eb 100644 --- a/dev/a2-carsoccer/ball.h +++ b/dev/a2-carsoccer/ball.h @@ -1,39 +1,40 @@ -/** CSci-4611 Assignment 2: Car Soccer - */ - -#ifndef BALL_H_ -#define BALL_H_ - -#include <mingfx.h> -using namespace mingfx; - -/// Small class representing the ball. Feel free to add additional member variables and functions if you wish. -class Ball { -public: - - Ball(); - virtual ~Ball(); - - // The same radius is used to draw the ball and to calculate physics for the ball - float radius(); - - // Current 3D position - Point3 position(); - void set_position(const Point3 &p); - - // Current 3D velocity - Vector3 velocity(); - void set_velocity(const Vector3 &v); - - // Resets the ball's position and velocity to initial values. - void Reset(); - - void Draw(QuickShapes quickShapes, Matrix4 modelMatrix, Matrix4 viewMatrix, Matrix4 projMatrix); - -private: - Point3 position_; - Vector3 velocity_; - float radius_; -}; - -#endif +/** CSci-4611 Assignment 2: Car Soccer
+ */
+
+#ifndef BALL_H_
+#define BALL_H_
+
+#include <mingfx.h>
+using namespace mingfx;
+
+/// Small class representing the ball. Feel free to add additional member variables and functions if you wish.
+class Ball {
+public:
+
+ Ball();
+ virtual ~Ball();
+
+ // The same radius is used to draw the ball and to calculate physics for the ball
+ float radius();
+
+ // Current 3D position
+ Point3 position();
+ void set_position(const Point3 &p);
+
+ // Current 3D velocity
+ Vector3 velocity();
+ void set_velocity(const Vector3 &v);
+
+ // Resets the ball's position and velocity to initial values.
+ void Reset();
+
+
+ void Draw(QuickShapes quickShapes, Matrix4 modelMatrix, Matrix4 viewMatrix, Matrix4 projMatrix);
+
+private:
+ Point3 position_;
+ Vector3 velocity_;
+ float radius_;
+};
+
+#endif
diff --git a/dev/a2-carsoccer/car.cc b/dev/a2-carsoccer/car.cc index 3b9bb5c..ae1a857 100644 --- a/dev/a2-carsoccer/car.cc +++ b/dev/a2-carsoccer/car.cc @@ -1,66 +1,69 @@ -#include "car.h" - -/// The constructor sets the static properties of the car, like its size, -/// and then calls Reset() to reset the position, velocity, and any other -/// dynamic variables that change during game play. -Car::Car() : size_(3,2,4), collision_radius_(2.5) { - Reset(); -} - -Car::~Car() { -} - - -float Car::collision_radius() { - return collision_radius_; - -} - -Vector3 Car::size() { - return size_; -} - -Point3 Car::position() { - return position_; -} - -void Car::set_position(const Point3 &p) { - position_ = p; -} - -Vector3 Car::forward() { - return forward_; -} - -void Car::set_forward(const Vector3 &v) { - forward_ = v; -} - -float Car::speed() { - return speed_; -} - -void Car::set_speed(float s) { - speed_ = s; -} - -Vector3 Car::velocity() { - return speed_ * forward_; -} - - -void Car::Reset() { - position_ = Point3(0, size_[1]/2, 45); - forward_ = Vector3(0, 0, -1); - speed_ = 0.0f; -} - -void Car::Draw(QuickShapes quickShapes, Matrix4 modelMatrix, Matrix4 viewMatrix, Matrix4 projMatrix) { - Color carcol(0.8f, 0.2f, 0.2f); - Matrix4 Mcar = - Matrix4::Translation(position_ - Point3(0,0,0)) * - Matrix4::LookAt(Point3(0,0,0), Point3(0,0,0) + forward_, Vector3(0,1,0)).Inverse() * - Matrix4::Scale(size_) * - Matrix4::Scale(Vector3(0.5f, 0.5f, 0.5f)); - quickShapes.DrawCube(modelMatrix * Mcar, viewMatrix, projMatrix, carcol); -} +#include "car.h"
+
+/// The constructor sets the static properties of the car, like its size,
+/// and then calls Reset() to reset the position, velocity, and any other
+/// dynamic variables that change during game play.
+Car::Car() : size_(3,2,4), collision_radius_(2.5) {
+ Reset();
+}
+
+Car::~Car() {
+
+}
+
+
+float Car::collision_radius() {
+ return collision_radius_;
+
+}
+
+Vector3 Car::size() {
+ return size_;
+}
+
+Point3 Car::position() {
+ return position_;
+}
+
+void Car::set_position(const Point3 &p) {
+ position_ = p;
+}
+
+Vector3 Car::forward() {
+ return forward_;
+}
+
+void Car::set_forward(const Vector3 &v) {
+ forward_ = v;
+}
+
+float Car::speed() {
+ return speed_;
+}
+
+void Car::set_speed(float s) {
+ if (s > 50)
+ s = 50;
+ speed_ = s;
+}
+
+Vector3 Car::velocity() {
+ return speed_ * forward_;
+}
+
+
+void Car::Reset() {
+ position_ = Point3(0, size_[1]/2, 45);
+ forward_ = Vector3(0, 0, -1);
+ speed_ = 0.0f;
+}
+
+void Car::Draw(QuickShapes quickShapes, Matrix4 modelMatrix, Matrix4 viewMatrix, Matrix4 projMatrix) {
+ Color carcol(0.8f, 0.2f, 0.2f);
+ Matrix4 Mcar =
+ Matrix4::Translation(position_ - Point3(0,0,0)) *
+ Matrix4::LookAt(Point3(0,0,0), Point3(0,0,0) + forward_, Vector3(0,1,0)).Inverse() *
+ Matrix4::Scale(size_) *
+ Matrix4::Scale(Vector3(0.5f, 0.5f, 0.5f));
+ quickShapes.DrawCube(modelMatrix * Mcar, viewMatrix, projMatrix, carcol);
+}
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
diff --git a/dev/a2-carsoccer/car_soccer.cc b/dev/a2-carsoccer/car_soccer.cc index c5619a8..c4de304 100644 --- a/dev/a2-carsoccer/car_soccer.cc +++ b/dev/a2-carsoccer/car_soccer.cc @@ -1,134 +1,269 @@ -/** CSci-4611 Assignment 2: Car Soccer - */ - -#include "car_soccer.h" -#include "config.h" - - -// Remember in C++, the .h file list all the functions and member variables that are part of the class! -// Look there first to understand what is part of the CarSoccer class, then look below to see how each -// function is implemented. - - -CarSoccer::CarSoccer() : GraphicsApp(1024,768, "Car Soccer") { - // If you are having trouble driving the car with the keybaord, you can set this to true to use - // the mouse instead. The mouse controls are based on the postion of the mouse cursor on the window. - // There is a "dead zone" in the middle of the window, and if you move the mouse up/down or left/right - // outside of that zone, it is like pushing the up/down and/or left/right keys on the keyboard - use_mouse_ = false; - - // Define a search path for finding data files (images and shaders) - searchPath_.push_back("."); - searchPath_.push_back("./data"); - searchPath_.push_back(DATA_DIR_INSTALL); - searchPath_.push_back(DATA_DIR_BUILD); -} - -CarSoccer::~CarSoccer() { -} - - -void CarSoccer::OnMouseMove(const Point2& pos, const Vector2& delta) -{ - mouse_pos_ = PixelsToNormalizedDeviceCoords(pos); -} - -void CarSoccer::OnSpecialKeyDown(int key, int scancode, int modifiers) { - if (key == GLFW_KEY_SPACE) { - // Here's where you could call some form of launch_ball(); - ball_.Reset(); - } -} - -/// This is a little utility function that is helpful. It treats the arrow keys like a joystick or D-pad on a game controller -/// and returns the direction you are pressing as a 2D vector, taking into account the fact that you might be holding -/// down more than one key at a time. -Vector2 CarSoccer::joystick_direction() { - Vector2 dir; - - if (use_mouse_) { - // threshold defines the size of the "dead zone" in the middle of the screen - // if the mouse's x,y position falls outside of this, then it is like pushing - // the corresponding key on the keyboard - const float threshold = 0.2f; - dir[0] = 0; - if (mouse_pos_[0] < -threshold) { - dir[0] = -1; - } - else if (mouse_pos_[0] > threshold) { - dir[0] = 1; - } - dir[1] = 0; - if (mouse_pos_[1] < -threshold) { - dir[1] = -1; - } - else if (mouse_pos_[1] > threshold) { - dir[1] = 1; - } - } - else { - // the default user interface is to use the arrow keys on the keyboard. - // like a D-pad on a game controller, you can hold more than one key down at a time if you want. - if (IsKeyDown(GLFW_KEY_LEFT)) - dir[0]--; - if (IsKeyDown(GLFW_KEY_RIGHT)) - dir[0]++; - if (IsKeyDown(GLFW_KEY_UP)) - dir[1]++; - if (IsKeyDown(GLFW_KEY_DOWN)) - dir[1]--; - } - - return dir; -} - -// dt is for "Delta Time", the elapsed time in seconds since the last frame -void CarSoccer::UpdateSimulation(double dt) { - Vector2 dpad_dir = joystick_direction(); - std::cout << "D-Pad Direction: " << dpad_dir << std::endl; - - // Here's where you shound do your "simulation", updating the positions of the - // car and ball based on the elapsed time and checking for collisions. Filling - // in this routine is the main part of the assignment. - - // Example: This is not the "correct way" to drive the car, but this code - // will at least move the car around for testing - float metersPerSec = 10.0f; - car_.set_position(car_.position() + metersPerSec * Vector3(dpad_dir[0], 0, -dpad_dir[1]) * dt); - -} - - -void CarSoccer::InitOpenGL() { - // Set up the camera in a good position to see the entire field - projMatrix_ = Matrix4::Perspective(60, aspect_ratio(), 1, 1000); - modelMatrix_ = Matrix4::LookAt(Point3(0,60,70), Point3(0,0,10), Vector3(0,1,0)); - - // Set a background color for the screen (don't worry if you get a depricated warning on this line in OSX) - glClearColor(0.8f, 0.8f, 0.8f, 1.0f); - - // Load some image files we'll use - fieldTex_.InitFromFile(Platform::FindFile("pitch.png", searchPath_)); - crowdTex_.InitFromFile(Platform::FindFile("crowd.png", searchPath_)); -} - - -void CarSoccer::DrawUsingOpenGL() { - // Draw the crowd as a fullscreen background image - quickShapes_.DrawFullscreenTexture(Color(1,1,1), crowdTex_); - - // Draw the car and the ball - car_.Draw(quickShapes_, modelMatrix_, viewMatrix_, projMatrix_); - ball_.Draw(quickShapes_, modelMatrix_, viewMatrix_, projMatrix_); - - // Draw the field with the field texture on it. - Color col(16.0f/255.0f, 46.0f/255.0f, 9.0f/255.0f); - Matrix4 M = Matrix4::Translation(Vector3(0.0f, -0.201f, 0.0f)) * Matrix4::Scale(Vector3(50.0f, 1.0f, 60.0f)); - quickShapes_.DrawSquare(modelMatrix_ * M, viewMatrix_, projMatrix_, col); - M = Matrix4::Translation(Vector3(0.0f, -0.2f, 0.0f)) * Matrix4::Scale(Vector3(40.0f, 1.0f, 50.0f)); - quickShapes_.DrawSquare(modelMatrix_ * M, viewMatrix_, projMatrix_, Color(1,1,1), fieldTex_); - - // You should add drawing the goals and the boundary of the playing area - // using quickShapes_.DrawLines() - -} +/** CSci-4611 Assignment 2: Car Soccer
+ */
+
+#include "car_soccer.h"
+#include "config.h"
+
+
+// Remember in C++, the .h file list all the functions and member variables that are part of the class!
+// Look there first to understand what is part of the CarSoccer class, then look below to see how each
+// function is implemented.
+
+
+CarSoccer::CarSoccer() : GraphicsApp(1024,768, "Car Soccer") {
+ // If you are having trouble driving the car with the keybaord, you can set this to true to use
+ // the mouse instead. The mouse controls are based on the postion of the mouse cursor on the window.
+ // There is a "dead zone" in the middle of the window, and if you move the mouse up/down or left/right
+ // outside of that zone, it is like pushing the up/down and/or left/right keys on the keyboard
+ use_mouse_ = false;
+
+ // Define a search path for finding data files (images and shaders)
+ searchPath_.push_back(".");
+ searchPath_.push_back("./data");
+ searchPath_.push_back(DATA_DIR_INSTALL);
+ searchPath_.push_back(DATA_DIR_BUILD);
+}
+
+CarSoccer::~CarSoccer() {
+}
+
+
+void CarSoccer::OnMouseMove(const Point2& pos, const Vector2& delta)
+{
+ mouse_pos_ = PixelsToNormalizedDeviceCoords(pos);
+}
+
+void CarSoccer::OnSpecialKeyDown(int key, int scancode, int modifiers) {
+ if (key == GLFW_KEY_SPACE) {
+ // Here's where you could call some form of launch_ball();
+ ball_.Reset();
+ }
+}
+
+/// This is a little utility function that is helpful. It treats the arrow keys like a joystick or D-pad on a game controller
+/// and returns the direction you are pressing as a 2D vector, taking into account the fact that you might be holding
+/// down more than one key at a time.
+Vector2 CarSoccer::joystick_direction() {
+ Vector2 dir;
+
+ if (use_mouse_) {
+ // threshold defines the size of the "dead zone" in the middle of the screen
+ // if the mouse's x,y position falls outside of this, then it is like pushing
+ // the corresponding key on the keyboard
+ const float threshold = 0.2f;
+ dir[0] = 0;
+ if (mouse_pos_[0] < -threshold) {
+ dir[0] = -1;
+ }
+ else if (mouse_pos_[0] > threshold) {
+ dir[0] = 1;
+ }
+ dir[1] = 0;
+ if (mouse_pos_[1] < -threshold) {
+ dir[1] = -1;
+ }
+ else if (mouse_pos_[1] > threshold) {
+ dir[1] = 1;
+ }
+ }
+ else {
+ // the default user interface is to use the arrow keys on the keyboard.
+ // like a D-pad on a game controller, you can hold more than one key down at a time if you want.
+ if (IsKeyDown(GLFW_KEY_LEFT))
+ dir[0]--;
+ if (IsKeyDown(GLFW_KEY_RIGHT))
+ dir[0]++;
+ if (IsKeyDown(GLFW_KEY_UP))
+ dir[1]++;
+ if (IsKeyDown(GLFW_KEY_DOWN))
+ dir[1]--;
+ }
+
+ return dir;
+}
+
+// dt is for "Delta Time", the elapsed time in seconds since the last frame
+void CarSoccer::UpdateSimulation(double dt) {
+ Vector2 dpad_dir = joystick_direction();
+ //std::cout << "D-Pad Direction: " << dpad_dir << std::endl;
+
+ // Here's where you shound do your "simulation", updating the positions of the
+ // car and ball based on the elapsed time and checking for collisions. Filling
+ // in this routine is the main part of the assignment.
+
+ /* Ball Routines */
+ // ball collision with car
+ if ((ball_.position() - car_.position()).Length() <= ball_.radius() + car_.collision_radius()) {
+ Vector3 normal = (ball_.position() - car_.position()).ToUnit();
+ // collision displacement
+ while ((car_.position() - ball_.position()).Length() < ball_.radius() + car_.collision_radius()) {
+ ball_.set_position(ball_.position() + normal * 0.1);
+ }
+ // bounce backwards
+ Vector3 carBounce = ball_.velocity() - car_.velocity();
+ ball_.set_velocity(0.8 * (car_.velocity() + carBounce - 2 * (carBounce.Dot(normal) * normal)));
+ }
+ // ball collision with various things
+ // there's probably a way to do this with less boilerplate but it works
+ if (ball_.position().y() - ball_.radius() <= 0) {
+ // ground
+ ball_.set_position(Point3(ball_.position().x(), ball_.radius(), ball_.position().z()));
+ ball_.set_velocity(0.8 * (ball_.velocity() - 2 * (ball_.velocity().Dot(Vector3(0, 1, 0)) * Vector3(0, 1, 0))));
+ }
+ if (ball_.position().y() - ball_.radius() >= 35) {
+ // ceiling
+ ball_.set_position(Point3(ball_.position().x(), 35-ball_.radius(), ball_.position().z()));
+ ball_.set_velocity(0.8*(ball_.velocity() - 2 * (ball_.velocity().Dot(Vector3(0, -1, 0)) * Vector3(0, -1, 0))));
+ }
+ if (ball_.position().z() + ball_.radius() >= 50) {
+ // home
+ ball_.set_position(Point3(ball_.position().x(), ball_.position().y(),50 - ball_.radius()));
+ ball_.set_velocity(0.8 * (ball_.velocity() - 2 * (ball_.velocity().Dot(Vector3(0, 0, -1)) * Vector3(0, 0, -1))));
+ }
+ if (ball_.position().z() + ball_.radius() <= -50) {
+ // away
+ ball_.set_position(Point3(ball_.position().x(), ball_.position().y(), ball_.radius() - 50));
+ ball_.set_velocity(0.8 * (ball_.velocity() - 2 * (ball_.velocity().Dot(Vector3(0, 0, 1)) * Vector3(0, 0, 1))));
+ }
+ if (ball_.position().x() + ball_.radius() <= -40) {
+ // left
+ ball_.set_position(Point3(ball_.radius() - 40, ball_.position().y(), ball_.position().z()));
+ ball_.set_velocity(0.8 * (ball_.velocity() - 2 * (ball_.velocity().Dot(Vector3(1, 0, 0)) * Vector3(1, 0, 0))));
+ }
+ if (ball_.position().x() + ball_.radius() >= 40) {
+ // right
+ ball_.set_position(Point3(40 - ball_.radius(), ball_.position().y(), ball_.position().z()));
+ ball_.set_velocity(0.8 * (ball_.velocity() - 2 * (ball_.velocity().Dot(Vector3(-1, 0, 0)) * Vector3(-1, 0, 0))));
+ }
+ // ball gravity
+ Vector3 gravity = 30 * Vector3(0, -1, 0);
+ ball_.set_velocity(ball_.velocity() + gravity * dt);
+ ball_.set_position(ball_.position() + dt * ball_.velocity());
+
+ /* Car Routines */
+ car_.set_speed(car_.speed() + 20.0f * dt);
+ car_.set_forward(Vector3(dpad_dir[0], 0, -dpad_dir[1]));
+ car_.set_position(car_.position() + car_.speed() * Vector3(dpad_dir[0], 0, -dpad_dir[1]) * dt);
+ if (car_.position().z() + car_.collision_radius() >= 50) {
+ // home
+ car_.set_position(Point3(car_.position().x(), car_.position().y(), 50 - car_.collision_radius()));
+ }
+ if (car_.position().z() + car_.collision_radius() <= -50) {
+ // away
+ car_.set_position(Point3(car_.position().x(), car_.position().y(), car_.collision_radius() - 50));
+ }
+ if (car_.position().x() + car_.collision_radius() <= -40) {
+ // left
+ std::cout << "left collide" << std::endl;
+ car_.set_position(Point3(car_.collision_radius() - 40, car_.position().y(), car_.position().z()));
+ }
+ if (car_.position().x() + car_.collision_radius() >= 40) {
+ // right
+ car_.set_position(Point3(40 - car_.collision_radius(), car_.position().y(), car_.position().z()));
+ }
+
+ /* Goal Routines */
+ if (ball_.position().x() + ball_.radius() >= -20 && ball_.position().x() + ball_.radius() <= 20
+ && ball_.position().y() - ball_.radius() >= 0 && ball_.position().y() - ball_.radius() <= 10
+ && ball_.position().z() + ball_.radius() >= 50) {
+ //Goal scenario: home
+ ball_.Reset();
+ car_.Reset();
+ }
+ if (ball_.position().x() + ball_.radius() >= -20 && ball_.position().x() + ball_.radius() <= 20
+ && ball_.position().y() - ball_.radius() >= 0 && ball_.position().y() - ball_.radius() <= 10
+ && ball_.position().z() + ball_.radius() <= -50) {
+ //Goal scenario: away
+ ball_.Reset();
+ car_.Reset();
+ }
+
+}
+
+
+void CarSoccer::InitOpenGL() {
+ // Set up the camera in a good position to see the entire field
+ projMatrix_ = Matrix4::Perspective(60, aspect_ratio(), 1, 1000);
+ modelMatrix_ = Matrix4::LookAt(Point3(0,60,70), Point3(0,0,10), Vector3(0,1,0));
+
+ // Set a background color for the screen (don't worry if you get a depricated warning on this line in OSX)
+ glClearColor(0.8f, 0.8f, 0.8f, 1.0f);
+
+ // Load some image files we'll use
+ fieldTex_.InitFromFile(Platform::FindFile("pitch.png", searchPath_));
+ crowdTex_.InitFromFile(Platform::FindFile("crowd.png", searchPath_));
+}
+
+
+void CarSoccer::DrawUsingOpenGL() {
+ // Draw the crowd as a fullscreen background image
+ quickShapes_.DrawFullscreenTexture(Color(1, 1, 1), crowdTex_);
+
+ // Draw the car and the ball
+ car_.Draw(quickShapes_, modelMatrix_, viewMatrix_, projMatrix_);
+ ball_.Draw(quickShapes_, modelMatrix_, viewMatrix_, projMatrix_);
+
+ // Draw the field with the field texture on it.
+ Color col(16.0f / 255.0f, 46.0f / 255.0f, 9.0f / 255.0f);
+ Matrix4 M = Matrix4::Translation(Vector3(0.0f, -0.201f, 0.0f)) * Matrix4::Scale(Vector3(50.0f, 1.0f, 60.0f));
+ quickShapes_.DrawSquare(modelMatrix_ * M, viewMatrix_, projMatrix_, col);
+ M = Matrix4::Translation(Vector3(0.0f, -0.2f, 0.0f)) * Matrix4::Scale(Vector3(40.0f, 1.0f, 50.0f));
+ quickShapes_.DrawSquare(modelMatrix_ * M, viewMatrix_, projMatrix_, Color(1, 1, 1), fieldTex_);
+
+ // You should add drawing the goals and the boundary of the playing area
+ // using quickShapes_.DrawLines()
+
+ // Bounding box
+ std::vector<Point3> line;
+ line.push_back(Point3(1.0, 0.0, 1.0)); line.push_back(Point3(1.0, 35.0, 1.0));
+ line.push_back(Point3(-1.0, 0.0, -1.0)); line.push_back(Point3(-1.0, 35.0, -1.0));
+ line.push_back(Point3(-1.0, 0.0, 1.0)); line.push_back(Point3(-1.0, 35.0, 1.0));
+ line.push_back(Point3(1.0, 0.0, -1.0)); line.push_back(Point3(1.0, 35.0, -1.0));
+ line.push_back(Point3(-1.0, 35.0, 1.0)); line.push_back(Point3(1.0, 35.0, 1.0));
+ line.push_back(Point3(1.0, 35.0, 1.0)); line.push_back(Point3(1.0, 35.0, -1.0));
+ line.push_back(Point3(1.0, 35.0, -1.0)); line.push_back(Point3(-1.0, 35.0, -1.0));
+ line.push_back(Point3(-1.0, 35.0, -1.0)); line.push_back(Point3(-1.0, 35.0, 1.0));
+ quickShapes_.DrawLines(modelMatrix_ * M, viewMatrix_, projMatrix_, Color(1, 1, 1, 0.1), line, QuickShapes::LinesType::LINES, 0.001);
+
+ // Away Goal
+ std::vector<Point3> awayBounds;
+ awayBounds.push_back(Point3(20.0 / 80.0, 0.0, -1));
+ awayBounds.push_back(Point3(20.0 / 80.0, 10.0, -1));
+ awayBounds.push_back(Point3(-20.0 / 80.0, 10.0, -1));
+ awayBounds.push_back(Point3(-20.0 / 80.0, 0.0, -1));
+ quickShapes_.DrawLines(modelMatrix_ * M, viewMatrix_, projMatrix_, Color(0, 0, 1), awayBounds, QuickShapes::LinesType::LINE_LOOP, .01);
+
+ std::vector<Point3> awayGrid;
+ for (int i = 0; i < 10; i++) {
+ //Vertial grid
+ awayGrid.push_back(Point3(-20.0 / 80.0 + i / 20.0, 0.0, -1));
+ awayGrid.push_back(Point3(-20.0 / 80.0 + i / 20.0, 10.0, -1));
+ }
+ for (int j = 0; j < 10; j++) {
+ //Horz grid
+ awayGrid.push_back(Point3(-20.0 / 80.0, j, -1));
+ awayGrid.push_back(Point3(20.0 / 80.0, j, -1));
+ } quickShapes_.DrawLines(modelMatrix_ * M, viewMatrix_, projMatrix_, Color(0, 0, 1, 0.2), awayGrid, QuickShapes::LinesType::LINES, .003);
+
+
+ // Home Goal
+ std::vector<Point3> homeBounds;
+ homeBounds.push_back(Point3(20.0 / 80.0, 0.0, 1));
+ homeBounds.push_back(Point3(20.0 / 80.0, 10.0, 1));
+ homeBounds.push_back(Point3(-20.0 / 80.0, 10.0, 1));
+ homeBounds.push_back(Point3(-20.0 / 80.0, 0.0, 1));
+ quickShapes_.DrawLines(modelMatrix_ * M, viewMatrix_, projMatrix_, Color(1, 0, 0), homeBounds, QuickShapes::LinesType::LINE_LOOP, .01);
+
+ std::vector<Point3> homeGrid;
+ for (int i = 0; i < 10; i++) {
+ //Vertial grid
+ homeGrid.push_back(Point3(-20.0 / 80.0 + i / 20.0, 0.0, 1));
+ homeGrid.push_back(Point3(-20.0 / 80.0 + i / 20.0, 10.0, 1));
+ }
+ for (int j = 0; j < 10; j++) {
+ //Horz grid
+ homeGrid.push_back(Point3(-20.0 / 80.0, j, 1));
+ homeGrid.push_back(Point3(20.0 / 80.0, j, 1));
+ } quickShapes_.DrawLines(modelMatrix_ * M, viewMatrix_, projMatrix_, Color(1, 0, 0, 0.2), homeGrid, QuickShapes::LinesType::LINES, .003);
+
+}
diff --git a/dev/a2-carsoccer/car_soccer.h b/dev/a2-carsoccer/car_soccer.h index 9982238..471c8d2 100644 --- a/dev/a2-carsoccer/car_soccer.h +++ b/dev/a2-carsoccer/car_soccer.h @@ -1,84 +1,84 @@ -/** CSci-4611 Assignment 2: Car Soccer - */ - -#ifndef CAR_SOCCER_H_ -#define CAR_SOCCER_H_ - -#include <mingfx.h> -using namespace mingfx; - -#include "ball.h" -#include "car.h" - - -// The main class for the Car Soccer application -class CarSoccer : public GraphicsApp { -public: - CarSoccer(); - virtual ~CarSoccer(); - - /// Called whenever the mouse moves - void OnMouseMove(const Point2& pos, const Vector2& delta); - - /// This is called when special keys like SPACEBAR are pressed - void OnSpecialKeyDown(int key, int scancode, int modifiers); - - /// This is called once each frame. dt is "delta time", the time elapsed - /// since the last call. - void UpdateSimulation(double dt); - - /// This is called when it is time to initialize graphics objects, like - /// texture files. - void InitOpenGL(); - - /// This is called once each frame, and you should draw the scene inside - /// this function. - void DrawUsingOpenGL(); - - /// This is a little utility function that is helpful. It treats the - /// arrow keys like a joystick and returns the direction you are pressing - /// as a 2D vector, taking into account the fact that you might be holding - /// down more than one key at a time. - Vector2 joystick_direction(); - - // Feel free to add more functions here as needed. - - -private: - - // Simulation objects/parameters: - - // We suggest you start with the Car and Ball objects provided, adding new - // member variables to those classes if you need to. You'll probably want - // to store some other data for the simulation here too, like some value - // for gravity. - Car car_; - Ball ball_; - - - // Support for drawing some simple shapes: - QuickShapes quickShapes_; - - // Images to use as textures: - Texture2D fieldTex_; - Texture2D crowdTex_; - - // Control the computer graphics camera (we'll learn about this in a few weeks): - Matrix4 modelMatrix_; - Matrix4 viewMatrix_; - Matrix4 projMatrix_; - - // A list of paths to search for data files (images): - std::vector<std::string> searchPath_; - - // Set this to true if you want to use the mouse to control the car rather than the keyboard - bool use_mouse_; - - // Mouse position in Normalized Device Coordinates, - // meaning -1 to +1 in both X and Y. (0,0) is the - // center of the screen - Point2 mouse_pos_; -}; - - -#endif +/** CSci-4611 Assignment 2: Car Soccer
+ */
+
+#ifndef CAR_SOCCER_H_
+#define CAR_SOCCER_H_
+
+#include <mingfx.h>
+using namespace mingfx;
+
+#include "ball.h"
+#include "car.h"
+
+
+// The main class for the Car Soccer application
+class CarSoccer : public GraphicsApp {
+public:
+ CarSoccer();
+ virtual ~CarSoccer();
+
+ /// Called whenever the mouse moves
+ void OnMouseMove(const Point2& pos, const Vector2& delta);
+
+ /// This is called when special keys like SPACEBAR are pressed
+ void OnSpecialKeyDown(int key, int scancode, int modifiers);
+
+ /// This is called once each frame. dt is "delta time", the time elapsed
+ /// since the last call.
+ void UpdateSimulation(double dt);
+
+ /// This is called when it is time to initialize graphics objects, like
+ /// texture files.
+ void InitOpenGL();
+
+ /// This is called once each frame, and you should draw the scene inside
+ /// this function.
+ void DrawUsingOpenGL();
+
+ /// This is a little utility function that is helpful. It treats the
+ /// arrow keys like a joystick and returns the direction you are pressing
+ /// as a 2D vector, taking into account the fact that you might be holding
+ /// down more than one key at a time.
+ Vector2 joystick_direction();
+
+ // Feel free to add more functions here as needed.
+
+
+private:
+
+ // Simulation objects/parameters:
+
+ // We suggest you start with the Car and Ball objects provided, adding new
+ // member variables to those classes if you need to. You'll probably want
+ // to store some other data for the simulation here too, like some value
+ // for gravity.
+ Car car_;
+ Ball ball_;
+
+
+ // Support for drawing some simple shapes:
+ QuickShapes quickShapes_;
+
+ // Images to use as textures:
+ Texture2D fieldTex_;
+ Texture2D crowdTex_;
+
+ // Control the computer graphics camera (we'll learn about this in a few weeks):
+ Matrix4 modelMatrix_;
+ Matrix4 viewMatrix_;
+ Matrix4 projMatrix_;
+
+ // A list of paths to search for data files (images):
+ std::vector<std::string> searchPath_;
+
+ // Set this to true if you want to use the mouse to control the car rather than the keyboard
+ bool use_mouse_;
+
+ // Mouse position in Normalized Device Coordinates,
+ // meaning -1 to +1 in both X and Y. (0,0) is the
+ // center of the screen
+ Point2 mouse_pos_;
+};
+
+
+#endif
diff --git a/dev/a2-carsoccer/cmake/DownloadHelper.txt.in b/dev/a2-carsoccer/cmake/DownloadHelper.txt.in index fb29bff..69f3039 100644 --- a/dev/a2-carsoccer/cmake/DownloadHelper.txt.in +++ b/dev/a2-carsoccer/cmake/DownloadHelper.txt.in @@ -1,26 +1,26 @@ -# This file is part of the MinGfx cmake build system. -# See the main MinGfx/CMakeLists.txt file for authors, copyright, and license info. - -# This is a "helper" cmake project -- the only thing this project does is download -# the external project. So, the configure, build, install, and test commands for -# ExternalProject_Add() are intentionally set as NOPs. - -cmake_minimum_required (VERSION 3.9) - -project(@EXT_PROJECT_NAME@-download) - -include(ExternalProject) -ExternalProject_Add( - @EXT_PROJECT_NAME@ - SOURCE_DIR "@DOWNLOAD_DIR@/@EXT_PROJECT_NAME@/src" - BINARY_DIR "@DOWNLOAD_DIR@/@EXT_PROJECT_NAME@/download-helper" - @DOWNLOAD_OPTIONS@ - CONFIGURE_COMMAND "" - BUILD_COMMAND "" - INSTALL_COMMAND "" - TEST_COMMAND "" - LOG_DOWNLOAD ON - GIT_PROGRESS 1 -) - - +# This file is part of the MinGfx cmake build system.
+# See the main MinGfx/CMakeLists.txt file for authors, copyright, and license info.
+
+# This is a "helper" cmake project -- the only thing this project does is download
+# the external project. So, the configure, build, install, and test commands for
+# ExternalProject_Add() are intentionally set as NOPs.
+
+cmake_minimum_required (VERSION 3.9)
+
+project(@EXT_PROJECT_NAME@-download)
+
+include(ExternalProject)
+ExternalProject_Add(
+ @EXT_PROJECT_NAME@
+ SOURCE_DIR "@DOWNLOAD_DIR@/@EXT_PROJECT_NAME@/src"
+ BINARY_DIR "@DOWNLOAD_DIR@/@EXT_PROJECT_NAME@/download-helper"
+ @DOWNLOAD_OPTIONS@
+ CONFIGURE_COMMAND ""
+ BUILD_COMMAND ""
+ INSTALL_COMMAND ""
+ TEST_COMMAND ""
+ LOG_DOWNLOAD ON
+ GIT_PROGRESS 1
+)
+
+
diff --git a/dev/a2-carsoccer/cmake/ExternalProjectDownloadBuildInstall.cmake b/dev/a2-carsoccer/cmake/ExternalProjectDownloadBuildInstall.cmake index ce12d1d..4585dd3 100644 --- a/dev/a2-carsoccer/cmake/ExternalProjectDownloadBuildInstall.cmake +++ b/dev/a2-carsoccer/cmake/ExternalProjectDownloadBuildInstall.cmake @@ -1,98 +1,98 @@ -# This file is part of the MinGfx cmake build system. -# See the main MinGfx/CMakeLists.txt file for authors, copyright, and license info. - - -# Calling CMAKE_CURRENT_LIST_DIR inside a function returns the list dir of the calling script -# but we want the list dir of this file in order to find the DownloadHelper.txt.in file, which -# should be stored right next to this one. So, defining this variable outside the scope of the -# functions below. -set(DIR_OF_THIS_FILE ${CMAKE_CURRENT_LIST_DIR}) - - - -# Usage: -# ExternalProject_Download( -# # This first argument is the name of the project to download. It is required: -# glm -# -# # Additional arguments specify how to download the project using GIT, SVN, CVS, or URL. -# # These can be any of the arguments used for the downloading step of the cmake builtin -# # ExternalProject_Add command. -# GIT_REPOSITORY "https://github.com/g-truc/glm.git" -# GIT_TAG master -# etc.. -# ) -function(ExternalProject_Download EXT_PROJECT_NAME DOWNLOAD_DIR) - - include(MessageMacros) - h1("BEGIN EXTERNAL PROJECT DOWNLOAD (${EXT_PROJECT_NAME}).") - - h2("Creating a download helper project for ${EXT_PROJECT_NAME}.") - - set(DOWNLOAD_OPTIONS ${ARGN}) - string (REGEX REPLACE "(^|[^\\\\]);" "\\1 " DOWNLOAD_OPTIONS "${DOWNLOAD_OPTIONS}") - - - file(MAKE_DIRECTORY ${DOWNLOAD_DIR}/${EXT_PROJECT_NAME}) - configure_file( - ${DIR_OF_THIS_FILE}/DownloadHelper.txt.in - ${DOWNLOAD_DIR}/${EXT_PROJECT_NAME}/download-helper/CMakeLists.txt - ) - - h2("Generating build files for the ${EXT_PROJECT_NAME} download helper project.") - execute_process(COMMAND "${CMAKE_COMMAND}" -G "${CMAKE_GENERATOR}" . WORKING_DIRECTORY "${DOWNLOAD_DIR}/${EXT_PROJECT_NAME}/download-helper") - - h2("Building the ${EXT_PROJECT_NAME} download helper project. (This actually performs the download and may take some time...)") - execute_process(COMMAND "${CMAKE_COMMAND}" --build . WORKING_DIRECTORY "${DOWNLOAD_DIR}/${EXT_PROJECT_NAME}/download-helper") - - h2("Completed download of external project ${EXT_PROJECT_NAME}.") - -endfunction() - - -# Usage: -# ExternalProject_BuildAndInstallNow( -# # This first argument is the name of the external project to download. It is required: -# VRPN -# # This second argument is the relative path from ${EXTERNAL_DIR_NAME}/projectname/ to the project's -# # main CMakeLists.txt file: -# src -# -# # Additional arguments are passed on as options to the cmake build file generator -# -DVRPN_BUILD_DIRECTSHOW_VIDEO_SERVER=OFF -# -DVRPN_BUILD_HID_GUI=OFF -# etc.. -# ) -function(ExternalProject_BuildAndInstallNow EXT_PROJECT_NAME DOWNLOAD_DIR RELPATH_TO_CMAKELISTS) - - include(MessageMacros) - h1("BEGIN EXTERNAL PROJECT BUILD AND INSTALL (${EXT_PROJECT_NAME}).") - - # any extra args to the function are interpreted as arguments for the cmake config process - set(CMAKE_CONFIG_OPTIONS ${ARGN}) - - # always set the install prefix to be the same as for the main project - list(APPEND CMAKE_CONFIG_OPTIONS -DCMAKE_INSTALL_PREFIX=${CMAKE_INSTALL_PREFIX}) - - #string (REGEX REPLACE "(^|[^\\\\]);" "\\1 " CMAKE_CONFIG_OPTIONS "${CMAKE_CONFIG_OPTIONS}") - - - set(SRC_DIR "${DOWNLOAD_DIR}/${EXT_PROJECT_NAME}/${RELPATH_TO_CMAKELISTS}") - set(BUILD_DIR "${CMAKE_BINARY_DIR}/external/${EXT_PROJECT_NAME}") - - file(MAKE_DIRECTORY ${BUILD_DIR}) - - h2("Generating build files for external project ${EXT_PROJECT_NAME}.") - message(STATUS "Using source dir: ${SRC_DIR}") - message(STATUS "Using build dir: ${BUILD_DIR}") - message(STATUS "Config options: ${CMAKE_CONFIG_OPTIONS}") - - execute_process(COMMAND "${CMAKE_COMMAND}" -G "${CMAKE_GENERATOR}" ${SRC_DIR} ${CMAKE_CONFIG_OPTIONS} WORKING_DIRECTORY ${BUILD_DIR}) - - h2("Building external project ${EXT_PROJECT_NAME}. (This may take some time...)") - execute_process(COMMAND "${CMAKE_COMMAND}" --build ${BUILD_DIR} --target install) - - h2("Completed external build of ${EXT_PROJECT_NAME}.") - -endfunction() - +# This file is part of the MinGfx cmake build system.
+# See the main MinGfx/CMakeLists.txt file for authors, copyright, and license info.
+
+
+# Calling CMAKE_CURRENT_LIST_DIR inside a function returns the list dir of the calling script
+# but we want the list dir of this file in order to find the DownloadHelper.txt.in file, which
+# should be stored right next to this one. So, defining this variable outside the scope of the
+# functions below.
+set(DIR_OF_THIS_FILE ${CMAKE_CURRENT_LIST_DIR})
+
+
+
+# Usage:
+# ExternalProject_Download(
+# # This first argument is the name of the project to download. It is required:
+# glm
+#
+# # Additional arguments specify how to download the project using GIT, SVN, CVS, or URL.
+# # These can be any of the arguments used for the downloading step of the cmake builtin
+# # ExternalProject_Add command.
+# GIT_REPOSITORY "https://github.com/g-truc/glm.git"
+# GIT_TAG master
+# etc..
+# )
+function(ExternalProject_Download EXT_PROJECT_NAME DOWNLOAD_DIR)
+
+ include(MessageMacros)
+ h1("BEGIN EXTERNAL PROJECT DOWNLOAD (${EXT_PROJECT_NAME}).")
+
+ h2("Creating a download helper project for ${EXT_PROJECT_NAME}.")
+
+ set(DOWNLOAD_OPTIONS ${ARGN})
+ string (REGEX REPLACE "(^|[^\\\\]);" "\\1 " DOWNLOAD_OPTIONS "${DOWNLOAD_OPTIONS}")
+
+
+ file(MAKE_DIRECTORY ${DOWNLOAD_DIR}/${EXT_PROJECT_NAME})
+ configure_file(
+ ${DIR_OF_THIS_FILE}/DownloadHelper.txt.in
+ ${DOWNLOAD_DIR}/${EXT_PROJECT_NAME}/download-helper/CMakeLists.txt
+ )
+
+ h2("Generating build files for the ${EXT_PROJECT_NAME} download helper project.")
+ execute_process(COMMAND "${CMAKE_COMMAND}" -G "${CMAKE_GENERATOR}" . WORKING_DIRECTORY "${DOWNLOAD_DIR}/${EXT_PROJECT_NAME}/download-helper")
+
+ h2("Building the ${EXT_PROJECT_NAME} download helper project. (This actually performs the download and may take some time...)")
+ execute_process(COMMAND "${CMAKE_COMMAND}" --build . WORKING_DIRECTORY "${DOWNLOAD_DIR}/${EXT_PROJECT_NAME}/download-helper")
+
+ h2("Completed download of external project ${EXT_PROJECT_NAME}.")
+
+endfunction()
+
+
+# Usage:
+# ExternalProject_BuildAndInstallNow(
+# # This first argument is the name of the external project to download. It is required:
+# VRPN
+# # This second argument is the relative path from ${EXTERNAL_DIR_NAME}/projectname/ to the project's
+# # main CMakeLists.txt file:
+# src
+#
+# # Additional arguments are passed on as options to the cmake build file generator
+# -DVRPN_BUILD_DIRECTSHOW_VIDEO_SERVER=OFF
+# -DVRPN_BUILD_HID_GUI=OFF
+# etc..
+# )
+function(ExternalProject_BuildAndInstallNow EXT_PROJECT_NAME DOWNLOAD_DIR RELPATH_TO_CMAKELISTS)
+
+ include(MessageMacros)
+ h1("BEGIN EXTERNAL PROJECT BUILD AND INSTALL (${EXT_PROJECT_NAME}).")
+
+ # any extra args to the function are interpreted as arguments for the cmake config process
+ set(CMAKE_CONFIG_OPTIONS ${ARGN})
+
+ # always set the install prefix to be the same as for the main project
+ list(APPEND CMAKE_CONFIG_OPTIONS -DCMAKE_INSTALL_PREFIX=${CMAKE_INSTALL_PREFIX})
+
+ #string (REGEX REPLACE "(^|[^\\\\]);" "\\1 " CMAKE_CONFIG_OPTIONS "${CMAKE_CONFIG_OPTIONS}")
+
+
+ set(SRC_DIR "${DOWNLOAD_DIR}/${EXT_PROJECT_NAME}/${RELPATH_TO_CMAKELISTS}")
+ set(BUILD_DIR "${CMAKE_BINARY_DIR}/external/${EXT_PROJECT_NAME}")
+
+ file(MAKE_DIRECTORY ${BUILD_DIR})
+
+ h2("Generating build files for external project ${EXT_PROJECT_NAME}.")
+ message(STATUS "Using source dir: ${SRC_DIR}")
+ message(STATUS "Using build dir: ${BUILD_DIR}")
+ message(STATUS "Config options: ${CMAKE_CONFIG_OPTIONS}")
+
+ execute_process(COMMAND "${CMAKE_COMMAND}" -G "${CMAKE_GENERATOR}" ${SRC_DIR} ${CMAKE_CONFIG_OPTIONS} WORKING_DIRECTORY ${BUILD_DIR})
+
+ h2("Building external project ${EXT_PROJECT_NAME}. (This may take some time...)")
+ execute_process(COMMAND "${CMAKE_COMMAND}" --build ${BUILD_DIR} --target install)
+
+ h2("Completed external build of ${EXT_PROJECT_NAME}.")
+
+endfunction()
+
diff --git a/dev/a2-carsoccer/cmake/MessageMacros.cmake b/dev/a2-carsoccer/cmake/MessageMacros.cmake index 4628e5c..b2d08ee 100644 --- a/dev/a2-carsoccer/cmake/MessageMacros.cmake +++ b/dev/a2-carsoccer/cmake/MessageMacros.cmake @@ -1,17 +1,17 @@ -# This file is part of the MinVR cmake build system. -# See the main MinVR/CMakeLists.txt file for authors, copyright, and license info. - - -macro(h1 TITLE) - string(TOUPPER ${TITLE} TITLE) - message(STATUS "\n\n==== ${TITLE} ====") -endmacro() - -macro(h2 TITLE) - message(STATUS "\n* ${TITLE}") -endmacro() - -macro(h3 TITLE) - message(STATUS "- ${TITLE}") -endmacro() - +# This file is part of the MinVR cmake build system.
+# See the main MinVR/CMakeLists.txt file for authors, copyright, and license info.
+
+
+macro(h1 TITLE)
+ string(TOUPPER ${TITLE} TITLE)
+ message(STATUS "\n\n==== ${TITLE} ====")
+endmacro()
+
+macro(h2 TITLE)
+ message(STATUS "\n* ${TITLE}")
+endmacro()
+
+macro(h3 TITLE)
+ message(STATUS "- ${TITLE}")
+endmacro()
+
diff --git a/dev/a2-carsoccer/cmake/UseOpenGL.cmake b/dev/a2-carsoccer/cmake/UseOpenGL.cmake index 2ec5ffb..ac5f55c 100644 --- a/dev/a2-carsoccer/cmake/UseOpenGL.cmake +++ b/dev/a2-carsoccer/cmake/UseOpenGL.cmake @@ -1,52 +1,52 @@ -# This file is part of the MinGfx cmake build system. -# See the main MinGfx/CMakeLists.txt file for authors, copyright, and license info. - -# Either finds a pre-installed version or complains. - -# Usage: In your CMakeLists.txt, somewhere after you define the target that depends -# on the OpenGL library (typical with something like add_executable(${PROJECT_NAME} ...) -# or add_library(${PROJECT_NAME} ...)), add the following two lines: - -# include(UseOpenGL) -# UseOpenGL(${PROJECT_NAME} PRIVATE ${CMAKE_CURRENT_SOURCE_DIR}/external) - -# The second argument can be either PUBLIC, PRIVATE, or INTERFACE, following the keyword -# usage described here: -# https://cmake.org/cmake/help/latest/command/target_include_directories.html - -# The third argument is the directory to use for downloading the external project if -# autobuild is used. - - - -macro(UseOpenGL YOUR_TARGET INTERFACE_PUBLIC_OR_PRIVATE DOWNLOAD_DIR) - - message(STATUS "Searching for OpenGL...") - - # Check to see if the library is already installed on the system - # CMake ships with FindOpenGL.cmake and in CMake 3.9+ it defines - # the imported targets OpenGL::GL and OpenGL::GLU. Using these is - # now the preferred way to link with OpenGL and all of its dependencies. - # See https://cmake.org/cmake/help/v3.9/module/FindOpenGL.html - find_package(OpenGL) - - if (NOT ${OPENGL_FOUND}) - message(FATAL_ERROR "OpenGL was not found on the system. MinGfx can auto-download and build many dependencies for you, but not OpenGL. It should come pre-installed on your system.") - endif() - - message(STATUS "Ok: OpenGL Found.") - message(STATUS "OpenGL headers: ${OPENGL_INCLUDE_DIR}") - message(STATUS "OpenGL libs: ${OPENGL_LIBRARIES}") - - - message(STATUS "Linking target ${YOUR_TARGET} with ${INTERFACE_PUBLIC_OR_PRIVATE} dependency OpenGL::GL.") - target_link_libraries(${YOUR_TARGET} ${INTERFACE_PUBLIC_OR_PRIVATE} OpenGL::GL) - - if (${OPENGL_GLU_FOUND}) - message(STATUS "Linking target ${YOUR_TARGET} with ${INTERFACE_PUBLIC_OR_PRIVATE} dependency OpenGL::GLU.") - target_link_libraries(${YOUR_TARGET} ${INTERFACE_PUBLIC_OR_PRIVATE} OpenGL::GLU) - endif() - - target_compile_definitions(${YOUR_TARGET} ${INTERFACE_PUBLIC_OR_PRIVATE} -DUSE_OPENGL) - -endmacro() +# This file is part of the MinGfx cmake build system.
+# See the main MinGfx/CMakeLists.txt file for authors, copyright, and license info.
+
+# Either finds a pre-installed version or complains.
+
+# Usage: In your CMakeLists.txt, somewhere after you define the target that depends
+# on the OpenGL library (typical with something like add_executable(${PROJECT_NAME} ...)
+# or add_library(${PROJECT_NAME} ...)), add the following two lines:
+
+# include(UseOpenGL)
+# UseOpenGL(${PROJECT_NAME} PRIVATE ${CMAKE_CURRENT_SOURCE_DIR}/external)
+
+# The second argument can be either PUBLIC, PRIVATE, or INTERFACE, following the keyword
+# usage described here:
+# https://cmake.org/cmake/help/latest/command/target_include_directories.html
+
+# The third argument is the directory to use for downloading the external project if
+# autobuild is used.
+
+
+
+macro(UseOpenGL YOUR_TARGET INTERFACE_PUBLIC_OR_PRIVATE DOWNLOAD_DIR)
+
+ message(STATUS "Searching for OpenGL...")
+
+ # Check to see if the library is already installed on the system
+ # CMake ships with FindOpenGL.cmake and in CMake 3.9+ it defines
+ # the imported targets OpenGL::GL and OpenGL::GLU. Using these is
+ # now the preferred way to link with OpenGL and all of its dependencies.
+ # See https://cmake.org/cmake/help/v3.9/module/FindOpenGL.html
+ find_package(OpenGL)
+
+ if (NOT ${OPENGL_FOUND})
+ message(FATAL_ERROR "OpenGL was not found on the system. MinGfx can auto-download and build many dependencies for you, but not OpenGL. It should come pre-installed on your system.")
+ endif()
+
+ message(STATUS "Ok: OpenGL Found.")
+ message(STATUS "OpenGL headers: ${OPENGL_INCLUDE_DIR}")
+ message(STATUS "OpenGL libs: ${OPENGL_LIBRARIES}")
+
+
+ message(STATUS "Linking target ${YOUR_TARGET} with ${INTERFACE_PUBLIC_OR_PRIVATE} dependency OpenGL::GL.")
+ target_link_libraries(${YOUR_TARGET} ${INTERFACE_PUBLIC_OR_PRIVATE} OpenGL::GL)
+
+ if (${OPENGL_GLU_FOUND})
+ message(STATUS "Linking target ${YOUR_TARGET} with ${INTERFACE_PUBLIC_OR_PRIVATE} dependency OpenGL::GLU.")
+ target_link_libraries(${YOUR_TARGET} ${INTERFACE_PUBLIC_OR_PRIVATE} OpenGL::GLU)
+ endif()
+
+ target_compile_definitions(${YOUR_TARGET} ${INTERFACE_PUBLIC_OR_PRIVATE} -DUSE_OPENGL)
+
+endmacro()
diff --git a/dev/a2-carsoccer/config.h.in b/dev/a2-carsoccer/config.h.in index bf66666..97962a5 100644 --- a/dev/a2-carsoccer/config.h.in +++ b/dev/a2-carsoccer/config.h.in @@ -1,13 +1,13 @@ -/** CSci-4611 Assignment 2: Car Soccer -*/ - - -// The file config.h.in is processed by cmake to produce config.h. This -// replaces strings of the form "at"CMAKE_VARIABLE_NAME"at" with the value -// of the corresponding cmake variable, allowing us to pass directory paths -// and other information configured with cmake into our C++ code. - - -#define DATA_DIR_BUILD "@DATA_DIR_BUILD@" -#define DATA_DIR_INSTALL "@DATA_DIR_INSTALL@" - +/** CSci-4611 Assignment 2: Car Soccer
+*/
+
+
+// The file config.h.in is processed by cmake to produce config.h. This
+// replaces strings of the form "at"CMAKE_VARIABLE_NAME"at" with the value
+// of the corresponding cmake variable, allowing us to pass directory paths
+// and other information configured with cmake into our C++ code.
+
+
+#define DATA_DIR_BUILD "@DATA_DIR_BUILD@"
+#define DATA_DIR_INSTALL "@DATA_DIR_INSTALL@"
+
diff --git a/dev/a2-carsoccer/main.cc b/dev/a2-carsoccer/main.cc index cc6c086..b39f6f8 100644 --- a/dev/a2-carsoccer/main.cc +++ b/dev/a2-carsoccer/main.cc @@ -1,11 +1,11 @@ -/** CSci-4611 Assignment 2: Car Soccer - */ - - -#include "car_soccer.h" - -int main(int argc, const char *argv[]) { - CarSoccer app; - app.Run(); - return 0; -} +/** CSci-4611 Assignment 2: Car Soccer
+ */
+
+
+#include "car_soccer.h"
+
+int main(int argc, const char *argv[]) {
+ CarSoccer app;
+ app.Run();
+ return 0;
+}
|