/** CSci-4611 In-Class Example */ #include "angry_vectors.h" #include #include AngryVectors::AngryVectors() : GraphicsApp(1024,768, "AngryVectors"), time_(0.0), playing_(true), pauseBtn_(NULL) { } AngryVectors::~AngryVectors() { } void AngryVectors::OnPauseBtnPressed() { playing_ = !playing_; if (playing_) { pauseBtn_->setCaption("Pause"); } else { pauseBtn_->setCaption("Play"); } } Point3 AngryVectors::CalcBirdPos(double t) { // projectile motion for the "bird" double e = t / 4.0; double x = e * 52.0 - 30.0; double y = 30.0 * (-e * e + 1.2 * e) + 5.0; double z = -35.0; return Point3((float)x, (float)y, (float)z); } Vector3 AngryVectors::CalcBirdVel(double t) { return CalcBirdPos(time_+0.1) - CalcBirdPos(time_); } void AngryVectors::UpdateSimulation(double dt) { if (playing_) { time_ += (float)dt; if (time_ > 4) { time_ = 0.0; } } } void AngryVectors::InitNanoGUI() { // Setup the GUI window nanogui::Window *window = new nanogui::Window(screen(), "Controls"); window->setPosition(Eigen::Vector2i(10, 10)); window->setSize(Eigen::Vector2i(400,200)); window->setLayout(new nanogui::GroupLayout()); pauseBtn_ = new nanogui::Button(window, "Pause"); pauseBtn_->setCallback(std::bind(&AngryVectors::OnPauseBtnPressed, this)); pauseBtn_->setTooltip("Toggle playback."); screen()->performLayout(); } void AngryVectors::InitOpenGL() { // Set up the camera in a good position to see the entire scene proj_matrix_ = Matrix4::Perspective(60.0f, aspect_ratio(), 0.01f, 100.0f); view_matrix_ = Matrix4::LookAt(Point3(0,2,15), Point3(0,0,0), Vector3(0,1,0)); glClearColor(0.2f, 0.6f, 1.0f, 1.0f); } void AngryVectors::DrawUsingOpenGL() { // ground Matrix4 ground_matrix = Matrix4::Translation(Vector3(0,-2,-50)) * Matrix4::Scale(Vector3(80, 2, 100)); quick_shapes_.DrawCube(ground_matrix, view_matrix_, proj_matrix_, Color(0.3f, 0.9f, 0.4f)); // 3 targets Matrix4 target1_matrix = Matrix4::Translation(Vector3(21, 6, -35)) * Matrix4::Scale(Vector3(1.5, 6, 10)); quick_shapes_.DrawCube(target1_matrix, view_matrix_, proj_matrix_, Color(0.6f, 0.4f, 0.2f)); Matrix4 target2_matrix = Matrix4::Translation(Vector3(25, 6, -35)) * Matrix4::Scale(Vector3(1.5, 6, 10)); quick_shapes_.DrawCube(target2_matrix, view_matrix_, proj_matrix_, Color(0.6f, 0.4f, 0.2f)); Matrix4 target3_matrix = Matrix4::Translation(Vector3(23, 18, -35)) * Matrix4::Scale(Vector3(1.5, 6, 10)); quick_shapes_.DrawCube(target3_matrix, view_matrix_, proj_matrix_, Color(0.6f, 0.4f, 0.2f)); // launcher Matrix4 launcher_matrix; quick_shapes_.DrawLineSegment(launcher_matrix, view_matrix_, proj_matrix_, Color(0,0,0), Point3(-30,-2,-35), Point3(-30, 5, -35), 0.75); // bird Point3 bird_pos = CalcBirdPos(time_); Matrix4 bird_matrix = Matrix4::Translation(bird_pos - Point3::Origin()); quick_shapes_.DrawSphere(bird_matrix, view_matrix_, proj_matrix_, Color(1,0,0)); // DEBUGGING OUTPUT // this is useful to be able to see where the origin is and the scale. The // axes are drawn at (0,0,0), and each arrow is 1 unit long. The red axis is X, // green is Y, and blue is Z. Matrix4 identity; quick_shapes_.DrawAxes(identity, view_matrix_, proj_matrix_); // TODO: make sure bird velocity makes sense. (hint, hint) }