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#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);
}
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