aboutsummaryrefslogtreecommitdiffstats
path: root/dev/a2-carsoccer/car.h
blob: c5ae5dfa33eebaf70e0030109608902a1b979315 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
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