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
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
|
/** 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()
}
|