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/** CSci-4611 In-Class Example */
#include "angry_vectors.h"
#include <iostream>
#include <sstream>
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)
}
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