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/** CSci-4611 In-Class Example */
#ifndef ANGRY_VECTORS_H_
#define ANGRY_VECTORS_H_
#include <mingfx.h>
using namespace mingfx;
#include <string>
#include <vector>
class AngryVectors : public GraphicsApp {
public:
// Creates the App
AngryVectors();
// Cleans up when the App shuts down
virtual ~AngryVectors();
// Note a Run() function is inherited from GraphicsApp, that's what
// actually starts up the App.
// This is a callback, a function that gets called when the user presses
// the Pause button in the GUI.
void OnPauseBtnPressed();
// This calculates the bird position given a time value.
Point3 CalcBirdPos(double time);
// This calculates the bird velocity given a time value, this is the routine
// we want to check to make sure it is working properly
Vector3 CalcBirdVel(double time);
// This gets called once each frame. Note that dt (a.k.a., "delta time") is
// the amount of time (in seconds) that has passed since the last frame.
void UpdateSimulation(double dt);
// This is where we initialize the on-screen GUI, which is implemented using
// an open source library called NanoGUI. It gets called once
// when the program starts up.
void InitNanoGUI();
// This is where we initialize any OpenGL data, like textures or meshes that
// need to be loaded from files and setup in OpenGL. It gets called once
// when the program starts up.
void InitOpenGL();
// This gets called once each frame, and this is where you draw the latest
// version of your 3D graphics scene.
void DrawUsingOpenGL();
private:
// Time of flight for our "bird"
float time_;
// Sets up the computer graphics camera
Matrix4 view_matrix_;
Matrix4 proj_matrix_;
// A helper class for drawing some simple shapes (cubes, spheres, 3D arrows)
QuickShapes quick_shapes_;
// Gui elements
nanogui::Button *pauseBtn_;
bool playing_;
};
#endif
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