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Helper.cpp
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Helper.cpp
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/*=========================================================================
Base curling Sheet
===========================================================================*/
#include "Helper.h"
BaseCurlingSheet::BaseCurlingSheet() {}
void BaseCurlingSheet::Update(int ms) {}
void BaseCurlingSheet::Draw() {}
/*==========================================================================
Long Curling Sheet
============================================================================*/
// Creating a void constructor
LongCurlingSheet::LongCurlingSheet(void) {}
// Curling sheet class member
LongCurlingSheet::LongCurlingSheet(vec3 d, double offset_x , bool is_solid) : dim(d, offset_x)
{
// init team in sheet.
my_team = Team("my_team", dim, is_solid);
other_team = Team("other_team", dim, !is_solid);
// arrow setting
arrow.set_start_point( this->dim.hack_circles[0].center );
arrow.set_direction(M_PI / 2);
arrow.set_length(0.25);
}
// Function for drawing sheet.
void LongCurlingSheet::Draw()
{
//sheet
glBegin(GL_LINE_LOOP);
//glColor3f(1.0f, 0.5f, 0.0f);
glVertex3f( this->dim.TR.elem[0], this->dim.TR.elem[1], this->dim.TR.elem[2]);
glVertex3f( this->dim.TL.elem[0], this->dim.TL.elem[1], this->dim.TL.elem[2]);
glVertex3f( this->dim.BL.elem[0], this->dim.BL.elem[1], this->dim.BL.elem[2]);
glVertex3f( this->dim.BR.elem[0], this->dim.BR.elem[1], this->dim.BR.elem[2]);
glEnd();
glBegin(GL_LINE_LOOP);
//glColor3f(1.0f, 0.5f, 0.0f);
glVertex3f(this->dim.TR.elem[0], this->dim.TR.elem[1], 0.2);
glVertex3f(this->dim.TL.elem[0], this->dim.TL.elem[1], 0.2);
glVertex3f(this->dim.BL.elem[0], this->dim.BL.elem[1], 0.2);
glVertex3f(this->dim.BR.elem[0], this->dim.BR.elem[1], 0.2);
glEnd();
// lines
glBegin(GL_LINE_LOOP);
//glColor3f(1.0f, 0.5f, 0.0f);
glVertex3f(this->dim.TR.elem[0], this->dim.TR.elem[1], this->dim.TR.elem[2]);
glVertex3f(this->dim.TR.elem[0], this->dim.TR.elem[1], 0.2);
glEnd();
glBegin(GL_LINE_LOOP);
//glColor3f(1.0f, 0.5f, 0.0f);
glVertex3f(this->dim.TL.elem[0], this->dim.TL.elem[1], this->dim.TL.elem[2]);
glVertex3f(this->dim.TL.elem[0], this->dim.TL.elem[1], 0.2);
glEnd();
glBegin(GL_LINE_LOOP);
//glColor3f(1.0f, 0.5f, 0.0f);
glVertex3f(this->dim.BL.elem[0], this->dim.BL.elem[1], this->dim.BL.elem[2]);
glVertex3f(this->dim.BL.elem[0], this->dim.BL.elem[1], 0.2);
glEnd();
glBegin(GL_LINE_LOOP);
//glColor3f(1.0f, 0.5f, 0.0f);
glVertex3f(this->dim.BR.elem[0], this->dim.BR.elem[1], this->dim.BR.elem[2]);
glVertex3f(this->dim.BR.elem[0], this->dim.BR.elem[1], 0.2);
glEnd();
// hog lines
glBegin(GL_LINE_LOOP);
//glColor3f(1.0f, 0.5f, 0.0f);
glVertex3f(this->dim.hog_line_hack_start.elem[0], this->dim.hog_line_hack_start.elem[1], this->dim.hog_line_hack_start.elem[2]);
glVertex3f( this->dim.hog_line_hack_end.elem[0], this->dim.hog_line_hack_end.elem[1], this->dim.hog_line_hack_end.elem[2]);
glEnd();
glBegin(GL_LINE_LOOP);
//glColor3f(1.0f, 0.5f, 0.0f);
glVertex3f(this->dim.hog_line_house_start.elem[0], this->dim.hog_line_house_start.elem[1], this->dim.hog_line_house_start.elem[2]);
glVertex3f(this->dim.hog_line_house_end.elem[0], this->dim.hog_line_house_end.elem[1], this->dim.hog_line_house_end.elem[2]);
glEnd();
// arrow
glBegin(GL_LINE_LOOP);
//glColor3f(1.0f, 0.5f, 0.0f);
glVertex3f( this->arrow.get_end_point().elem[0], this->arrow.get_end_point().elem[1], 0);
glVertex3f(this->arrow.get_start_point().elem[0], this->arrow.get_start_point().elem[1], 0);
glEnd();
// circles
for (const circle &c : this->dim.house_circles)
{
this->DrawCircle(c);
}
for (const circle &c : this->dim.hack_circles)
{
this->DrawCircle(c);
}
//draw team A and B stones
for (int i = 0; i < NUM_BALLS; i++)
{
my_team.stones.at(i).Draw();
other_team.stones.at(i).Draw();
}
}
// Function for updating the game after every 10 milliseconds
void LongCurlingSheet::Update(int ms)
{
my_team.Update(ms);
other_team.Update(ms);
for (int i = 0; i < NUM_BALLS; i++)
{
my_team.stones.at(i).Update(ms);
other_team.stones.at(i).Update(ms);
}
// check collision for each ball in team A with all ball in Team A
// check collision fo each ball in team B with al ball in team B
// check collision for each ball in team A with each ball in Team B
// Lets take this for loop for team A stones
for (int i = 0; i < NUM_BALLS; i++) // 0, 1, 2
{
bool is_colliding = false;
// This is for team A
for (int j = 0; j < NUM_BALLS; j++) // 0, 1, 2, | 0, 1, 2, | 0, 1, 2
{
if (i != j) // 0, 0 , 1 , 1 , 2, 2
{
is_colliding = my_team.stones.at(i).IsCollidingWihOther(my_team.stones.at(j));
if (is_colliding)
{
if (my_team.stones.at(i).is_moving)
{
my_team.stones.at(j).SetForce( my_team.stones.at(i).GetForce() );
my_team.stones.at(i).SetForce( vec2(0, 0) );
break;
}
if (my_team.stones.at(j).is_moving)
{
my_team.stones.at(i).SetForce( my_team.stones.at(j).GetForce() );
my_team.stones.at(j).SetForce(vec2(0, 0));
break;
}
}
}
}
if (is_colliding) break;
}
// Let take this for loop for Team B stones.
for (int i = 0; i < NUM_BALLS; i++) // 0, 1, 2
{
bool is_colliding = false;
// This is for team B
for (int j = 0; j < NUM_BALLS; j++) // 0, 1, 2, | 0, 1, 2, | 0, 1, 2
{
if (i != j) // 0, 0 , 1 , 1 , 2, 2
{
is_colliding = other_team.stones.at(i).IsCollidingWihOther(other_team.stones.at(j));
if (is_colliding)
{
if (other_team.stones.at(i).is_moving)
{
other_team.stones.at(j).SetForce(other_team.stones.at(i).GetForce());
other_team.stones.at(i).SetForce(vec2(0, 0));
break;
}
if (other_team.stones.at(j).is_moving)
{
other_team.stones.at(i).SetForce(other_team.stones.at(j).GetForce());
other_team.stones.at(j).SetForce(vec2(0, 0));
break;
}
}
}
}
if (is_colliding) break;
}
// Lets take this for loop for inter team stones.
for (int i = 0; i < NUM_BALLS; i++) // 0, 1, 2
{
bool is_colliding = false;
// This is for team B
for (int j = 0; j < NUM_BALLS; j++) // 0, 1, 2, | 0, 1, 2, | 0, 1, 2
{
is_colliding = my_team.stones.at(i).IsCollidingWihOther(other_team.stones.at(j));
if (is_colliding)
{
if (my_team.stones.at(i).is_moving)
{
other_team.stones.at(j).SetForce(my_team.stones.at(i).GetForce());
my_team.stones.at(i).SetForce(vec2(0, 0));
break;
}
if (other_team.stones.at(j).is_moving)
{
my_team.stones.at(i).SetForce(other_team.stones.at(j).GetForce());
other_team.stones.at(j).SetForce(vec2(0, 0));
break;
}
}
}
if (is_colliding) break;
}
}
// Function for drawing the source and target ( circles) on the sheet
void LongCurlingSheet::DrawCircle(circle c)
{
int lineAmount = 50; //# of triangles used to draw circle
GLfloat twicePi = 2.0f * 3.14; //GLfloat radius = 0.8f; //radius
glBegin(GL_LINE_LOOP);
for (int i = 0; i <= lineAmount; i++) {
glVertex3f(
c.center.elem[0] + (c.radius * cos(i * twicePi / lineAmount)),
c.center.elem[1] + (c.radius * sin(i * twicePi / lineAmount)),
0.0f
);
}
glEnd();
}
// Function for reseting the game
void LongCurlingSheet::Reset()
{
for (int i = 0; i < NUM_BALLS; i++)
{
my_team.stones.at(i).Reset();
other_team.stones.at(i).Reset();
}
arrow.reset();
}
/*==========================================================================
For Curling Stone
===========================================================================*/
// Stone class members
//int CurlingStone::stoneIndexCnt = 0;
// Creating a constructor
CurlingStone::CurlingStone(void) {}
// Constructor / special member
CurlingStone::CurlingStone(vec2 pos, vec3 minimumboundary, vec3 maximumboundary) :
position(pos),
init_position(pos),
minimumboundary(minimumboundary), // class member (argument for class object)
maximumboundary(maximumboundary)
{
}
// Function for checking if the curling stones are in the circle.
void CurlingStone::Draw(void)
{
if (is_draw && IsHittingBoundary())
{
circle c = { position, radius };
DrawStone(c);
}
}
// Function for updating curling stones for 3D curling game.
void CurlingStone::Update(int ms)
{
if (IsHittingBoundary())
{
// AMAZING PHYSICS HERE!!!
vec2 resultant_force = GetForce() - friction;
SetForce(resultant_force);
// F = ma => a = F/m
vec2 resultant_acceleration = resultant_force / mass;
SetAcceleration(resultant_acceleration);
// numerically integrate acceleration to get velocity.
SetVelocity(GetAcceleration() * (double)ms / 1000);
// numerically integrate veliocity to get position.
SetPosition(GetPosition() + GetVelocity() * (double)ms / 1000);
}
else
{
SetForce({ 0, 0 });
}
}
// Function for drawing stones for 3D curling game.
void CurlingStone::DrawStone(circle c)
{
int lineAmount = 50 ; //# of triangles used to draw circle
GLfloat twicePi = 2.0f * 3.14; //GLfloat radius = 0.8f; //radius
glBegin(is_filled ? GL_TRIANGLE_FAN : GL_LINE_LOOP);
for (int i = 0; i <= lineAmount; i++) {
glVertex3f(
c.center.elem[0] + (c.radius * cos(i * twicePi / lineAmount)),
c.center.elem[1] + (c.radius * sin(i * twicePi / lineAmount)),
0.0f);
}
glEnd();
}
// function for checking if the stone is outside the y-axis boundary of the sheet.
bool CurlingStone::IsHittingBoundary()
{
return (GetPosition().elem[0] + GetRadius() > minimumboundary.elem[0]) &&
(GetPosition().elem[0] < maximumboundary.elem[0] + GetRadius()) &&
(GetPosition().elem[1] + GetRadius() > minimumboundary.elem[1]) &&
(GetPosition().elem[1] < maximumboundary.elem[1]);
}
vec2 CurlingStone::GetForce()
{
return force;
}
void CurlingStone::SetForce(vec2 f)
{
if (f.elem[1] < 0) {
f.elem[0] = 0;
f.elem[1] = 0;
}
is_moving = f.Magnitude() > SMALL_FORCE;
force = f;
}
vec2 CurlingStone::GetAcceleration()
{
return acceleration;
}
void CurlingStone::SetAcceleration(vec2 acc)
{
if (acc.elem[1] < 0 || acc.Magnitude() <= SMALL_FORCE ) {
acc.elem[0] = 0;
acc.elem[1] = 0;
}
acceleration = acc;
}
// Get - set function for velocity of stone
vec2 CurlingStone::GetVelocity()
{
return velocity;
}
void CurlingStone::SetVelocity(vec2 vel)
{
if (vel.elem[1] < 0) {
vel.elem[0] = 0;
vel.elem[1] = 0;
}
velocity = vel;
}
// Get - set function for position of the stone
vec2 CurlingStone::GetPosition()
{
return position;
}
void CurlingStone::SetPosition(vec2 pos)
{
position = pos;
}
// Get function for the radius of stone
float CurlingStone::GetRadius()
{
return radius;
}
// Function to reset the stone
void CurlingStone::Reset()
{
is_moving = false;
is_draw = false;
SetPosition(init_position);
SetForce({ 0, 0 });
SetVelocity({ 0, 0 });
SetAcceleration({ 0, 0 });
}
// Function to check if the stone is colliding with
//int CurlingStone::IsColliding(std::vector<CurlingStone> stones)
//{
// int is_collide = -1;
//
// for (int i = 0; i < stones.size(); i++)
// {
// if (ball_index != stones.at(i).ball_index && stones.at(i).is_draw && is_draw)
// {
// float distance = pow((GetPosition().elem[0] - stones.at(i).GetPosition().elem[0]), 2) + pow((GetPosition().elem[1] - stones.at(i).GetPosition().elem[1]), 2);
// float radii = pow(radius + stones.at(i).radius, 2);
// is_collide = distance <= radii ? i : -1;
// if (is_collide >= 0) { break; }
// }
// }
//
//
// return is_collide;
//}
// Function to check if the stone is colliding with other stones
bool CurlingStone::IsCollidingWihOther(CurlingStone stone)
{
if (stone.is_draw && is_draw )
{
float distance = pow((GetPosition().elem[0] - stone.GetPosition().elem[0]), 2) + pow((GetPosition().elem[1] - stone.GetPosition().elem[1]), 2);
float radii = pow(radius + stone.radius, 2);
return distance <= radii;
}
else {
return false;
}
}
/*==========================================================================
For teams/Players and scores
===========================================================================*/
// Creating a void constructor
Team::Team() {}
// init stones for each team.
Team::Team(std::string teamname, sheet_dim dim, bool is_solid) : name(teamname), dim(dim)
{
// Curling stones fired from the center of source position in the direction of beam
CurlingStone stone = CurlingStone(dim.hack_circles[0].center, dim.BL, dim.TR);
stone.is_filled = is_solid;
for (int i = 0; i <= NUM_BALLS; i++) {
stones.push_back(stone);
}
}
void Team::Update(int ms)
{
for (int i = 0; i < NUM_BALLS; i++)
{
if (stones.at(i).is_moving)
{
break;
}
if (stones.at(i).is_draw && !stones.at(i).is_moving && last_ball_checked + 1 == i)
{
last_ball_checked = i;
float stone_position_y = stones.at(i).GetPosition().elem[1];
float house_line_1_y = this->dim.hog_line_house_start.elem[1];
if (stone_position_y > house_line_1_y && stone_position_y <= this->dim.TL.elem[1] && stones.at(i).IsHittingBoundary())
{
score += 10;
}
else
{
if (!stones.at(i).IsHittingBoundary())
{
score -= 5;
}
}
break;
}
/*if (score < 0) {
score = 0;
}*/
}
}