Allow the camera to follow the ball
But when the ground is not textured, this looks just as if the ball was not moving… :(
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baaa5e4057
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8051f4203f
3 changed files with 23 additions and 5 deletions
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@ -52,6 +52,7 @@ int main(int argc, char** argv) {
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ground_mesh.get_mesh()->set_color(Color(0.13, 0.82, 0.21));
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render.add_mesh(ground_mesh.get_mesh());
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}
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//render.follow_implicit_position(ball.get_surface());
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render.set_idle_func(periodic_update);
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render.add_kb_handler(periodic_kb_handler);
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@ -12,7 +12,7 @@ GlutRender& GlutRender::get_instance() {
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return instance;
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}
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GlutRender::GlutRender() {
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GlutRender::GlutRender() : followed_implicit(nullptr) {
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std::default_random_engine rand_engine(time(NULL));
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std::uniform_real_distribution<double> distribution;
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rand_color = std::bind(distribution, rand_engine);
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@ -97,6 +97,10 @@ void GlutRender::add_kb_handler(GlutRender::kb_handler_t handler) {
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kb_handlers.push_back(handler);
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}
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void GlutRender::follow_implicit_position(const ImplicitSurface* surf) {
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followed_implicit = surf;
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}
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void GlutRender::reshape(int wid, int hei) {
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if (hei == 0)
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hei = 1;
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@ -187,10 +191,19 @@ void GlutRender::display() {
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// Camera position and orientation
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glLoadIdentity();
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//glTranslatef(1., 2., -10.);
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gluLookAt(0, 2.5, -10,
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0, 2.5, 0,
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0, 1, 0);
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Point look_from(0, 2.5, -10);
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if(followed_implicit != nullptr) {
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const Point& look_at = followed_implicit->getCenter();
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gluLookAt(look_from.x, look_from.y, look_from.z,
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look_at.x, look_from.y, look_at.z,
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0, 1, 0);
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}
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else {
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gluLookAt(look_from.x, look_from.y, look_from.z,
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0, 2.5, 0,
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0, 1, 0);
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}
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for(Mesh* mesh: meshes) {
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display_mesh(*mesh);
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@ -30,6 +30,8 @@ class GlutRender {
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void add_kb_handler(kb_handler_t handler);
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void follow_implicit_position(const ImplicitSurface* surf);
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private:
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struct SurfaceDetails {
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SurfaceDetails(ImplicitSurface* surf, const Cuboid& box,
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@ -68,4 +70,6 @@ class GlutRender {
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std::set<SurfaceDetails> surfaces;
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std::vector<kb_handler_t> kb_handlers;
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const ImplicitSurface* followed_implicit;
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};
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