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https://github.com/UOH-CS-Level5/551455-graphics-programming-2526-the-repo-Zyb3rWolfi.git
synced 2025-11-29 00:43:08 +00:00
added bus
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@ -31,6 +31,7 @@ namespace TheLabs
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private RenderObject _cubeObject2;
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private RenderObject _circleObject;
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private RenderObject _cylinderObject;
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private Bus _bus;
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private Vector3 _cameraPosition = new Vector3(0.0f, 0.0f, -3.0f);
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private Vector3 _cameraFront = new Vector3(0.0f, 0.0f, -1.0f);
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@ -65,23 +66,16 @@ namespace TheLabs
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GL.ClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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GL.Enable(EnableCap.DepthTest);
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_camera = new Camera(_cameraPosition, _cameraFront, _cameraUp);
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CursorState = CursorState.Grabbed;
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_shader = new Shader("Shaders/shader.vert", "Shaders/shader.frag");
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_cubeMesh = ShapeFactory.CreateTexturedCube();
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_circleMesh = ShapeFactory.CreateTexturedCircle();
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_cylinderMesh = ShapeFactory.CreateTexturedCylinder();
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_cubeTexture = new Texture("Textures/stone.jpg");
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_cubeTexture = new Texture("Textures/placeholder.png");
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_cubeTexture2 = new Texture("Textures/placeholder.png");
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_cubeObject = new RenderObject(_cubeMesh, _shader, _cubeTexture);
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_cubeObject2 = new RenderObject(_cubeMesh, _shader, _cubeTexture2);
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_circleObject = new RenderObject(_circleMesh, _shader, _cubeTexture);
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_cylinderObject = new RenderObject(_cylinderMesh, _shader, _cubeTexture2);
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_cylinderObject.Position = new Vector3(-2.5f, 0.0f, 0.0f);
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_cubeObject.Position = new Vector3(-1.5f, 0.0f, 0.0f);
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_cubeObject2.Position = new Vector3(1.5f, 0.0f, 0.0f);
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_circleObject.Position = new Vector3(2.5f, 0.0f, 0.0f);
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_cubeObject.Scale = new Vector3(0.5f, 0.5f, 0.5f);
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_cubeObject2.Scale = new Vector3(0.5f, 0.5f, 0.5f);
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_bus = new Bus(_cubeTexture, _shader);
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}
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@ -93,8 +87,8 @@ namespace TheLabs
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base.OnRenderFrame(e);
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// Clear the color buffer and the depth buffer
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GL.Clear(ClearBufferMask.DepthBufferBit | ClearBufferMask.ColorBufferBit);
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_cubeObject.Rotation = Quaternion.FromEulerAngles(_rotation * 0.5f, _rotation, 0); //
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_cubeObject2.Rotation = Quaternion.FromEulerAngles(-_rotation * 0.5f, -_rotation, 0);
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//_cubeObject.Rotation = Quaternion.FromEulerAngles(_rotation * 0.5f, _rotation, 0); //
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//_cubeObject2.Rotation = Quaternion.FromEulerAngles(-_rotation * 0.5f, -_rotation, 0);
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// --- Set up Camera ---
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Matrix4 view = _camera.LookAt();
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@ -112,10 +106,8 @@ namespace TheLabs
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100.0f
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);
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_cubeObject.Draw(view, projection);
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_cubeObject2.Draw(view, projection);
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_circleObject.Draw(view, projection);
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_cylinderObject.Draw(view, projection);
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// --- Draw Scene Objects ---
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_bus.DrawBus(view, projection);
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SwapBuffers();
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}
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@ -10,7 +10,7 @@ namespace TheLabs
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{
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var nativeWindowSettings = new NativeWindowSettings
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{
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Size = new Vector2i(800, 600),
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Size = new Vector2i(1920, 1080),
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Title = "My OpenTK Example Program"
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};
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MyVector myVector = new MyVector(30, 40, 0);
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@ -11,6 +11,7 @@ public class RenderObject
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public Texture Texture;
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public Vector3 Position = Vector3.Zero;
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public Matrix4 Transform = Matrix4.Identity;
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public Quaternion Rotation = Quaternion.Identity;
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public Vector3 Scale = Vector3.One;
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90
TheRepo/TheLabs/Shapes/Bus.cs
Normal file
90
TheRepo/TheLabs/Shapes/Bus.cs
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@ -0,0 +1,90 @@
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using LearnOpenTK.Common;
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using OpenTK.Mathematics;
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namespace TheLabs.Shapes;
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public class Bus
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{
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private Mesh _wheelMesh;
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private RenderObject _wheelObject;
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private Texture _wheelTexture;
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private Shader _wheelShader;
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private Texture _bodyTexture;
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public Bus(Texture texture, Shader shader)
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{
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_wheelTexture = new Texture("Textures/rubber.jpg");
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_wheelShader = shader;
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_bodyTexture = new Texture("Textures/rust.png");
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}
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public void DrawWheel(Matrix4 view, Matrix4 projection, Vector3 position)
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{
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Matrix4 localTransform = Matrix4.Identity;
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//Matrix4 comboTransform = localTransform * _wheelObject.Transform;
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_wheelMesh = ShapeFactory.CreateTexturedCylinder();
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_wheelObject = new RenderObject(_wheelMesh, _wheelShader, _wheelTexture);
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// Front Left Wheel
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_wheelObject.Position = new Vector3(position);
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_wheelObject.Scale = new Vector3(0.3f, 0.1f, 0.2f);
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_wheelObject.Rotation = Quaternion.FromAxisAngle(Vector3.UnitX, MathHelper.DegreesToRadians(90.0f));
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_wheelObject.Draw(view, projection);
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}
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public void drawBody(Matrix4 view, Matrix4 projection)
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{
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Mesh bodyMesh = ShapeFactory.CreateTexturedCube();
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RenderObject bodyObject = new RenderObject(bodyMesh, _wheelShader, _bodyTexture);
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bodyObject.Position = new Vector3(0.0f, 0.0f, 0.0f);
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bodyObject.Scale = new Vector3(1.5f, 0.5f, 0.5f);
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bodyObject.Draw(view, projection);
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}
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private void drawRoof(Matrix4 view, Matrix4 projection)
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{
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Mesh roofMesh = ShapeFactory.CreateTexturedCylinder();
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RenderObject roofObject = new RenderObject(roofMesh, _wheelShader, _bodyTexture);
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roofObject.Position = new Vector3(0.0f, 0.25f, 0.0f);
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roofObject.Scale = new Vector3(0.5f, 1.5f, .25f);
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roofObject.Rotation = Quaternion.FromAxisAngle(Vector3.UnitY, MathHelper.DegreesToRadians(90.0f));
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roofObject.Rotation *= Quaternion.FromAxisAngle(Vector3.UnitX, MathHelper.DegreesToRadians(90.0f));
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roofObject.Draw(view, projection);
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}
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public void DrawBus(Matrix4 view, Matrix4 projection)
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{
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// Drawing 4 wheels
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float xOffset = 0.4f; // Reduced to bring wheels closer to the body
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float zOffset = 0.28f; // Reduced to bring front and back wheels closer
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float yOffset = -0.3f; // Adjusted to ensure wheels touch the body
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// Drawing 4 wheels
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for (int i = 0; i < 4; i++)
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{
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float xPosition = (i % 2 == 0) ? -xOffset : xOffset; // Left or Right
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float zPosition = (i < 2) ? zOffset : -zOffset; // Front or Back
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DrawWheel(view, projection, new Vector3(xPosition, yOffset, zPosition));
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}
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// Drawing the body
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drawBody(view, projection);
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// Drawing the roof
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drawRoof(view, projection);
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}
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}
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