mirror of
https://github.com/UOH-CS-Level5/551455-graphics-programming-2526-the-repo-Zyb3rWolfi.git
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90 lines
3.0 KiB
C#
90 lines
3.0 KiB
C#
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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} |