Finding where the ball hits a segment, Computer Graphics

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You will write a two-dimensional precursor of the three-dimensional bouncing ball simulation that is one of your choices for a ?nal project. This involves adding functions to your Frame and Polyline classes, creating a new base component, Polybounce, which has the same role as your Animation class from assignment 6 and updating your main program and Display class to support the new functionality.

Note that you are extending Frame and Polyline. These should continue to work with your earlier applications.

Procedure

1. Modify your Animation class to include an instance of Ball but just a single Frame. Make sure to add the Ball to your reDisplay function. Initialize the ball with a reasonable radius (I used 0.1), your favorite color, at position h0.5, 0.5i (which should be the center of your initial world window) and a reasonably small velocity (h0.05.0.05i works well). So your initialization may look like

_b = Ball(0.1,
GLTYPES::GLred3,
GLTYPES::Coord2(0.5,0.5,1),
GLTYPES::Coord2(0.05,0.05,0))

  • main program

- Display
∗ instance of Polybounce
∗ other components
∗ callback functions
∗ animation timer
∗ plumbing between components
∗ This is not a component. It is the class that initializes the display and partitions it between the components. It knows screenheight andscreenwidth.

- Callback wrappers
- main()


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