stk-code_catmod/src/tracks/quad.hpp
hikerstk bced8cdb9f Merged with trunk, part 1 (due to previous failures I am splitting this
patch).


git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/uni@14605 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-02 04:27:55 +00:00

85 lines
3.1 KiB
C++

//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2009-2013 Joerg Henrichs
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef HEADER_QUAD_HPP
#define HEADER_QUAD_HPP
#include <SColor.h>
#include "utils/vec3.hpp"
namespace irr
{
namespace video { struct S3DVertex; }
}
using namespace irr;
class btTransform;
/**
* \ingroup tracks
*/
class Quad
{
private:
/** The four points of a quad. */
Vec3 m_p[4];
/** The center of all four points, which is used by the AI.
* This saves some computations at runtime. */
Vec3 m_center;
/** The minimum height of the quad, used in case that several quads
* are on top of each other when determining the sector a kart is on. */
float m_min_height;
/** The maximum height of the quad, used together with m_min_height
* to distinguish between quads which are on top of each other. */
float m_max_height;
/** Set to true if this quad should not be shown in the minimap. */
bool m_invisible;
/** Set if this quad should not be used by the AI. */
bool m_ai_ignore;
public:
Quad(const Vec3 &p0, const Vec3 &p1, const Vec3 &p2, const Vec3 &p3,
bool invis=false, bool ai_ignore=false);
void getVertices(video::S3DVertex *v, const video::SColor &color) const;
bool pointInQuad(const Vec3& p) const;
void transform(const btTransform &t, Quad *result) const;
// ------------------------------------------------------------------------
/** Returns the i-th. point of a quad. */
const Vec3& operator[](int i) const {return m_p[i]; }
// ------------------------------------------------------------------------
/** Returns the center of a quad. */
const Vec3& getCenter () const {return m_center; }
// ------------------------------------------------------------------------
/** Returns the minimum height of a quad. */
float getMinHeight() const { return m_min_height; }
// ------------------------------------------------------------------------
/** Returns true of this quad is invisible, i.e. not to be shown in
* the minimap. */
bool isInvisible() const { return m_invisible; }
// ------------------------------------------------------------------------
/** True if this quad should be ignored by the AI. */
bool letAIIgnore() const { return m_ai_ignore; }
}; // class Quad
#endif