stk-code_catmod/src/tracks/graph_structure.hpp

92 lines
2.9 KiB
C++

//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2015 SuperTuxKart Team
//
// 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_GRAPH_STRUCTURE_HPP
#define HEADER_GRAPH_STRUCTURE_HPP
#include <string>
#include <dimension2d.h>
#include <SColor.h>
#include "graphics/render_target.hpp"
#include "utils/vec3.hpp"
#include "utils/no_copy.hpp"
namespace irr
{
namespace scene { class ISceneNode; class IMesh; class IMeshBuffer; }
namespace video { class ITexture; struct S3DVertex; }
}
using namespace irr;
/**
* \brief Virtual base class for a graph structure.
* This is mainly used for drawing minimap in game.
*
* \ingroup tracks
*/
class GraphStructure : public NoCopy
{
protected:
void cleanupDebugMesh();
void destroyRTT();
private:
/** The render target used for drawing the minimap */
std::unique_ptr<RenderTarget> m_render_target;
/** The node of the graph mesh. */
scene::ISceneNode *m_node;
/** The mesh of the graph mesh. */
scene::IMesh *m_mesh;
/** The actual mesh buffer storing the graph. */
scene::IMeshBuffer *m_mesh_buffer;
/** The minimum coordinates of the graph. */
Vec3 m_min_coord;
/** Scaling for mini map. */
float m_scaling;
void createMesh(bool show_invisible=true,
bool enable_transparency=false,
const video::SColor *track_color=NULL);
virtual void set3DVerticesOfGraph(int i, video::S3DVertex *v,
const video::SColor &color) const = 0;
virtual void getGraphBoundingBox(Vec3 *min, Vec3 *max) const = 0;
virtual const bool isNodeInvisible(int n) const = 0;
virtual const bool isNodeInvalid(int n) const = 0;
virtual const bool hasLapLine() const = 0;
public:
GraphStructure();
virtual ~GraphStructure() {};
void createDebugMesh();
RenderTarget* makeMiniMap(const core::dimension2du &where,
const std::string &name,
const video::SColor &fill_color);
void mapPoint2MiniMap(const Vec3 &xyz, Vec3 *out) const;
virtual const unsigned int getNumNodes() const = 0;
}; // GraphStructure
#endif