6daa2ef2d0
2) Cleanup of old unused, and non-bullet code 3) Fixed wheelies, though they are currently still disabled in the stk_config.data file since the AI crashes with the new wheelie implementation. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1365 178a84e3-b1eb-0310-8ba1-8eac791a3b58
52 lines
2.1 KiB
C++
52 lines
2.1 KiB
C++
// $Id: terrain_info.hpp 1284 2007-11-08 12:31:54Z hikerstk $
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//
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2007 Joerg Henrichs
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTe ABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef HEADER_TERRAIN_INFO_H
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#define HEADER_TERRAIN_INFO_H
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#include "btBulletDynamicsCommon.h"
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#include "material.hpp"
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/** This class stores information about the triangle that's under an object, i.e.:
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* the normal, a pointer to the material, and the height above th
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*/
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class TerrainInfo
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{
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private:
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int m_HoT_frequency; // how often hight of terrain is computed
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int m_HoT_counter; // compute HAT only every N timesteps
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btVector3 m_normal; // normal of the triangle under the object
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const Material *m_material; // material of the triangle under the object
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float m_HoT; // height of terrain
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public:
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TerrainInfo(int frequency=1) {m_HoT_frequency=frequency;
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m_HoT_counter=frequency; }
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TerrainInfo(btVector3 &pos, int frequency=1);
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virtual ~TerrainInfo() {};
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virtual void update(btVector3 &pos);
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float getHoT() const { return m_HoT; }
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const Material* getMaterial() const { return m_material; }
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const btVector3& getNormal() const { return m_normal; }
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float getTerrainPitch(float heading) const;
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}; // TerrainInfo
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#endif
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