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//  World.h - handles interactions between a car and its environment.
//    Vamos Automotive Simulator
//  Copyright (C) 2001--2004 Sam Varner
//  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 2 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
//  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 _WORLD_H_
#define _WORLD_H_

#include <vamos/body/Car.h>
#include <vamos/geometry/Material.h>
#include <vamos/geometry/Three_Vector.h>
//#include <vamos/track/Track.h>
//#include <vamos/track/Strip_Track.h>
//#include <vamos/track/Road_Segment.h>

#include "track.h"

#include <vector>

namespace Vamos_World
  typedef Vamos_Geometry::Material::Material_Type Mat_Type;

  class Times
      friend class Timing_Info;

      double m_current;
      double m_previous;
      double m_best;
      double m_difference;

      Times ();
      void update (double time_step);
      void finalize ();
      void reset ();

  class Timing_Info
      Times m_lap_times;
      std::vector <Times> ma_sector_times;

      int m_sector;
      int m_previous_sector;
      double m_distance;

      void update_sector_info (int sector);
      void update_times (int sector, double time_step);

      Timing_Info ();

      void reset ();
      void update (double time_step, double distance, int sector);

      int get_sector () const { return m_sector; }
      int get_previous_sector () const { return m_previous_sector; }
      double get_distance () const { return m_distance; }

      double get_lap_time () const { return m_lap_times.m_current; }
      double get_previous_lap_time () const { return m_lap_times.m_previous; }
      double get_best_lap_time () const { return m_lap_times.m_best; }
      double get_lap_time_difference () const { return m_lap_times.m_difference; }

      double get_sector_time () const
      { return ma_sector_times [m_sector].m_current; }
      double get_previous_sector_time () const
      { return ma_sector_times [m_previous_sector].m_previous; }
      double get_previous_sector_time_difference () const 
      { return ma_sector_times [m_previous_sector].m_difference; }
      double get_best_sector_time (int sector) const
      { return (size_t (sector) < ma_sector_times.size ()) 
            ? ma_sector_times [sector].m_best : 0.0; }

  struct Car_Information
      Car_Information (Vamos_Body::Car* new_car) 
        : segment_index (0), car (new_car) {};

      Timing_Info timing;
      size_t segment_index;
      Vamos_Body::Car* car;

      void reset ();

  struct Contact_Info
      Contact_Info (Vamos_Body::Car* car_in, 
                          Mat_Type car_material_type, 
                          Mat_Type track_material_type,
                          double par_speed, double perp_speed)
        : car (car_in),
            car_material (car_material_type),
            track_material (track_material_type),
            parallel_speed (par_speed),
            perpendicular_speed (perp_speed)

      Vamos_Body::Car* car;
      Mat_Type car_material;
      Mat_Type track_material;
      double parallel_speed;
      double perpendicular_speed;

  class World
      size_t m_focused_car_index;

//  protected:
      std::vector <Car_Information> m_cars;
      //Vamos_Track::Strip_Track* mp_track;
      TRACK * p_track;
//    Atmosphere* mp_atmosphere;

      double m_gravity;

      std::vector <Contact_Info> m_contact_info;

      void reset ();
      void reset (bool all);
      void reset (Car_Information * cartoreset);
      void restart ();

      Car_Information* focused_car ();

//  public:
      World (TRACK * track);
      ~World ();

      void interact (Vamos_Body::Car* car, size_t segment_index);
      void collide (Vamos_Body::Car* car1, Vamos_Body::Car* car2);
      void gravity (double g);
      void add_car (Vamos_Body::Car* car);
      void set_focused_car (size_t car_index);
      void focus_other_car (int delta);

#endif // not _WORLD_H_

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