| 1 | /*!  | 
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| 2 |     \file coordinates.h | 
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| 3 |     \brief Basic coordinate system definitions | 
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| 4 | */  | 
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| 5 |  | 
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| 6 | #ifndef COORDINATES_H | 
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| 7 | #define COORDINATES_H | 
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| 8 |  | 
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| 9 | #include "vector.h" | 
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| 10 |  | 
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| 11 | class Track; | 
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| 12 |  | 
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| 13 | //! Coordinates relative to track | 
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| 14 | /** | 
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| 15 |   This identifies the position of an object on the track system | 
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| 16 | */ | 
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| 17 | typedef struct | 
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| 18 | { | 
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| 19 |   unsigned long part;   //!< ID of the track part the object is on | 
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| 20 |   Track* track;         //!< This is the current Track to which the Entity belongs to | 
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| 21 |   float dist;           //!< The distance that has already been traveled on the track | 
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| 22 |   Vector pos;           //!< The position relative to the offset marked by the distance already covered - this is mostly for user interaction/control | 
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| 23 |   Quaternion rot;       //!< The direction the object is heading (relative to track direction) | 
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| 24 | } Location; | 
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| 25 |  | 
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| 26 | //! Absolute coordinates | 
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| 27 | /** | 
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| 28 |   This is used to store the position of a object in the rendered coordinate system | 
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| 29 | */ | 
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| 30 | typedef struct | 
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| 31 | { | 
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| 32 |   Vector pos;              //!< Absolute x/y/z coordinates | 
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| 33 |   Quaternion rot;          //!< Absolute orientation | 
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| 34 | } Placement; | 
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| 35 |  | 
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| 36 |  | 
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| 37 | /////////////////////////////////////////////////////////////////// | 
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| 38 | ////////  NEW COORDINATES, because the old ones were a bit fuzy  // | 
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| 39 | /////////////////////////////////////////////////////////////////// | 
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| 40 | enum COORD_TYPE {WORLD, TRACK, LOCAL}; | 
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| 41 |  | 
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| 42 | typedef struct | 
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| 43 | { | 
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| 44 |   Vector position; | 
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| 45 |   Quaternion rotation; | 
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| 46 | } Coord; | 
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| 47 |  | 
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| 48 | //! A class to handle coordinates of Objects. | 
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| 49 | class Coordinate | 
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| 50 | { | 
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| 51 |  private: | 
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| 52 |   Coord worldCoord; | 
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| 53 |  | 
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| 54 |  public: | 
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| 55 |  | 
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| 56 |   void setCoord (Coord coordinate, COORD_TYPE cType); | 
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| 57 |   void setPosition (Vector position, COORD_TYPE cType); | 
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| 58 |   void setRotation (Quaternion rotation, COORD_TYPE cType); | 
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| 59 |  | 
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| 60 |   void move (Vector, COORD_TYPE cType); // just move a Object | 
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| 61 |  | 
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| 62 |   Coord getCoord (COORD_TYPE cType) const;  | 
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| 63 |   Vector getPosition (COORD_TYPE cType) const;  | 
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| 64 |   Quaternion getRotation (COORD_TYPE cType) const;  | 
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| 65 | }; | 
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| 66 |  | 
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| 67 |  | 
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| 68 |  | 
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| 69 |  | 
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| 70 |  | 
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| 71 | //! World coordinates: | 
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| 72 | /** | 
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| 73 |    Absolute coordinates in 3D-space are defined as the coordinates, an Entity has in respect to the absolute Zero point | 
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| 74 | */ | 
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| 75 | typedef struct | 
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| 76 | { | 
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| 77 |   Vector position;  //!< absolute position of the Object (the one opengl has to know) | 
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| 78 |   Quaternion rot;   //!< absolute rotation | 
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| 79 | } WorldCoord; | 
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| 80 |  | 
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| 81 | typedef struct | 
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| 82 | { | 
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| 83 |   Vector position;  //!< The Vector from the current Path-Position to the Entity. (worldCoord->position - track->worldCoord->position) | 
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| 84 |   Quaternion rot;   //!< rotation an entity has to the track. | 
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| 85 | } TrackCoord; | 
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| 86 |  | 
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| 87 | typedef struct | 
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| 88 | { | 
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| 89 |   Vector position;  //!< the coordinate to the object itself. This shoud be 0 for an entity. (can be used for explosions on the ship, shoot and so on.) | 
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| 90 |   Quaternion rot;   //!< the Rotation of an object itself. (to easily shoot in different directions) | 
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| 91 | } LocalCoord; | 
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| 92 |  | 
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| 93 | #endif | 
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