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// Copyright (C) 2001--2002 Sam Varner
//
// This file is part of Vamos Automotive Simulator.
//
// Vamos 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.
//
// Vamos 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 Vamos. If not, see <http://www.gnu.org/licenses/>.
#ifndef _MATERIAL_H_
#define _MATERIAL_H_
#include "../geometry/Three_Vector.h"
#include "../geometry/Two_Vector.h"
#include <string>
namespace Vamos_Geometry
{
class Material
{
public:
enum Material_Type
{
RUBBER,
METAL,
ASPHALT,
CONCRETE,
KERB,
GRASS,
GRAVEL,
DIRT,
AIR,
UNKNOWN
};
private:
Material_Type m_type;
// The frictional properties of the car are muliplied by these factors
// for this particular surface. They should all be 1.0 for pavement.
double m_friction_factor;
double m_restitution_factor;
double m_rolling_resistance_factor;
double m_drag_factor;
Two_Vector m_bump_amplitude;
double m_bump_wavelength;
std::string m_texture_file_name;
bool m_smooth;
bool m_mip_map;
double m_width;
double m_height;
public:
Material (Material_Type type,
double friction,
double restitution,
double rolling,
double drag,
const Two_Vector& bump_amplitude,
double bump_wavelength,
std::string texture_file_name,
bool smooth,
bool mip_map,
double width,
double height);
Material (Material_Type = UNKNOWN,
double friction = 1.0,
double restitution = 1.0);
std::string texture_file_name () const { return m_texture_file_name; }
double friction_factor () const { return m_friction_factor; }
double rolling_resistance_factor () const
{ return m_rolling_resistance_factor; }
double drag_factor () const { return m_drag_factor; }
double restitution_factor () const { return m_restitution_factor; }
Three_Vector bump (double x, double y) const;
Material_Type type () const { return m_type; }
bool smooth () const { return m_smooth; }
bool mip_map () const { return m_mip_map; }
double width () const { return m_width; }
double height () const { return m_height; }
};
}
#endif