delete *i;
}
-void Track3D::get_bounds(float angle, Point &minp, Point &maxp) const
+void Track3D::get_bounds(float angle, Vector &minp, Vector &maxp) const
{
type.get_bounds(angle-track.get_rotation(), minp, maxp);
float c = cos(-angle);
float s = sin(-angle);
- const Point &pos = track.get_position();
+ const Vector &pos = track.get_position();
minp.x += c*pos.x-s*pos.y;
maxp.x += c*pos.x-s*pos.y;
minp.y += s*pos.x+c*pos.y;
minp.z += slope;
}
-Point Track3D::get_node() const
+Vector Track3D::get_node() const
{
- const Point &pos = track.get_position();
- Point minp;
- Point maxp;
+ const Vector &pos = track.get_position();
+ Vector minp;
+ Vector maxp;
type.get_bounds(0, minp, maxp);
float rot = track.get_rotation();
float c = cos(rot);
float s = sin(rot);
- Point center((minp.x+maxp.x)/2, (minp.y+maxp.y)/2, 0);
- return Point(pos.x+c*center.x-s*center.y, pos.y+s*center.x+c*center.y, pos.z+0.02);
+ Vector center((minp.x+maxp.x)/2, (minp.y+maxp.y)/2, 0);
+ return Vector(pos.x+c*center.x-s*center.y, pos.y+s*center.x+c*center.y, pos.z+0.02);
}
GL::Matrix Track3D::get_matrix() const
{
- const Point &pos = track.get_position();
+ const Vector &pos = track.get_position();
float rot = track.get_rotation();
GL::Matrix matrix;