+#include "beamgate.h"
#include "layout.h"
#include "signal.h"
#include "track.h"
+#include "utility.h"
#include "vehicle.h"
using namespace std;
{
// South, 15° from zenith
sun.set_position(0, -0.259, 0.966, 0);
+ sun.set_diffuse(GL::Color(0.9));
+ lighting.set_ambient(GL::Color(0.4));
lighting.attach(0, sun);
layout.signal_object_added.connect(sigc::mem_fun(this, &Layout3D::object_added));
Layout3D::~Layout3D()
{
+ while(!utilities.empty())
+ delete *utilities.begin();
while(!objects.empty())
delete objects.begin()->second;
}
insert_unique(objects, &o.get_object(), &o);
}
-Object3D &Layout3D::get(Object &o) const
+Object3D &Layout3D::get_3d(Object &o) const
{
return *get_item(objects, &o);
}
objects.erase(&o.get_object());
}
+void Layout3D::add(Utility3D &u)
+{
+ utilities.insert(&u);
+}
+
+void Layout3D::remove(Utility3D &u)
+{
+ utilities.erase(&u);
+}
+
void Layout3D::object_added(Object &o)
{
if(Track *t = dynamic_cast<Track *>(&o))
new Signal3D(*this, *s);
else if(Vehicle *v = dynamic_cast<Vehicle *>(&o))
new Vehicle3D(*this, *v);
+ else if(BeamGate *g = dynamic_cast<BeamGate *>(&o))
+ new BeamGate3D(*this, *g);
}
void Layout3D::object_removed(Object &o)