-#include <algorithm>
-#include <fstream>
-#include <msp/gl/rendermode.h>
-#include <msp/gl/select.h>
-#include <msp/gl/texture.h>
-#include <msp/parser/parser.h>
+#include "beamgate.h"
#include "layout.h"
+#include "signal.h"
+#include "terrain.h"
+#include "track.h"
+#include "utility.h"
+#include "vehicle.h"
using namespace std;
using namespace Msp;
-namespace Marklin {
+namespace R2C2 {
Layout3D::Layout3D(Layout &l):
layout(l),
- quality(4)
+ catalogue(layout.get_catalogue())
{
- layout.signal_track_added.connect(sigc::mem_fun(this, &Layout3D::track_added));
- layout.signal_track_removed.connect(sigc::mem_fun(this, &Layout3D::track_removed));
+ // South, 15° from zenith
+ sun.set_position(GL::Vector4(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));
+ layout.signal_object_removed.connect(sigc::mem_fun(this, &Layout3D::object_removed));
+
+ const set<Object *> &lobjs = layout.get_all<Object>();
+ for(set<Object *>::iterator i=lobjs.begin(); i!=lobjs.end(); ++i)
+ object_added(**i);
}
Layout3D::~Layout3D()
{
- for(Track3DSeq::iterator i=tracks.begin(); i!=tracks.end(); ++i)
- delete *i;
+ while(!utilities.empty())
+ delete *utilities.begin();
+ while(!objects.empty())
+ delete objects.begin()->second;
}
-void Layout3D::set_quality(unsigned q)
+void Layout3D::add(Object3D &o)
{
- quality=q;
- for(Track3DSeq::iterator i=tracks.begin(); i!=tracks.end(); ++i)
- (*i)->set_quality(quality);
+ insert_unique(objects, &o.get_object(), &o);
}
-void Layout3D::render(bool endpoints)
+Object3D &Layout3D::get_3d(Object &o) const
{
- GL::Texture::unbind();
- glEnable(GL_DEPTH_TEST);
-
- for(Track3DSeq::iterator i=tracks.begin(); i!=tracks.end(); ++i)
- (*i)->render();
-
- if(endpoints)
- {
- glDepthMask(false);
- for(Track3DSeq::iterator i=tracks.begin(); i!=tracks.end(); ++i)
- (*i)->render_endpoints();
- glDepthMask(true);
- }
+ return *get_item(objects, &o);
}
-Track3D *Layout3D::get_track(const Track *t)
+void Layout3D::remove(Object3D &o)
{
- for(Track3DSeq::iterator i=tracks.begin(); i!=tracks.end(); ++i)
- if(&(*i)->get_track()==t)
- return *i;
-
- return 0;
+ objects.erase(&o.get_object());
}
-Track3D *Layout3D::pick_track(float x, float y, float size)
+void Layout3D::add(Utility3D &u)
{
- vector<GL::SelectRecord> select_buf;
- GL::select_buffer(select_buf);
- GL::render_mode(GL::SELECT);
-
- glPushMatrix();
- glLoadIdentity();
-
- double clip[4];
- clip[0]=1;
- clip[1]=0;
- clip[2]=x-size;
- clip[3]=0;
- glClipPlane(GL_CLIP_PLANE0, clip);
- glEnable(GL_CLIP_PLANE0);
-
- clip[0]=-1;
- clip[2]=-(x+size);
- glClipPlane(GL_CLIP_PLANE1, clip);
- glEnable(GL_CLIP_PLANE1);
-
- clip[0]=0;
- clip[1]=1;
- clip[2]=y-size;
- glClipPlane(GL_CLIP_PLANE2, clip);
- glEnable(GL_CLIP_PLANE2);
-
- clip[1]=-1;
- clip[2]=-(y+size);
- glClipPlane(GL_CLIP_PLANE3, clip);
- glEnable(GL_CLIP_PLANE3);
-
- glPopMatrix();
-
- render();
-
- glDisable(GL_CLIP_PLANE0);
- glDisable(GL_CLIP_PLANE1);
- glDisable(GL_CLIP_PLANE2);
- glDisable(GL_CLIP_PLANE3);
-
- GL::render_mode(GL::RENDER);
- Track3D *track=0;
- unsigned track_depth=numeric_limits<unsigned>::max();
- for(vector<GL::SelectRecord>::iterator i=select_buf.begin(); i!=select_buf.end(); ++i)
- if(i->min_depth<track_depth)
- {
- track=reinterpret_cast<Track3D *>(i->names.back());
- track_depth=i->min_depth;
- }
+ utilities.insert(&u);
+}
- return track;
+void Layout3D::remove(Utility3D &u)
+{
+ utilities.erase(&u);
}
-void Layout3D::track_added(Track *t)
+void Layout3D::object_added(Object &o)
{
- tracks.push_back(new Track3D(*t, quality));
+ if(Track *t = dynamic_cast<Track *>(&o))
+ new Track3D(*this, *t);
+ else if(Signal *s = dynamic_cast<Signal *>(&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);
+ else if(Terrain *r = dynamic_cast<Terrain *>(&o))
+ new Terrain3D(*this, *r);
}
-void Layout3D::track_removed(Track *t)
+void Layout3D::object_removed(Object &o)
{
- for(Track3DSeq::iterator i=tracks.begin(); i!=tracks.end(); ++i)
- if(&(*i)->get_track()==t)
- {
- delete *i;
- tracks.erase(i);
- return;
- }
+ ObjectMap::iterator i = objects.find(&o);
+ if(i!=objects.end())
+ delete i->second;
}
-} // namespace Marklin
+} // namespace R2C2