+#include "beamgate.h"
#include "layout.h"
#include "signal.h"
+#include "terrain.h"
#include "track.h"
+#include "utility.h"
#include "vehicle.h"
using namespace std;
catalogue(layout.get_catalogue())
{
// South, 15° from zenith
- sun.set_position(0, -0.259, 0.966, 0);
+ 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));
Layout3D::~Layout3D()
{
+ while(!utilities.empty())
+ delete *utilities.begin();
while(!objects.empty())
delete objects.begin()->second;
}
-void Layout3D::get_bounds(Vector &minp, Vector &maxp) const
-{
- Geometry::BoundingBox<float, 3> bbox;
-
- for(ObjectMap::const_iterator i=objects.begin(); i!=objects.end(); ++i)
- bbox = bbox|i->second->get_object().get_type().get_shape()->get_axis_aligned_bounding_box();
-
- minp = bbox.get_minimum_point();
- maxp = bbox.get_maximum_point();
-}
-
void Layout3D::add(Object3D &o)
{
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);
+ else if(Terrain *r = dynamic_cast<Terrain *>(&o))
+ new Terrain3D(*this, *r);
}
void Layout3D::object_removed(Object &o)