+#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_track_added.connect(sigc::mem_fun(this, &Layout3D::track_added));
- layout.signal_track_removed.connect(sigc::mem_fun(this, &Layout3D::track_removed));
- layout.signal_vehicle_added.connect(sigc::mem_fun(this, &Layout3D::vehicle_added));
- layout.signal_vehicle_removed.connect(sigc::mem_fun(this, &Layout3D::vehicle_removed));
- layout.signal_signal_added.connect(sigc::mem_fun(this, &Layout3D::signal_added));
- layout.signal_signal_removed.connect(sigc::mem_fun(this, &Layout3D::signal_removed));
+ 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<Track *> <racks = layout.get_tracks();
- for(set<Track *>::iterator i=ltracks.begin(); i!=ltracks.end(); ++i)
- track_added(**i);
- const set<Signal *> &lsignals = layout.get_signals();
- for(set<Signal *>::iterator i=lsignals.begin(); i!=lsignals.end(); ++i)
- signal_added(**i);
+ const set<Object *> &lobjs = layout.get_all<Object>();
+ for(set<Object *>::iterator i=lobjs.begin(); i!=lobjs.end(); ++i)
+ object_added(**i);
}
Layout3D::~Layout3D()
{
- while(!signals.empty())
- delete signals.begin()->second;
- while(!tracks.empty())
- delete tracks.begin()->second;
- while(!vehicles.empty())
- delete vehicles.begin()->second;
+ while(!utilities.empty())
+ delete *utilities.begin();
+ while(!objects.empty())
+ delete objects.begin()->second;
}
-void Layout3D::get_bounds(Vector &minp, Vector &maxp) const
+void Layout3D::add(Object3D &o)
{
- Geometry::BoundingBox<float, 3> bbox;
-
- for(TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
- bbox = bbox|i->second->get_track().get_type().get_shape()->get_axis_aligned_bounding_box();
-
- minp = bbox.get_minimum_point();
- maxp = bbox.get_maximum_point();
-}
-
-void Layout3D::add_track(Track3D &t)
-{
- insert_unique(tracks, &t.get_track(), &t);
-}
-
-void Layout3D::remove_track(Track3D &t)
-{
- tracks.erase(&t.get_track());
+ insert_unique(objects, &o.get_object(), &o);
}
-Track3D &Layout3D::get_track(Track &t) const
+Object3D &Layout3D::get_3d(Object &o) const
{
- return *get_item(tracks, &t);
+ return *get_item(objects, &o);
}
-void Layout3D::add_vehicle(Vehicle3D &v)
+void Layout3D::remove(Object3D &o)
{
- insert_unique(vehicles, &v.get_vehicle(), &v);
+ objects.erase(&o.get_object());
}
-void Layout3D::remove_vehicle(Vehicle3D &v)
+void Layout3D::add(Utility3D &u)
{
- vehicles.erase(&v.get_vehicle());
+ utilities.insert(&u);
}
-Vehicle3D &Layout3D::get_vehicle(Vehicle &v) const
+void Layout3D::remove(Utility3D &u)
{
- return *get_item(vehicles, &v);
-}
-
-void Layout3D::add_signal(Signal3D &s)
-{
- insert_unique(signals, &s.get_signal(), &s);
-}
-
-void Layout3D::remove_signal(Signal3D &s)
-{
- signals.erase(&s.get_signal());
-}
-
-Signal3D &Layout3D::get_signal(Signal &s) const
-{
- return *get_item(signals, &s);
-}
-
-void Layout3D::track_added(Track &t)
-{
- new Track3D(*this, t);
-}
-
-void Layout3D::track_removed(Track &t)
-{
- TrackMap::iterator i = tracks.find(&t);
- if(i!=tracks.end())
- delete i->second;
-}
-
-void Layout3D::vehicle_added(Vehicle &v)
-{
- new Vehicle3D(*this, v);
-}
-
-void Layout3D::vehicle_removed(Vehicle &v)
-{
- VehicleMap::iterator i = vehicles.find(&v);
- if(i!=vehicles.end())
- delete i->second;
+ utilities.erase(&u);
}
-void Layout3D::signal_added(Signal &s)
+void Layout3D::object_added(Object &o)
{
- new Signal3D(*this, s);
+ 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::signal_removed(Signal &s)
+void Layout3D::object_removed(Object &o)
{
- SignalMap::iterator i = signals.find(&s);
- if(i!=signals.end())
+ ObjectMap::iterator i = objects.find(&o);
+ if(i!=objects.end())
delete i->second;
}