-/* $Id$
-
-This file is part of R²C²
-Copyright © 2006-2011 Mikkosoft Productions, Mikko Rasa
-Distributed under the GPL
-*/
-
+#include "beamgate.h"
#include "layout.h"
+#include "signal.h"
+#include "terrain.h"
#include "track.h"
+#include "utility.h"
#include "vehicle.h"
using namespace std;
layout(l),
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));
- layout.signal_vehicle_added.connect(sigc::mem_fun(this, &Layout3D::vehicle_added));
- layout.signal_vehicle_removed.connect(sigc::mem_fun(this, &Layout3D::vehicle_removed));
-
- const set<Track *> <racks = layout.get_tracks();
- for(set<Track *>::iterator i=ltracks.begin(); i!=ltracks.end(); ++i)
- track_added(**i);
+ // South, 15° from zenith
+ sun.set_position(GL::Vector4(0, -0.259, 0.966, 0));
+ sun.set_diffuse(GL::Color(0.7));
+ lighting.set_ambient(GL::Color(0.2));
+ 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()
{
- while(!tracks.empty())
- delete tracks.begin()->second;
- while(!vehicles.empty())
- delete vehicles.begin()->second;
-}
-
-void Layout3D::add_track(Track3D &t)
-{
- if(tracks.count(&t.get_track()))
- throw KeyError("Duplicate track");
-
- tracks[&t.get_track()] = &t;
-}
-
-void Layout3D::remove_track(Track3D &t)
-{
- tracks.erase(&t.get_track());
+ while(!utilities.empty())
+ delete *utilities.begin();
+ while(!objects.empty())
+ delete objects.begin()->second;
}
-Track3D &Layout3D::get_track(Track &t) const
+void Layout3D::add(Object3D &o)
{
- TrackMap::const_iterator i = tracks.find(&t);
- if(i==tracks.end())
- throw KeyError("Unknown track");
-
- return *i->second;
+ insert_unique(objects, &o.get_object(), &o);
}
-void Layout3D::add_vehicle(Vehicle3D &v)
+Object3D &Layout3D::get_3d(Object &o) const
{
- if(vehicles.count(&v.get_vehicle()))
- throw KeyError("Duplicate vehicle");
-
- vehicles[&v.get_vehicle()] = &v;
+ return *get_item(objects, &o);
}
-void Layout3D::remove_vehicle(Vehicle3D &v)
+void Layout3D::remove(Object3D &o)
{
- vehicles.erase(&v.get_vehicle());
+ objects.erase(&o.get_object());
}
-Vehicle3D &Layout3D::get_vehicle(Vehicle &v) const
+void Layout3D::add(Utility3D &u)
{
- VehicleMap::const_iterator i = vehicles.find(&v);
- if(i==vehicles.end())
- throw KeyError("Unknown vehicle");
-
- return *i->second;
+ utilities.insert(&u);
}
-void Layout3D::track_added(Track &t)
+void Layout3D::remove(Utility3D &u)
{
- new Track3D(*this, t);
+ utilities.erase(&u);
}
-void Layout3D::track_removed(Track &t)
+void Layout3D::tick()
{
- TrackMap::iterator i = tracks.find(&t);
- if(i!=tracks.end())
- delete i->second;
+ Time::TimeDelta t = layout.get_clock().get_current_time();
+ Angle time_of_day = Angle::from_turns(t/Time::day);
+ Angle latitude = Angle::from_degrees(52.5);
+ Angle axial_tilt = Angle::from_degrees(23.45);
+ Transform trans = Transform::rotation(Angle::quarter_turn()-latitude, Vector(-1, 0, 0))*
+ Transform::rotation(Angle::half_turn()-time_of_day, Vector(0, 0, 1))*
+ Transform::rotation(axial_tilt, Vector(-1, 0, 0));
+ Vector sun_dir = trans.transform_linear(Vector(0, -1, 0));
+ Vector diff = Vector(sun.get_position())-sun_dir;
+ if(diff.norm()>0.0025f)
+ sun.set_position(GL::Vector4(sun_dir, 0.0f));
+ // TODO replace these very unscientific guesses with correct formulas
+ lighting.set_ambient(GL::Color(pow(0.2f*(sun_dir.z+1.0f), 2.0f)));
+ sun.set_diffuse(GL::Color(0.7f*max(sun_dir.z, 0.0f)));
}
-void Layout3D::vehicle_added(Vehicle &v)
+void Layout3D::object_added(Object &o)
{
- new Vehicle3D(*this, v);
+ 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::vehicle_removed(Vehicle &v)
+void Layout3D::object_removed(Object &o)
{
- VehicleMap::iterator i = vehicles.find(&v);
- if(i!=vehicles.end())
+ ObjectMap::iterator i = objects.find(&o);
+ if(i!=objects.end())
delete i->second;
}