#include "beamgate.h"
#include "layout.h"
#include "signal.h"
+#include "terrain.h"
#include "track.h"
#include "utility.h"
#include "vehicle.h"
catalogue(layout.get_catalogue())
{
// 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));
+ 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));
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);
utilities.erase(&u);
}
+void Layout3D::tick()
+{
+ 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::object_added(Object &o)
{
if(Track *t = dynamic_cast<Track *>(&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)