+#include "beamgate.h"
#include "layout.h"
#include "signal.h"
#include "track.h"
+#include "utility.h"
#include "vehicle.h"
using namespace std;
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
{
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();
+ 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_track(Track3D &t)
+void Layout3D::add(Object3D &o)
{
- insert_unique(tracks, &t.get_track(), &t);
+ insert_unique(objects, &o.get_object(), &o);
}
-void Layout3D::remove_track(Track3D &t)
+Object3D &Layout3D::get(Object &o) const
{
- tracks.erase(&t.get_track());
+ return *get_item(objects, &o);
}
-Track3D &Layout3D::get_track(Track &t) const
+void Layout3D::remove(Object3D &o)
{
- return *get_item(tracks, &t);
+ objects.erase(&o.get_object());
}
-void Layout3D::add_vehicle(Vehicle3D &v)
+void Layout3D::add(Utility3D &u)
{
- insert_unique(vehicles, &v.get_vehicle(), &v);
+ utilities.insert(&u);
}
-void Layout3D::remove_vehicle(Vehicle3D &v)
+void Layout3D::remove(Utility3D &u)
{
- vehicles.erase(&v.get_vehicle());
-}
-
-Vehicle3D &Layout3D::get_vehicle(Vehicle &v) const
-{
- 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);
+ utilities.erase(&u);
}
void Layout3D::object_added(Object &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);
}
void Layout3D::object_removed(Object &o)
{
- if(Track *t = dynamic_cast<Track *>(&o))
- {
- TrackMap::iterator i = tracks.find(t);
- if(i!=tracks.end())
- delete i->second;
- }
- else if(Signal *s = dynamic_cast<Signal *>(&o))
- {
- SignalMap::iterator i = signals.find(s);
- if(i!=signals.end())
- delete i->second;
- }
- else if(Vehicle *v = dynamic_cast<Vehicle *>(&o))
- {
- VehicleMap::iterator i = vehicles.find(v);
- if(i!=vehicles.end())
- delete i->second;
- }
+ ObjectMap::iterator i = objects.find(&o);
+ if(i!=objects.end())
+ delete i->second;
}
} // namespace R2C2