#include <msp/time/units.h>
#include <msp/time/utils.h>
#include "libr2c2/driver.h"
+#include "libr2c2/trackcircuit.h"
#include "libr2c2/tracktype.h"
#include "3d/path.h"
#include "3d/track.h"
window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
root = new GLtk::Root(ui_res, window);
- mouse.signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press));
- mouse.signal_axis_motion.connect(sigc::mem_fun(this, &Engineer::axis_motion));
+ mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::button_press), false));
+ mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::axis_motion), false));
root->set_visible(true);
main_panel = new MainPanel(*this);
layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
layout.signal_block_reserved.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
- layout.signal_block_state_changed.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
+ const set<Block *> &blocks = layout.get_all<Block>();
+ for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
+ (*i)->get_sensor().signal_state_changed.connect(sigc::hide(sigc::bind(sigc::mem_fun(this, &Engineer::reset_block_color), sigc::ref(**i))));
if(FS::exists(options.state_fn))
DataFile::load(layout, options.state_fn);
camera.apply();
GL::MatrixStack::Push push_mat(GL::MatrixStack::modelview());
- float rot = picking_track->get_endpoint_direction(picking_entry);
- Vector pos = picking_track->get_endpoint_position(picking_entry);
+ Snap sn = picking_track->get_snap_node(picking_entry);
- GL::MatrixStack::modelview() *= GL::Matrix::translation(pos.x, pos.y, pos.z+0.03);
- GL::MatrixStack::modelview() *= GL::Matrix::rotation(rot+M_PI, 0, 0, 1);
+ GL::MatrixStack::modelview() *= GL::Matrix::translation(sn.position+GL::Vector3(0, 0, 0.03));
+ GL::MatrixStack::modelview() *= GL::Matrix::rotation(sn.rotation+Angle::half_turn(), 0, 0, 1);
arrow_mesh.draw();
}
float best_score = 0;
GL::Vector3 pos;
GL::Vector3 up;
- for(float angle=0; angle<M_PI; angle+=0.01)
+ for(Angle angle; angle<Angle::half_turn(); angle+=Angle::from_radians(0.01))
{
- float min_x = 0;
- float max_x = 0;
- float min_y = 0;
- float max_y = 0;
+ Transform trans = Transform::rotation(-angle, Vector(0, 0, 1));
+ BoundingBox bbox;
for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
- {
- Vector minp, maxp;
- i->second->get_bounds(angle, minp, maxp);
- min_x = min(min_x, minp.x);
- max_x = max(max_x, maxp.x);
- min_y = min(min_y, minp.y);
- max_y = max(max_y, maxp.y);
- }
+ bbox = bbox|trans.transform(i->second->get_track().get_bounding_box());
+
+ const Vector &minp = bbox.get_minimum_point();
+ const Vector &maxp = bbox.get_maximum_point();
- float width = max_x-min_x;
- float height = max_y-min_y;
+ float width = maxp.x-minp.x;
+ float height = maxp.y-minp.y;
float aspect = width/height;
float score = min(aspect/view_aspect, view_aspect/aspect);
float size = max(width/view_aspect, height);
float c = cos(angle);
float s = sin(angle);
- float x = (min_x+max_x)/2-size*105/window.get_height();
- float y = (min_y+max_y)/2;
+ float x = (minp.x+maxp.x)/2-size*105/window.get_height();
+ float y = (minp.y+maxp.y)/2;
float z = max(size*1.05/view_height, 0.15);
pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
void Engineer::reset_block_color(const Block &block)
{
- bool active = block.get_state()>Block::INACTIVE;
+ bool active = block.get_sensor().get_state()>Sensor::INACTIVE;
if(block.get_train())
{
const GL::Vector3 &start = camera.get_position();
GL::Vector4 ray = camera.unproject(GL::Vector4(p.x, p.y, 0, 0));
- return layout.pick_track(Vector(start.x, start.y, start.z), Vector(ray.x, ray.y, ray.z));
+ return layout.pick<Track>(Ray(start, Vector(ray)));
}
void Engineer::process_new_train(Train &train)