T *Layout::pick(const Ray &ray)
{
const set<Object *> &objs = objects.get();
+ T *closest = 0;
+ float distance = -1;
for(set<Object *>::const_iterator i=objs.begin(); i!=objs.end(); ++i)
if(T *t = dynamic_cast<T *>(*i))
- if(t->collide_ray(ray))
- return t;
+ {
+ float d = -1;
+ if(t->collide_ray(ray, &d))
+ if(!closest || d<distance)
+ {
+ closest = t;
+ distance = d;
+ }
+ }
- return 0;
+ return closest;
}
template Object *Layout::pick<Object>(const Ray &);
set<unsigned> used_addrs;
const set<Track *> &tracks = objects.get<Track>();
for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
- if((*i)->get_turnout_address())
+ if((*i)->get_type().is_turnout())
used_addrs.insert((*i)->get_turnout_address());
unsigned result = next_turnout_addr;
i->second->tick(dt);
}
-void Layout::emergency(const string &msg)
+void Layout::emergency(Block *block, const string &msg)
{
if(driver)
driver->halt(true);
- IO::print("Emergency: %s\n", msg);
- signal_emergency.emit(msg);
+ if(block)
+ IO::print("Emergency at %s: %s\n", block->get_name(), msg);
+ else
+ IO::print("Emergency: %s\n", msg);
+ signal_emergency.emit(block, msg);
}
void Layout::save(const string &fn) const
IO::BufferedFile out(fn, IO::M_WRITE);
DataFile::Writer writer(out);
+ {
+ DataFile::Statement st("clock");
+ clock.save(st.sub);
+ writer.write(st);
+ }
+
const set<Track *> &tracks = objects.get<Track>();
for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
- if(unsigned taddr = (*i)->get_turnout_address())
- writer.write((DataFile::Statement("turnout"), taddr, (*i)->get_active_path()));
+ if((*i)->get_type().is_turnout())
+ writer.write((DataFile::Statement("turnout"), (*i)->get_turnout_address(), (*i)->get_active_path()));
for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
{
{
Block *block = sensor.get_block();
if(block && !block->get_train())
- emergency(format("Unreserved sensor %d triggered", sensor.get_address()));
+ emergency(block, "Unreserved sensor triggered");
}
}
{
add("base", &Layout::base);
add("beamgate", &Loader::beamgate);
+ add("clock", &Loader::clock);
add("route", &Loader::route);
add("signal", &Loader::signal);
add("terrain", &Loader::terrain);
load_sub(*gate);
}
+void Layout::Loader::clock()
+{
+ load_sub(obj.clock);
+}
+
void Layout::Loader::route()
{
Route *rte = new Route(obj);