for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
if(!(*i)->get_type().is_turnout())
{
- TrackPoint n = (*i)->get_nearest_point(p);
- float d = distance(p, n.pos);
+ Snap sn;
+ sn.position = p;
+ sn.rotation = rotation;
+ (*i)->snap(sn, 1000, SNAP_SEGMENT);
+ float d = distance(p, sn.position);
if(d<dist || dist<0)
{
- position = n.pos;
- rotation = n.dir;
+ position = sn.position;
+ rotation = sn.rotation;
track = *i;
dist = d;
}
unsigned n_endpoints = track->get_type().get_endpoints().size();
for(unsigned j=0; j<n_endpoints; ++j)
{
- float a = track->get_endpoint_direction(j)-rotation;
+ float a = track->get_snap_node(j).rotation-rotation;
while(a<-M_PI/2)
a += M_PI*2;
while(a>M_PI*3/2)
normalize_location();
}
+unsigned Signal::get_n_snap_nodes() const
+{
+ return 1;
+}
+
+Snap Signal::get_snap_node(unsigned i) const
+{
+ if(i>=1)
+ throw out_of_range("Signal::get_snap_node");
+
+ Snap sn;
+ sn.position = position;
+ sn.rotation = rotation;
+ return sn;
+}
+
+SnapType Signal::get_default_snap_type_to(const Object &other) const
+{
+ if(dynamic_cast<const Track *>(&other))
+ return SNAP_SEGMENT;
+
+ return NO_SNAP;
+}
+
bool Signal::collide_ray(const Vector &start, const Vector &ray) const
{
// XXX Totally hardcoded stuff, should be replaced with a geometry system