#include "blockiter.h"
+#include "catalogue.h"
#include "driver.h"
#include "layout.h"
#include "signal.h"
}
void Signal::set_position(const Vector &p)
+{
+ position = p;
+
+ update_location();
+}
+
+void Signal::update_location()
{
const set<Track *> &tracks = layout.get_tracks();
+ float limit = layout.get_catalogue().get_gauge()*2;
float dist = -1;
for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
if(!(*i)->get_type().is_turnout())
{
Snap sn;
- sn.position = p;
+ sn.position = position;
sn.rotation = rotation;
- (*i)->snap(sn, 1000, SNAP_SEGMENT);
- float d = distance(p, sn.position);
+ (*i)->snap(sn, limit, SNAP_SEGMENT);
+ float d = distance(position, sn.position);
if(d<dist || dist<0)
{
- position = sn.position;
- rotation = sn.rotation;
track = *i;
dist = d;
}
}
- normalize_location();
-}
+ block = 0;
-void Signal::normalize_location()
-{
- block = &track->get_block();
+ if(!track)
+ return;
unsigned n_endpoints = track->get_type().get_endpoints().size();
for(unsigned j=0; j<n_endpoints; ++j)
if(a>=Angle::quarter_turn())
{
BlockIter biter = TrackIter(track, j).block_iter();
- entry = biter.entry();
+ if(biter)
+ {
+ block = &track->get_block();
+ entry = biter.entry();
+ }
}
}
}
void Signal::set_rotation(const Angle &r)
{
- Angle a = wrap_with_base(rotation-r, -Angle::quarter_turn());
- if(a>=Angle::quarter_turn())
- rotation = wrap_positive(rotation+Angle::half_turn());
+ rotation = r;
- normalize_location();
+ update_location();
}
unsigned Signal::get_n_snap_nodes() const
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
- Vector center = position+rotated_vector(Vector(0, -0.035, 0), rotation);
- Vector span = center-start;
- float x = (span.x*ray.x+span.y*ray.y)/(ray.x*ray.x+ray.y*ray.y);
- Vector nearest = start+ray*x-center;
- if(nearest.z<0 || nearest.z>0.12)
- return false;
- nearest.z = 0;
- return dot(nearest, nearest)<0.0001;
-}
-
void Signal::tick(const Time::TimeDelta &)
{
if(check_allocated_blocks)
{
if(t)
{
- int train_entry = t->get_entry_to_block(*block);
- if(train_entry>=0 && static_cast<unsigned>(train_entry)==entry)
+ const BlockIter &b_iter = t->get_block_allocator().iter_for(b);
+ if(b_iter && b_iter.entry()==entry)
{
if(train_conn)
train_conn.disconnect();