front_sensor(0),
back_sensor(0)
{
- axles.assign(type.get_fixed_axles().begin(), type.get_fixed_axles().end());
+ axles.assign(type.get_axles().begin(), type.get_axles().end());
+ for(vector<Axle>::iterator i=axles.begin(); i!=axles.end(); ++i)
+ if(!i->type->bogie)
+ fixed_axles.push_back(&*i);
bogies.assign(type.get_bogies().begin(), type.get_bogies().end());
rods.assign(type.get_rods().begin(), type.get_rods().end());
+ for(vector<Bogie>::iterator i=bogies.begin(); i!=bogies.end(); ++i)
+ for(unsigned j=0; j<i->axles.size(); ++j)
+ i->axles[j] = &axles[i->type->first_axle+j];
layout.add(*this);
}
propagate_position();
}
-const Vehicle::Axle &Vehicle::get_fixed_axle(unsigned i) const
+const Vehicle::Axle &Vehicle::get_axle(unsigned i) const
{
if(i>=axles.size())
- throw out_of_range("Vehicle::get_fixed_axle");
+ throw out_of_range("Vehicle::get_axle");
return axles[i];
}
+const Vehicle::Axle &Vehicle::get_fixed_axle(unsigned i) const
+{
+ if(i>=fixed_axles.size())
+ throw out_of_range("Vehicle::get_fixed_axle");
+ return *fixed_axles[i];
+}
+
const Vehicle::Bogie &Vehicle::get_bogie(unsigned i) const
{
if(i>=bogies.size())
throw out_of_range("Vehicle::get_bogie_axle");
if(j>=bogies[i].axles.size())
throw out_of_range("Vehicle::get_bogie_axle");
- return bogies[i].axles[j];
+ return *bogies[i].axles[j];
}
const Vehicle::Rod &Vehicle::get_rod(unsigned i) const
{
OrientedPoint p;
- if(axles.size()>=2)
+ if(fixed_axles.size()>=2)
{
- float wheelbase = axles.front().type->position-axles.back().type->position;
- p = get_point(track, wheelbase, -axles.back().type->position/wheelbase);
+ float wheelbase = fixed_axles.front()->type->position-fixed_axles.back()->type->position;
+ p = get_point(track, wheelbase, -fixed_axles.back()->type->position/wheelbase);
}
else if(bogies.size()>=2)
{
float bogie_spacing = bogies.front().type->position-bogies.back().type->position;
adjust_for_distance(front, back, bogie_spacing);
- const vector<Axle> &front_axles = bogies.front().axles;
- float wheelbase = front_axles.front().type->position-front_axles.back().type->position;
- OrientedPoint front_point = get_point(front, wheelbase, -front_axles.back().type->position/wheelbase);
+ const vector<Axle *> &front_axles = bogies.front().axles;
+ float wheelbase = front_axles.front()->type->position-front_axles.back()->type->position;
+ OrientedPoint front_point = get_point(front, wheelbase, -front_axles.back()->type->position/wheelbase);
- const vector<Axle> &back_axles = bogies.back().axles;
- wheelbase = back_axles.front().type->position-back_axles.back().type->position;
- OrientedPoint back_point = get_point(back, wheelbase, -back_axles.back().type->position/wheelbase);
+ const vector<Axle *> &back_axles = bogies.back().axles;
+ wheelbase = back_axles.front()->type->position-back_axles.back()->type->position;
+ OrientedPoint back_point = get_point(back, wheelbase, -back_axles.back()->type->position/wheelbase);
p = get_point(front_point.position, back_point.position, -bogies.back().type->position/bogie_spacing);
{
for(vector<Axle>::iterator i=axles.begin(); i!=axles.end(); ++i)
i->angle += Angle::from_radians(d*2/i->type->wheel_dia);
- for(vector<Bogie>::iterator i=bogies.begin(); i!=bogies.end(); ++i)
- for(vector<Axle>::iterator j=i->axles.begin(); j!=i->axles.end(); ++j)
- j->angle += Angle::from_radians(d*2/j->type->wheel_dia);
update_rods();
}
Vehicle::Bogie::Bogie(const VehicleType::Bogie &t):
- type(&t)
-{
- for(VehicleType::AxleArray::const_iterator i=type->axles.begin(); i!=type->axles.end(); ++i)
- axles.push_back(*i);
-}
+ type(&t),
+ axles(t.axles.size())
+{ }
Vehicle::Rod::Rod(const VehicleType::Rod &t):