I'm going to need this elsewhere soon.
bool Vehicle3D::is_visible() const
{
- return vehicle.get_track();
+ return vehicle.is_placed();
}
void Vehicle3D::moved()
void Vehicle3D::render(GL::Renderer &renderer, const GL::Tag &tag) const
{
- if(!vehicle.get_track())
+ if(!is_visible())
return;
ObjectInstance::render(renderer, tag);
void BlockAllocator::advance_back()
{
- const Vehicle &veh = train.get_vehicle(train.get_controller().get_reverse() ? 0 : train.get_n_vehicles()-1);
- const Block &veh_block = veh.get_track()->get_block();
+ bool rev = train.get_controller().get_reverse();
+ const Vehicle &veh = train.get_vehicle(rev ? 0 : train.get_n_vehicles()-1);
+ const Block &veh_block = veh.get_placement().get_position(rev ? VehiclePlacement::FRONT_AXLE : VehiclePlacement::BACK_AXLE)->get_block();
/* Sensors aren't guaranteed to be detriggered in order. Go through the
block list and locate the first sensor that's still active. */
last_entry_block = BlockIter();
if(reverse)
- vehicles.front()->place(block.reverse().track_iter(), 0, Vehicle::FRONT_BUFFER);
+ vehicles.front()->place(block.reverse().track_iter(), VehiclePlacement::FRONT_BUFFER);
else
- vehicles.back()->place(block.track_iter(), 0, Vehicle::BACK_BUFFER);
+ vehicles.back()->place(block.track_iter(), VehiclePlacement::BACK_BUFFER);
}
void Train::unplace()
Vehicle &vehicle = *(reverse ? vehicles.back() : vehicles.front());
float d = speed*(dt/Time::sec);
- if(allocator.is_block_current(vehicle.get_track()->get_block()))
+ if(allocator.is_block_current(vehicle.get_placement().get_position(reverse ? VehiclePlacement::BACK_AXLE : VehiclePlacement::FRONT_AXLE)->get_block()))
{
SetFlag setf(advancing);
vehicle.advance(reverse ? -d : d);
accurate_position = true;
overshoot_dist = 0;
- if(!advancing && vehicles.front()->get_track())
+ if(!advancing && vehicles.front()->is_placed())
{
TrackIter track = last_entry_block.track_iter();
if(reverse)
{
track = track.flip();
- vehicles.back()->place(track, 0, Vehicle::BACK_AXLE);
+ vehicles.back()->place(track, VehiclePlacement::BACK_AXLE);
}
else
- vehicles.front()->place(track, 0, Vehicle::FRONT_AXLE);
+ vehicles.front()->place(track, VehiclePlacement::FRONT_AXLE);
}
}
else if(BeamGate *gate = dynamic_cast<BeamGate *>(&sensor))
{
- if(!advancing && vehicles.front()->get_track())
+ if(!advancing && vehicles.front()->is_placed())
{
TrackIter track = allocator.iter_for(*block).track_iter();
for(; (track && &track->get_block()==block); track=track.next())
track = track.reverse();
float offset = gate->get_offset_from_endpoint(track.entry());
if(reverse)
- vehicles.back()->place(track, offset, Vehicle::BACK_BUFFER);
+ vehicles.back()->place(TrackOffsetIter(track, offset), VehiclePlacement::BACK_BUFFER);
else
- vehicles.front()->place(track, offset, Vehicle::FRONT_BUFFER);
+ vehicles.front()->place(TrackOffsetIter(track, offset), VehiclePlacement::FRONT_BUFFER);
break;
}
}
Vehicle &veh = *(reverse ? vehicles.back() : vehicles.front());
- TrackIter track = veh.get_track_iter().track_iter();
+ TrackOffsetIter track = veh.get_placement().get_position(reverse ? VehiclePlacement::BACK_AXLE : VehiclePlacement::FRONT_AXLE);
if(!track) // XXX Probably unnecessary
return 0;
return 0;
// Account for the vehicle's offset on its current track
- float result = veh.get_offset();
+ float result = track.offset();
if(reverse)
track = track.reverse();
else
{
TrackIter track = obj.allocator.first().track_iter();
float offset = 2*obj.layout.get_catalogue().get_scale();
- obj.vehicles.back()->place(track, offset, Vehicle::BACK_BUFFER);
+ obj.vehicles.back()->place(TrackOffsetIter(track, offset), VehiclePlacement::BACK_BUFFER);
}
}
{
const Vehicle *veh = &info->train->get_vehicle(0);
// TODO margins
- float half_length = veh->get_type().get_length()/2;
- TrackOffsetIter track_and_offs = veh->get_track_iter().advance(half_length);
+ TrackOffsetIter track_and_offs = veh->get_placement().get_position(VehiclePlacement::FRONT_BUFFER);
track = track_and_offs.track_iter();
offset = track_and_offs.offset();
path = track->get_active_path();
while(Vehicle *next = veh->get_link(1))
veh = next;
- track_and_offs = veh->get_track_iter().advance(-half_length);
+ track_and_offs = veh->get_placement().get_position(VehiclePlacement::BACK_BUFFER);
back_offset = track_and_offs.offset();
TrackIter iter = track_and_offs.track_iter();
}
else if(s==-1)
status = "Waiting";
- else if(!train.get_vehicle(0).get_track())
+ else if(!train.get_vehicle(0).is_placed())
status = "Unplaced";
else
status = "Stopped";
train(0),
next(0),
prev(0),
+ placement(type),
front_sensor(0),
back_sensor(0)
{
next = &veh;
veh.prev = this;
- if(track)
+ if(is_placed())
propagate_backward();
}
prev = &veh;
veh.next = this;
- if(prev->get_track())
+ if(prev->is_placed())
prev->propagate_backward();
}
prev = 0;
}
-void Vehicle::place(const TrackIter &t, float o, PlaceMode m)
+void Vehicle::place(const TrackOffsetIter &t, VehiclePlacement::Anchor a)
{
if(!t)
throw invalid_argument("Vehicle::place");
- track = TrackOffsetIter(t, o);
+ placement.place(t, a);
- if(m==FRONT_AXLE)
- track = track.advance(-type.get_front_axle_offset());
- else if(m==FRONT_BUFFER)
- track = track.advance(-type.get_length()/2);
- else if(m==BACK_AXLE)
- track = track.advance(-type.get_back_axle_offset());
- else if(m==BACK_BUFFER)
- track = track.advance(type.get_length()/2);
-
- update_position();
+ update_position(0);
propagate_position();
}
void Vehicle::unplace()
{
- if(!track)
+ if(!placement.is_placed())
return;
- track = TrackOffsetIter();
+ placement.unplace();
if(prev)
prev->unplace();
void Vehicle::advance(float d)
{
- track = track.advance(d);
- update_position();
+ placement.advance(d);
turn_axles(d);
+ update_position(d<0 ? -1 : 1);
propagate_position();
}
return rods[i];
}
-void Vehicle::update_position()
+void Vehicle::update_position(int sign)
{
- OrientedPoint p;
+ OrientedPoint p = placement.get_point();
+ position = p.position;
+ position.z += layout.get_catalogue().get_rail_elevation();
+ rotation = p.rotation;
+ tilt = p.tilt;
- if(fixed_axles.size()>=2)
- {
- 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)
+ if(bogies.size()>=2)
{
- TrackOffsetIter front = track.advance(bogies.front().type->position);
- TrackOffsetIter back = track.advance(bogies.back().type->position);
- 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 *> &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);
-
+ OrientedPoint front_point = placement.get_bogie_point(bogies.front().type->index);
bogies.front().direction = front_point.rotation-p.rotation;
+
+ OrientedPoint back_point = placement.get_bogie_point(bogies.back().type->index);
bogies.back().direction = back_point.rotation-p.rotation;
}
- else
- p = track.point();
if(!prev)
- check_sensor(type.get_front_axle_offset(), front_sensor);
+ check_sensor(placement.get_position(VehiclePlacement::FRONT_AXLE), front_sensor, sign<0);
if(!next)
- check_sensor(type.get_back_axle_offset(), back_sensor);
+ check_sensor(placement.get_position(VehiclePlacement::BACK_AXLE), back_sensor, sign>0);
- position = p.position;
- position.z += layout.get_catalogue().get_rail_elevation();
- rotation = p.rotation;
- tilt = p.tilt;
signal_moved.emit();
}
float margin = layout.get_catalogue().get_scale();
float dist = distance(veh.position, position);
- if(!track || dist<tdist-margin || dist>tdist+margin)
+ if(!is_placed() || dist<tdist-margin || dist>tdist+margin)
{
- track = veh.track.advance(sign*tdist);
- update_position();
+ if(sign<0)
+ placement.place_after(veh.placement);
+ else
+ placement.place_before(veh.placement);
+ update_position(0);
dist = distance(veh.position, position);
}
- track = track.advance(sign*(tdist-dist));
- update_position();
- turn_axles(sign*(tdist-dist));
+ float d = sign*(tdist-dist);
+ placement.advance(d);
+ update_position(d<0 ? -1 : 1);
+ turn_axles(d);
}
void Vehicle::propagate_position()
next->propagate_backward();
}
-void Vehicle::check_sensor(float offset, unsigned &sensor)
+void Vehicle::check_sensor(const TrackOffsetIter &t, unsigned &sensor, bool release)
{
- TrackOffsetIter iter = track.advance(offset);
- unsigned s = iter->get_sensor_id();
+ unsigned s = t->get_sensor_id();
if(s!=sensor)
{
- /* Sensor ID under axle has changed. Deduce movement direction by using
- the sensor ID under the midpoint of the vehicle. */
- /* XXX This depends on the simulation running fast enough. Something
- more robust would be preferable. */
unsigned old = sensor;
sensor = s;
- unsigned mid = track->get_sensor_id();
-
- if(s && s!=mid)
- /* There's a sensor and it's different from mid. We've just entered
- that sensor. */
- layout.get_driver().set_sensor(sensor, true);
- if(old && old!=mid)
- /* A sensor was under the axle and it was different from mid. We've
- just left that sensor. */
+ if(release)
layout.get_driver().set_sensor(old, false);
+ else
+ layout.get_driver().set_sensor(sensor, true);
}
}
}
}
-void Vehicle::adjust_for_distance(TrackOffsetIter &front, TrackOffsetIter &back, float tdist, float ratio) const
-{
- float margin = 0.01*layout.get_catalogue().get_scale();
- int adjust_dir = 0;
- while(1)
- {
- Vector front_point = front.point().position;
- Vector back_point = back.point().position;
-
- float dist = distance(front_point, back_point);
-
- float diff = tdist-dist;
- if(diff<-margin && adjust_dir<=0)
- {
- diff -= margin;
- adjust_dir = -1;
- }
- else if(diff>margin && adjust_dir>=0)
- {
- diff += margin;
- adjust_dir = 1;
- }
- else
- return;
-
- front = front.advance(diff*(1-ratio));
- back = back.advance(-diff*ratio);
- }
-}
-
-OrientedPoint Vehicle::get_point(const Vector &front, const Vector &back, float ratio) const
-{
- Vector span = front-back;
-
- OrientedPoint p;
- p.position = back+span*ratio;
- p.rotation = Geometry::atan2(span.y, span.x);
- p.tilt = Geometry::atan2(span.z, LinAl::Vector<float, 2>(span).norm());
-
- return p;
-}
-
-OrientedPoint Vehicle::get_point(const TrackOffsetIter &iter, float tdist, float ratio) const
-{
- TrackOffsetIter front = iter.advance(tdist*(1-ratio));
- TrackOffsetIter back = iter.advance(-tdist*ratio);
-
- adjust_for_distance(front, back, tdist, ratio);
- return get_point(front.point().position, back.point().position, ratio);
-}
-
unsigned Vehicle::get_n_link_slots() const
{
return 2;
#include "geometry.h"
#include "object.h"
#include "trackoffsetiter.h"
+#include "vehicleplacement.h"
#include "vehicletype.h"
namespace R2C2 {
Train *train;
Vehicle *next;
Vehicle *prev;
- TrackOffsetIter track;
+ VehiclePlacement placement;
std::vector<Axle> axles;
std::vector<Axle *> fixed_axles;
std::vector<Bogie> bogies;
virtual void set_position(const Vector &) { }
virtual void set_rotation(const Angle &) { }
virtual void set_tilt(const Angle &) { }
- void place(const TrackIter &, float, PlaceMode = CENTER);
+ void place(const TrackOffsetIter &, VehiclePlacement::Anchor = VehiclePlacement::CENTER);
void unplace();
void advance(float);
- const TrackOffsetIter &get_track_iter() const { return track; }
- Track *get_track() const { return track.track(); }
- unsigned get_entry() const { return track.entry(); }
- float get_offset() const { return track.offset(); }
+ const VehiclePlacement &get_placement() const { return placement; }
+ bool is_placed() const { return placement.is_placed(); }
const Axle &get_axle(unsigned) const;
const Axle &get_fixed_axle(unsigned) const;
const Bogie &get_bogie(unsigned) const;
const Axle &get_bogie_axle(unsigned, unsigned) const;
const Rod &get_rod(unsigned) const;
private:
- void update_position();
+ void update_position(int);
void update_position_from(const Vehicle &);
void propagate_position();
void propagate_forward();
void propagate_backward();
- void check_sensor(float, unsigned &);
+ void check_sensor(const TrackOffsetIter &, unsigned &, bool);
void turn_axles(float);
void update_rods();
- void adjust_for_distance(TrackOffsetIter &, TrackOffsetIter &, float, float = 0.5) const;
- OrientedPoint get_point(const Vector &, const Vector &, float = 0.5) const;
- OrientedPoint get_point(const TrackOffsetIter &, float, float = 0.5) const;
-
public:
virtual unsigned get_n_link_slots() const;
virtual Vehicle *get_link(unsigned) const;
--- /dev/null
+#include "vehicleplacement.h"
+
+using namespace std;
+using namespace Msp;
+
+namespace R2C2 {
+
+VehiclePlacement::VehiclePlacement(const VehicleType &t):
+ type(t)
+{
+ const VehicleType::AxleArray &type_axles = type.get_axles();
+ const VehicleType::Axle *first_fixed = 0;
+ const VehicleType::Axle *last_fixed = 0;
+ for(VehicleType::AxleArray::const_iterator i=type_axles.begin(); i!=type_axles.end(); ++i)
+ if(!i->bogie)
+ {
+ if(!first_fixed)
+ first_fixed = &*i;
+ else
+ last_fixed = &*i;
+ }
+
+ float front_offset, back_offset;
+ if(last_fixed)
+ {
+ axles.push_back(*first_fixed);
+ axles.push_back(*last_fixed);
+ front_offset = axles.front().type->position;
+ back_offset = axles.back().type->position;
+ }
+ else
+ {
+ const VehicleType::BogieArray &type_bogies = type.get_bogies();
+ if(type_bogies.size()>=2)
+ {
+ axles.push_back(*type_bogies.front().axles.front());
+ axles.push_back(*type_bogies.front().axles.back());
+ axles.push_back(*type_bogies.back().axles.front());
+ axles.push_back(*type_bogies.back().axles.back());
+ front_offset = type_bogies.front().position;
+ back_offset = type_bogies.back().position;
+ }
+ else
+ // TODO Handle weird configurations; one fixed axle and one bogie?
+ throw invalid_argument("unsupported axle configuration");
+ }
+
+ front_back_span = front_offset-back_offset;
+ front_back_ratio = front_offset/front_back_span;
+}
+
+void VehiclePlacement::place(const TrackOffsetIter &p, Anchor a)
+{
+ float anchor = get_anchor_position(a);
+
+ for(vector<Axle>::iterator i=axles.begin(); i!=axles.end(); ++i)
+ i->position = p.advance(i->type->position-anchor);
+
+ fix_positions(anchor);
+}
+
+float VehiclePlacement::get_anchor_position(Anchor a) const
+{
+ /* Use front and back axle from the type, as those are not necessarily the
+ same as the first and last axle used to determine position. */
+ if(a==FRONT_AXLE)
+ return type.get_axles().front().position;
+ else if(a==FRONT_BUFFER)
+ return type.get_length()/2;
+ else if(a==BACK_AXLE)
+ return type.get_axles().back().position;
+ else if(a==BACK_BUFFER)
+ return -type.get_length()/2;
+ else
+ return 0;
+}
+
+void VehiclePlacement::place_after(const VehiclePlacement &other)
+{
+ const Axle &other_axle = other.axles.back();
+ place(other_axle.position.advance(-other.type.get_length()/2-other_axle.type->position), FRONT_BUFFER);
+}
+
+void VehiclePlacement::place_before(const VehiclePlacement &other)
+{
+ const Axle &other_axle = other.axles.front();
+ place(other_axle.position.advance(other.type.get_length()/2-other_axle.type->position), BACK_BUFFER);
+}
+
+void VehiclePlacement::unplace()
+{
+ for(vector<Axle>::iterator i=axles.begin(); i!=axles.end(); ++i)
+ i->position = TrackOffsetIter();
+}
+
+bool VehiclePlacement::is_placed() const
+{
+ return axles.front().position;
+}
+
+OrientedPoint VehiclePlacement::get_point() const
+{
+ Vector front = get_front_point().position;
+ Vector back = get_back_point().position;
+ return create_point(front, back, front_back_ratio);
+}
+
+const TrackOffsetIter &VehiclePlacement::get_axle_position(unsigned i) const
+{
+ for(vector<Axle>::const_iterator j=axles.begin(); j!=axles.end(); ++j)
+ if(j->type->index==i)
+ return j->position;
+
+ throw invalid_argument("VehiclePlacement::get_axle_position");
+}
+
+TrackOffsetIter VehiclePlacement::get_position(Anchor a) const
+{
+ float position = get_anchor_position(a);
+ const Axle *closest_axle = 0;
+ float closest_diff = -1;
+ for(vector<Axle>::const_iterator j=axles.begin(); j!=axles.end(); ++j)
+ {
+ float diff = abs(j->type->position-position);
+ if(!closest_axle || diff<closest_diff)
+ {
+ closest_axle = &*j;
+ closest_diff = diff;
+ }
+ }
+
+ return closest_axle->position.advance(position-closest_axle->type->position);
+}
+
+OrientedPoint VehiclePlacement::get_axle_point(unsigned i) const
+{
+ return get_axle_position(i).point();
+}
+
+OrientedPoint VehiclePlacement::get_bogie_point(unsigned i) const
+{
+ unsigned j;
+ for(j=0; j<axles.size(); ++j)
+ if(axles[j].type->bogie && axles[j].type->bogie->index==i)
+ return get_bogie_point_from_axle(j);
+
+ // TODO Come up with positions of other bogies
+ throw invalid_argument("VehiclePlacement::get_bogie_point");
+}
+
+OrientedPoint VehiclePlacement::get_front_point() const
+{
+ if(axles.front().type->bogie)
+ return get_bogie_point_from_axle(0);
+ else
+ return axles.front().position.point();
+}
+
+OrientedPoint VehiclePlacement::get_back_point() const
+{
+ if(axles.back().type->bogie)
+ return get_bogie_point_from_axle(axles.size()-2);
+ else
+ return axles.back().position.point();
+}
+
+OrientedPoint VehiclePlacement::get_bogie_point_from_axle(unsigned i) const
+{
+ Vector front = axles[i].position.point().position;
+ Vector back = axles[i+1].position.point().position;
+ float span = axles[i].type->local_position-axles[i+1].type->local_position;
+ float ratio = axles[i].type->local_position/span;
+ return create_point(front, back, ratio);
+}
+
+OrientedPoint VehiclePlacement::create_point(const Vector &front, const Vector &back, float ratio)
+{
+ OrientedPoint result;
+ result.position = front*(1-ratio)+back*ratio;
+ result.rotation = Geometry::atan2<float>(front.y-back.y, front.x-back.x);
+ result.tilt = Geometry::atan2<float>(front.z-back.z, LinAl::Vector<float, 2>(front-back).norm());
+ return result;
+}
+
+void VehiclePlacement::advance(float d, Anchor a)
+{
+ for(vector<Axle>::iterator i=axles.begin(); i!=axles.end(); ++i)
+ i->position = i->position.advance(d);
+
+ fix_positions(get_anchor_position(a));
+}
+
+void VehiclePlacement::fix_positions(float anchor)
+{
+ float ratio = front_back_ratio-anchor/front_back_span;
+ float last_adjust = -1;
+ while(1)
+ {
+ Vector front = get_front_point().position;
+ Vector back = get_back_point().position;
+
+ float adjust = compute_adjustment(front, back, front_back_span, last_adjust);
+ if(!adjust)
+ return;
+
+ axles.front().position = axles.front().position.advance(adjust*ratio);
+ if(axles.front().type->bogie)
+ {
+ axles[1].position = axles[1].position.advance(adjust*ratio);
+ fix_bogie_position(0);
+ }
+
+ axles.back().position = axles.back().position.advance(adjust*(ratio-1));
+ if(axles.back().type->bogie)
+ {
+ axles[axles.size()-2].position = axles[axles.size()-2].position.advance(adjust*(ratio-1));
+ fix_bogie_position(axles.size()-2);
+ }
+ }
+}
+
+void VehiclePlacement::fix_bogie_position(unsigned i)
+{
+ Axle &front_axle = axles[i];
+ Axle &back_axle = axles[i+1];
+ float target_span = front_axle.type->local_position-back_axle.type->local_position;
+ float ratio = front_axle.type->local_position/target_span;
+
+ float last_adjust = -1;
+ while(1)
+ {
+ Vector front_point = front_axle.position.point().position;
+ Vector back_point = back_axle.position.point().position;
+
+ float adjust = compute_adjustment(front_point, back_point, target_span, last_adjust);
+ if(!adjust)
+ return;
+
+ front_axle.position = front_axle.position.advance(adjust*ratio);
+ back_axle.position = back_axle.position.advance(adjust*(ratio-1));
+ }
+}
+
+float VehiclePlacement::compute_adjustment(const Vector &p1, const Vector &p2, float target, float &last)
+{
+ float span = distance(p1, p2);
+ float adjust = target-span;
+
+ /* If the adjustment is larger than the last one, we've hit a gap or
+ other oddity in the track. Terminate to avoid an infinite loop. */
+ if(last>0 && abs(adjust)>last)
+ return 0;
+
+ if(abs(adjust)*10000<target)
+ return 0;
+
+ last = abs(adjust);
+ return adjust;
+}
+
+
+VehiclePlacement::Axle::Axle(const VehicleType::Axle &t):
+ type(&t)
+{ }
+
+} // namespace R2C2
--- /dev/null
+#ifndef LIBR2C2_VEHICLEPLACEMENT_H_
+#define LIBR2C2_VEHICLEPLACEMENT_H_
+
+#include <vector>
+#include "trackoffsetiter.h"
+#include "vehicletype.h"
+
+namespace R2C2 {
+
+class VehiclePlacement
+{
+public:
+ enum Anchor
+ {
+ CENTER,
+ FRONT_AXLE,
+ FRONT_BUFFER,
+ BACK_AXLE,
+ BACK_BUFFER
+ };
+
+private:
+ struct Axle
+ {
+ const VehicleType::Axle *type;
+ TrackOffsetIter position;
+
+ Axle(const VehicleType::Axle &);
+ };
+
+ const VehicleType &type;
+ std::vector<Axle> axles;
+ float front_back_span;
+ float front_back_ratio;
+
+public:
+ VehiclePlacement(const VehicleType &);
+
+ void place(const TrackOffsetIter &, Anchor = CENTER);
+private:
+ float get_anchor_position(Anchor) const;
+public:
+ void place_after(const VehiclePlacement &);
+ void place_before(const VehiclePlacement &);
+ void unplace();
+ bool is_placed() const;
+
+ OrientedPoint get_point() const;
+ const TrackOffsetIter &get_axle_position(unsigned) const;
+ TrackOffsetIter get_position(Anchor) const;
+ OrientedPoint get_axle_point(unsigned) const;
+ OrientedPoint get_bogie_point(unsigned) const;
+private:
+ OrientedPoint get_front_point() const;
+ OrientedPoint get_back_point() const;
+ OrientedPoint get_bogie_point_from_axle(unsigned) const;
+ static OrientedPoint create_point(const Vector &, const Vector &, float);
+
+public:
+ void advance(float, Anchor = CENTER);
+private:
+ void fix_positions(float);
+ void fix_bogie_position(unsigned);
+ static float compute_adjustment(const Vector &, const Vector &, float, float &);
+};
+
+} // namespace R2C2
+
+#endif