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Register pre-existing signals in Layout3D constructor
[r2c2.git] / source / 3d / layout.cpp
1 #include "layout.h"
2 #include "signal.h"
3 #include "track.h"
4 #include "vehicle.h"
5
6 using namespace std;
7 using namespace Msp;
8
9 namespace R2C2 {
10
11 Layout3D::Layout3D(Layout &l):
12         layout(l),
13         catalogue(layout.get_catalogue())
14 {
15         // South, 15° from zenith
16         sun.set_position(0, -0.259, 0.966, 0);
17         lighting.attach(0, sun);
18
19         layout.signal_track_added.connect(sigc::mem_fun(this, &Layout3D::track_added));
20         layout.signal_track_removed.connect(sigc::mem_fun(this, &Layout3D::track_removed));
21         layout.signal_vehicle_added.connect(sigc::mem_fun(this, &Layout3D::vehicle_added));
22         layout.signal_vehicle_removed.connect(sigc::mem_fun(this, &Layout3D::vehicle_removed));
23         layout.signal_signal_added.connect(sigc::mem_fun(this, &Layout3D::signal_added));
24         layout.signal_signal_removed.connect(sigc::mem_fun(this, &Layout3D::signal_removed));
25
26         const set<Track *> &ltracks = layout.get_tracks();
27         for(set<Track *>::iterator i=ltracks.begin(); i!=ltracks.end(); ++i)
28                 track_added(**i);
29         const set<Signal *> &lsignals = layout.get_signals();
30         for(set<Signal *>::iterator i=lsignals.begin(); i!=lsignals.end(); ++i)
31                 signal_added(**i);
32 }
33
34 Layout3D::~Layout3D()
35 {
36         while(!tracks.empty())
37                 delete tracks.begin()->second;
38         while(!vehicles.empty())
39                 delete vehicles.begin()->second;
40 }
41
42 void Layout3D::get_bounds(Vector &minp, Vector &maxp) const
43 {
44         Geometry::BoundingBox<float, 3> bbox;
45
46         for(TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
47                 bbox = bbox|i->second->get_track().get_type().get_shape()->get_axis_aligned_bounding_box();
48
49         minp = bbox.get_minimum_point();
50         maxp = bbox.get_maximum_point();
51 }
52
53 void Layout3D::add_track(Track3D &t)
54 {
55         insert_unique(tracks, &t.get_track(), &t);
56 }
57
58 void Layout3D::remove_track(Track3D &t)
59 {
60         tracks.erase(&t.get_track());
61 }
62
63 Track3D &Layout3D::get_track(Track &t) const
64 {
65         return *get_item(tracks, &t);
66 }
67
68 void Layout3D::add_vehicle(Vehicle3D &v)
69 {
70         insert_unique(vehicles, &v.get_vehicle(), &v);
71 }
72
73 void Layout3D::remove_vehicle(Vehicle3D &v)
74 {
75         vehicles.erase(&v.get_vehicle());
76 }
77
78 Vehicle3D &Layout3D::get_vehicle(Vehicle &v) const
79 {
80         return *get_item(vehicles, &v);
81 }
82
83 void Layout3D::add_signal(Signal3D &s)
84 {
85         insert_unique(signals, &s.get_signal(), &s);
86 }
87
88 void Layout3D::remove_signal(Signal3D &s)
89 {
90         signals.erase(&s.get_signal());
91 }
92
93 Signal3D &Layout3D::get_signal(Signal &s) const
94 {
95         return *get_item(signals, &s);
96 }
97
98 void Layout3D::track_added(Track &t)
99 {
100         new Track3D(*this, t);
101 }
102
103 void Layout3D::track_removed(Track &t)
104 {
105         TrackMap::iterator i = tracks.find(&t);
106         if(i!=tracks.end())
107                 delete i->second;
108 }
109
110 void Layout3D::vehicle_added(Vehicle &v)
111 {
112         new Vehicle3D(*this, v);
113 }
114
115 void Layout3D::vehicle_removed(Vehicle &v)
116 {
117         VehicleMap::iterator i = vehicles.find(&v);
118         if(i!=vehicles.end())
119                 delete i->second;
120 }
121
122 void Layout3D::signal_added(Signal &s)
123 {
124         new Signal3D(*this, s);
125 }
126
127 void Layout3D::signal_removed(Signal &s)
128 {
129         SignalMap::iterator i = signals.find(&s);
130         if(i!=signals.end())
131                 delete i->second;
132 }
133
134 } // namespace R2C2