virtual void operator()(const osg::Camera& cam) const
   {

        SDCars * cars = (SDCars *)getCars();

        cars->activateCar(car);
   }
Esempio n. 2
0
void Road::advanceCars(){
  int no_of_cars = getNoOfCars();
  int speed;
  
  if(no_of_cars != 0){
    speed = (ceil((getLength())/no_of_cars));
    std::vector<Car*> cars = getCars();
    
    int i = 0, j = 0;
    if(cars.size() > 0){
      i = cars.size()-1;
      j = cars.size()-1;
    }
    
    double decreaseSpeed = 1;
    while(i >= 0){
      Car* car = cars[i];
      if(car->isFault()){
	car->decreaseFaultyTime();
	int location = car->getLocation();
	
	j = --i;
	int count = 1; // count how many cars there are in the same location with fault car.
	  
	while(((unsigned int)j < cars.size()) && ((cars[j])->getLocation()) == location){
	  Car* same_location_car = cars[j];
	  if(!same_location_car->isFault()){
	    same_location_car->setSpeed(ceil(speed*decreaseSpeed),_simulator->getMaxSpeed());
	    same_location_car->driveCar(getLength());
	  }else{
	    same_location_car->decreaseFaultyTime();
	    count++;
	  }
	  j--; 
	}
	i = j;
	decreaseSpeed *= pow(0.5,count);
      
      }else{
	car->setSpeed(ceil(speed*decreaseSpeed),_simulator->getMaxSpeed());
	car->driveCar(getLength());
	i--;
      }  
    }
  }
  std::stable_sort(getCars().begin(),getCars().end(),CompareCarByLocation());
}
Esempio n. 3
0
int main()
{
	Car c[3];
	int i=0;
	
	for(i=0; i<3; i++)
		getCars(&c[i]);

	printCars(&c[0],3);

return 0;
}
Esempio n. 4
0
void SDScreens::update(tSituation * s,SDFrameInfo* fi)
{
    for (unsigned i=0;i< Screens.size();i++)
    {
        Screens[i]->update(s,fi);
    }


    SDCars * cars = (SDCars *)getCars();
    tCarElt * c = this->getActiveView()->getCurrentCar();
    this->debugHUD->setTexture(cars->getCar(c)->getReflectionMap()->getReflectionMap());

    if (!viewer->done())
        viewer->frame();
}
Esempio n. 5
0
 virtual void operator()(const osg::Camera& cam) const
 {
     SDCars * cars = (SDCars*)getCars();
     osg::Matrixf mat = cam.getViewMatrix();
     cars->updateShadingParameters(mat);
 }