forked from dwp5078/elevatorSim
/
Floor.cpp
225 lines (190 loc) · 7.18 KB
/
Floor.cpp
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/*
* Copyright (c) 2012, Joseph Max DeLiso
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are
* those of the authors and should not be interpreted as representing official
* policies, either expressed or implied, of the FreeBSD Project.
*/
#include "ElevatorSim.hpp"
#include "IPersonCarrier.hpp"
#include "Floor.hpp"
#include "cRenderObjs.hpp"
#include "Person.hpp"
#include "Building.hpp"
#include "SimulationState.hpp"
#include <iostream>
#include <sstream>
#include <vector>
#include <algorithm>
#include <set>
#include <unordered_set>
namespace elevatorSim {
/* public static constants */
const int Floor::YVALS_PER_FLOOR = 5040;
/* constructors */
Floor::Floor(
int _yVal,
int _thisFloorOrdinal,
float _gfxScaleWidth,
bool _hasUpperFloor,
bool _hasLowerFloor) :
Location(_yVal),
thisFloorOrdinal(_thisFloorOrdinal),
gfxScaleWidth(_gfxScaleWidth),
hasUpperFloor(_hasUpperFloor),
hasLowerFloor(_hasLowerFloor) {
signalingUp = false;
signalingDown = false;
if(isDebugBuild()) {
std::stringstream dbgSS;
dbgSS << "constructed floor @" << this << std::endl;
LOG_INFO( Logger::SUB_MEMORY, sstreamToBuffer(dbgSS) );
}
}
Floor::~Floor() {
init();
if(isDebugBuild()) {
std::stringstream dbgSS;
dbgSS << "destructing floor @" << this << std::endl;
LOG_INFO( Logger::SUB_MEMORY, sstreamToBuffer(dbgSS) );
}
}
void Floor::init() {
/* free all the people allocated on the heap */
signalingUp = false;
signalingDown = false;
}
void Floor::render() {
GLfloat floor_amb[4] = {0.1f, 0.1f, 0.1f, 1.0f};
GLfloat floor_dif[4] = {0.5f, 0.5f, 0.5f, 1.0f};
GLfloat floor_spe[4] = {0.2f, 0.2f, 0.2f, 1.0f};
GLfloat floor_shi = 0.5f;
GLfloat floor_emi[4] = {0.0f, 0.0f, 0.0f, 1.0f};
glMaterialfv(GL_FRONT, GL_AMBIENT, floor_amb);
glMaterialfv(GL_FRONT, GL_DIFFUSE, floor_dif);
glMaterialfv(GL_FRONT, GL_SPECULAR, floor_spe);
glMaterialf(GL_FRONT, GL_SHININESS, floor_shi);
glMaterialfv(GL_FRONT, GL_EMISSION, floor_emi);
glPushMatrix();
glScalef(gfxScaleWidth + cRenderObjs::GFX_FLOOR_QUEUE_SCALE_WIDTH,
0.1f, 2.0f);
glCallList(cRenderObjs::OBJ_CUBE);
glPopMatrix();
/* Render Arrow */
{
glPushMatrix();
glTranslatef(-gfxScaleWidth + 0.8f, 1.1f, 0.2f);
glScalef(0.25f, 0.25f, 0.25f);
if(signalingUp) {
GLfloat arrow_dif[4] = {0.9f, 0.0f, 0.0f, 1.0f};
glMaterialfv(GL_FRONT, GL_DIFFUSE, arrow_dif);
}
else {
GLfloat arrow_dif[4] = {0.1f, 0.1f, 0.1f, 1.0f};
glMaterialfv(GL_FRONT, GL_DIFFUSE, arrow_dif);
}
glBegin(GL_TRIANGLES);
glNormal3f(0.0, 1.0f, 1.0f);
glVertex3f(1.0, 0.0, 0.0);
glVertex3f( -1.0, 0.0, 0.0);
glVertex3f( 0.0, 1.73f, 0.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslatef(-gfxScaleWidth+0.8, 0.9f, 0.2f);
glScalef(0.25f, 0.25f, 0.25f);
if(signalingDown) {
GLfloat arrow_dif[4] = {0.0f, 0.9f, 0.0f, 1.0f};
glMaterialfv(GL_FRONT, GL_DIFFUSE, arrow_dif);
}
else {
GLfloat arrow_dif[4] = {0.1f, 0.1f, 0.1f, 1.0f};
glMaterialfv(GL_FRONT, GL_DIFFUSE, arrow_dif);
}
glBegin(GL_TRIANGLES);
glNormal3f(0.0, 1.0f, 1.0f);
glVertex3f( -1.0, 0.0, 0.0);
glVertex3f(1.0, 0.0, 0.0);
glVertex3f( 0.0, -1.73f, 0.0);
glEnd();
glPopMatrix();
}
glPushMatrix();
glTranslatef(-gfxScaleWidth-0.5f, 1.0f, 0.f);
cRenderObjs::renderOccupants(numPeopleContained(), 50);
glPopMatrix();
}
void Floor::update() {
updateSignalArrows();
/* remove occupants from this floor who are destined here.
* (OWNER FREES+CHILD MOVES) */
/* this is a very special iteration over the set because
* the keys are liable to be deleted during execution
* of functions called as a result of person update.
*/
for(std::unordered_set<Person*>::iterator iter = people.begin();
iter != people.end();
) {
/* obtain a pointer to the current person by using iterator */
Person* currentMutablePerson = *iter;
/* copy construct an iterator from the current one */
std::unordered_set<Person*>::iterator nextPosition =
std::unordered_set<Person*>::iterator(iter);
/* increment iterator position, to save the next position */
++nextPosition;
/* if the person was getting off on this floor, remove them */
if(currentMutablePerson->getDestinationYVal()
== thisFloorOrdinal * Floor::YVALS_PER_FLOOR ) {
people.erase(iter++);
/* free the mutable person from the simulation */
delete currentMutablePerson;
} else {
/* otherwise we just update the person */
currentMutablePerson -> update();
/* the current iterator could've been invalidated by a person moving
* itself, so intead of iter++ we just overwrite with the saved
* position */
iter = nextPosition;
}
}
}
void Floor::updateSignalArrows() {
signalingUp = false;
signalingDown = false;
std::unordered_set<Person*>::const_iterator iter = people.begin();
while(iter != people.end()) {
const Person* currentPerson = *iter;
if(currentPerson->getDestinationYVal()
- thisFloorOrdinal * Floor::YVALS_PER_FLOOR > 0) {
signalingUp = true;
} else if(currentPerson->getDestinationYVal()
- thisFloorOrdinal * Floor::YVALS_PER_FLOOR < 0) {
signalingDown = true;
}
iter++;
}
}
} /* namespace elevatorSim */