Пример #1
0
SUMOReal
GUIEdge::getBruttoOccupancy() const {
    SUMOReal occ = 0;
    for (MESegment* segment = MSGlobals::gMesoNet->getSegmentForEdge(*this); segment != 0; segment = segment->getNextSegment()) {
        occ += segment->getBruttoOccupancy();
    }
    return occ / (*myLanes)[0]->getLength() / (SUMOReal)(myLanes->size());
}
Пример #2
0
void
GUIEdge::drawMesoVehicles(const GUIVisualizationSettings& s) const {
    const GUIVisualizationTextSettings& nameSettings = s.vehicleName;
    const SUMOReal exaggeration = s.vehicleSize.getExaggeration(s);
    GUIMEVehicleControl* vehicleControl = GUINet::getGUIInstance()->getGUIMEVehicleControl();
    if (vehicleControl != 0) {
        // draw the meso vehicles
        vehicleControl->secureVehicles();
        size_t laneIndex = 0;
        MESegment::Queue queue;
        for (std::vector<MSLane*>::const_iterator msl = myLanes->begin(); msl != myLanes->end(); ++msl, ++laneIndex) {
            GUILane* l = static_cast<GUILane*>(*msl);
            // go through the vehicles
            SUMOReal segmentOffset = 0; // offset at start of current segment
            for (MESegment* segment = MSGlobals::gMesoNet->getSegmentForEdge(*this);
                    segment != 0; segment = segment->getNextSegment()) {
                const SUMOReal length = segment->getLength() * segment->getLengthGeometryFactor();
                if (laneIndex < segment->numQueues()) {
                    // make a copy so we don't have to worry about synchronization
                    queue = segment->getQueue(laneIndex);
                    const SUMOReal avgCarSize = segment->getBruttoOccupancy() / segment->getCarNumber();
                    const SUMOReal avgCarHalfSize = 0.5 * avgCarSize;
                    const size_t queueSize = queue.size();
                    SUMOReal vehiclePosition = segmentOffset + length;
                    // draw vehicles beginning with the leader at the end of the segment
                    SUMOReal xOff = 0;
                    for (size_t i = 0; i < queueSize; ++i) {
                        MSBaseVehicle* veh = queue[queueSize - i - 1];
                        const SUMOReal vehLength = veh->getVehicleType().getLengthWithGap();
                        setVehicleColor(s, veh);
                        while (vehiclePosition < segmentOffset) {
                            // if there is only a single queue for a
                            // multi-lane edge shift vehicles and start
                            // drawing again from the end of the segment
                            vehiclePosition += length;
                            xOff += 2;
                        }
                        const Position p = l->geometryPositionAtOffset(vehiclePosition);
                        const SUMOReal angle = -l->getShape().rotationDegreeAtOffset(l->interpolateLanePosToGeometryPos(vehiclePosition));
                        glPushMatrix();
                        glTranslated(p.x(), p.y(), 0);
                        glRotated(angle, 0, 0, 1);
                        glTranslated(xOff, 0, GLO_VEHICLE);
                        glScaled(exaggeration, vehLength * exaggeration, 1);
                        glBegin(GL_TRIANGLES);
                        glVertex2d(0, 0);
                        glVertex2d(0 - 1.25, 1);
                        glVertex2d(0 + 1.25, 1);
                        glEnd();
                        glPopMatrix();
                        if (nameSettings.show) {
                            glPushMatrix();
                            glRotated(angle, 0, 0, 1);
                            glTranslated(xOff, 0, 0);
                            glRotated(-angle, 0, 0, 1);
                            GLHelper::drawText(veh->getID(),
                                               l->geometryPositionAtOffset(vehiclePosition - 0.5 * vehLength),
                                               GLO_MAX, nameSettings.size / s.scale, nameSettings.color);
                            glPopMatrix();
                        }
                        vehiclePosition -= vehLength;
                    }
                }
                segmentOffset += length;
            }
            glPopMatrix();
        }
        vehicleControl->releaseVehicles();
    }
}