本文整理汇总了C++中MESegment::numQueues方法的典型用法代码示例。如果您正苦于以下问题:C++ MESegment::numQueues方法的具体用法?C++ MESegment::numQueues怎么用?C++ MESegment::numQueues使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类MESegment
的用法示例。
在下文中一共展示了MESegment::numQueues方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: GUIParameterTableWindow
GUIParameterTableWindow*
GUIEdge::getParameterWindow(GUIMainWindow& app,
GUISUMOAbstractView& parent) {
GUIParameterTableWindow* ret = 0;
ret = new GUIParameterTableWindow(app, *this, 18);
// add edge items
ret->mkItem("length [m]", false, (*myLanes)[0]->getLength());
ret->mkItem("allowed speed [m/s]", false, getAllowedSpeed());
ret->mkItem("brutto occupancy [%]", true, new FunctionBinding<GUIEdge, SUMOReal>(this, &GUIEdge::getBruttoOccupancy, 100.));
ret->mkItem("mean vehicle speed [m/s]", true, new FunctionBinding<GUIEdge, SUMOReal>(this, &GUIEdge::getMeanSpeed));
ret->mkItem("flow [veh/h/lane]", true, new FunctionBinding<GUIEdge, SUMOReal>(this, &GUIEdge::getFlow));
ret->mkItem("routing speed [m/s]", true, new FunctionBinding<MSEdge, SUMOReal>(this, &MSEdge::getRoutingSpeed));
ret->mkItem("#vehicles", true, new CastingFunctionBinding<GUIEdge, SUMOReal, int>(this, &GUIEdge::getVehicleNo));
ret->mkItem("vehicle ids", false, getVehicleIDs());
// add segment items
MESegment* segment = getSegmentAtPosition(parent.getPositionInformation());
ret->mkItem("segment index", false, segment->getIndex());
ret->mkItem("segment queues", false, segment->numQueues());
ret->mkItem("segment length [m]", false, segment->getLength());
ret->mkItem("segment allowed speed [m/s]", false, segment->getEdge().getSpeedLimit());
ret->mkItem("segment jam threshold [%]", false, segment->getRelativeJamThreshold() * 100);
ret->mkItem("segment brutto occupancy [%]", true, new FunctionBinding<MESegment, SUMOReal>(segment, &MESegment::getRelativeOccupancy, 100));
ret->mkItem("segment mean vehicle speed [m/s]", true, new FunctionBinding<MESegment, SUMOReal>(segment, &MESegment::getMeanSpeed));
ret->mkItem("segment flow [veh/h/lane]", true, new FunctionBinding<MESegment, SUMOReal>(segment, &MESegment::getFlow));
ret->mkItem("segment #vehicles", true, new CastingFunctionBinding<MESegment, SUMOReal, int>(segment, &MESegment::getCarNumber));
ret->mkItem("segment leader leave time", true, new FunctionBinding<MESegment, SUMOReal>(segment, &MESegment::getEventTimeSeconds));
ret->mkItem("segment headway [s]", true, new FunctionBinding<MESegment, SUMOReal>(segment, &MESegment::getLastHeadwaySeconds));
// close building
ret->closeBuilding();
return ret;
}
示例2: locker
void
GUIEdge::drawMesoVehicles(const GUIVisualizationSettings& s) const {
GUIMEVehicleControl* vehicleControl = GUINet::getGUIInstance()->getGUIMEVehicleControl();
if (vehicleControl != 0) {
// draw the meso vehicles
vehicleControl->secureVehicles();
AbstractMutex::ScopedLocker locker(myLock);
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();
if (laneIndex < segment->numQueues()) {
// make a copy so we don't have to worry about synchronization
queue = segment->getQueue(laneIndex);
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) {
GUIMEVehicle* veh = static_cast<GUIMEVehicle*>(queue[queueSize - i - 1]);
const SUMOReal vehLength = veh->getVehicleType().getLengthWithGap();
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().rotationAtOffset(l->interpolateLanePosToGeometryPos(vehiclePosition));
veh->setPositionAndAngle(p, angle);
veh->drawGL(s);
vehiclePosition -= vehLength;
}
}
segmentOffset += length;
}
glPopMatrix();
}
vehicleControl->releaseVehicles();
}
}
示例3: setVehicleColor
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();
}
}
示例4: glPushName
void
GUIEdge::drawGL(const GUIVisualizationSettings& s) const {
if (s.hideConnectors && myFunction == MSEdge::EDGEFUNCTION_CONNECTOR) {
return;
}
if (MSGlobals::gUseMesoSim) {
glPushName(getGlID());
}
// draw the lanes
for (LaneWrapperVector::const_iterator i = myLaneGeoms.begin(); i != myLaneGeoms.end(); ++i) {
#ifdef HAVE_INTERNAL
if (MSGlobals::gUseMesoSim) {
setColor(s);
}
#endif
(*i)->drawGL(s);
}
#ifdef HAVE_INTERNAL
if (MSGlobals::gUseMesoSim) {
const GUIVisualizationTextSettings& nameSettings = s.vehicleName;
GUIMEVehicleControl* vehicleControl = GUINet::getGUIInstance()->getGUIMEVehicleControl();
if (vehicleControl != 0) {
// draw the meso vehicles
vehicleControl->secureVehicles();
size_t laneIndex = 0;
MESegment::Queue queue;
for (LaneWrapperVector::const_iterator l = myLaneGeoms.begin(); l != myLaneGeoms.end(); ++l, ++laneIndex) {
const PositionVector& shape = (*l)->getShape();
const std::vector<SUMOReal>& shapeRotations = (*l)->getShapeRotations();
const std::vector<SUMOReal>& shapeLengths = (*l)->getShapeLengths();
const Position& laneBeg = shape[0];
glPushMatrix();
glTranslated(laneBeg.x(), laneBeg.y(), 0);
glRotated(shapeRotations[0], 0, 0, 1);
// go through the vehicles
int shapeIndex = 0;
SUMOReal shapeOffset = 0; // ofset at start of current shape
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();
if (laneIndex < segment->numQueues()) {
// make a copy so we don't have to worry about synchronization
queue = segment->getQueue(laneIndex);
const SUMOReal avgCarSize = segment->getOccupancy() / segment->getCarNumber();
const size_t queueSize = queue.size();
for (size_t i = 0; i < queueSize; i++) {
MSBaseVehicle* veh = queue[queueSize - i - 1];
setVehicleColor(s, veh);
SUMOReal vehiclePosition = segmentOffset + length - i * avgCarSize;
SUMOReal xOff = 0.f;
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 += 0.5f;
}
while (shapeIndex < (int)shapeRotations.size() - 1 && vehiclePosition > shapeOffset + shapeLengths[shapeIndex]) {
glPopMatrix();
shapeOffset += shapeLengths[shapeIndex];
shapeIndex++;
glPushMatrix();
glTranslated(shape[shapeIndex].x(), shape[shapeIndex].y(), 0);
glRotated(shapeRotations[shapeIndex], 0, 0, 1);
}
glPushMatrix();
glTranslated(xOff, -(vehiclePosition - shapeOffset), GLO_VEHICLE);
glPushMatrix();
glScaled(1, avgCarSize, 1);
glBegin(GL_TRIANGLES);
glVertex2d(0, 0);
glVertex2d(0 - 1.25, 1);
glVertex2d(0 + 1.25, 1);
glEnd();
glPopMatrix();
glPopMatrix();
if (nameSettings.show) {
GLHelper::drawText(veh->getID(),
Position(xOff, -(vehiclePosition - shapeOffset)),
GLO_MAX, nameSettings.size / s.scale, nameSettings.color, 0);
}
}
}
segmentOffset += length;
}
glPopMatrix();
}
vehicleControl->releaseVehicles();
}
glPopName();
}
#endif
// (optionally) draw the name and/or the street name
const bool drawEdgeName = s.edgeName.show && myFunction == EDGEFUNCTION_NORMAL;
const bool drawInternalEdgeName = s.internalEdgeName.show && myFunction != EDGEFUNCTION_NORMAL;
const bool drawStreetName = s.streetName.show && myStreetName != "";
if (drawEdgeName || drawInternalEdgeName || drawStreetName) {
GUILaneWrapper* lane1 = myLaneGeoms[0];
GUILaneWrapper* lane2 = myLaneGeoms[myLaneGeoms.size() - 1];
//.........这里部分代码省略.........