#include "generator.h"
Generator::Generator(SimulationScene *scene)
:m_scene(scene)
,m_mode(VEHICLEMETHOD::GO_THROUGH)
,m_running_state(false)
,m_VisionOn(false)
,m_IsInteraction(true)
{
for(int i = 0 ; i < 4 ; ++i){
m_timer.append( new QTimer());
}
this->connect(m_timer.at(0),SIGNAL(timeout()),this,SLOT(makeEastWest()));
this->connect(m_timer.at(1),SIGNAL(timeout()),this,SLOT(makeNorthSouth()));
this->connect(m_timer.at(2),SIGNAL(timeout()),this,SLOT(makeSouthNorth()));
this->connect(m_timer.at(3),SIGNAL(timeout()),this,SLOT(makeWestEast()));
//qsrand(static_cast(QTime(0,0,0).secsTo(QTime::currentTime())));
}
Generator::Generator()
:m_number_N_S(0)
,m_number_S_N(0)
,m_number_W_E(0)
,m_number_E_W(0)
,m_time_N_S(0)
,m_time_S_N(0)
,m_time_W_E(0)
,m_time_E_W(0)
,m_mode(VEHICLEMETHOD::GO_THROUGH)
,m_running_state(false)
{
for(int i = 0 ; i < 4 ; ++i){
m_timer.append( new QTimer());
}
//qsrand(static_cast(QTime(0,0,0).secsTo(QTime::currentTime())));
}
Generator::~Generator()
{
delete m_timer.at(0);
delete m_timer.at(1);
delete m_timer.at(2);
delete m_timer.at(3);
}
void Generator::setMethod(const GENMETHOD& x)
{
m_method = x;
}
void Generator::startGenerator()
{
m_timer.at(0)->start(m_time_E_W);
m_timer.at(1)->start(m_time_N_S);
m_timer.at(2)->start(m_time_S_N);
m_timer.at(3)->start(m_time_W_E);
}
void Generator::stopGenerator()
{
m_timer.at(0)->stop();
m_timer.at(1)->stop();
m_timer.at(2)->stop();
m_timer.at(3)->stop();
}
void Generator::startAutoGeneraion()
{
setTimer(2500,2000,2600,3000);
startGenerator();
}
void Generator::setTimer(const int& N_S,const int& S_N,const int& E_W,const int& W_E)
{
m_time_N_S = N_S;
m_time_S_N = S_N;
m_time_E_W = E_W;
m_time_W_E = W_E;
}
void Generator::makeNorthSouth()
{
if(m_scene->getNumber(REGION_N_S) > MAX_N_S){
return;
}
//qDebug()<<"Hello";
switch (m_method) {
case GEN_3:
switch (qrand()%3){
case 0:
m_scene->addVehicle(VehiclesGenerator::getRightTurningVehicle(REGION_N_S,m_mode,m_VisionOn,m_IsInteraction));
//m_number_N_S++;
break;
case 1:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_N_S,2,m_mode,m_VisionOn,m_IsInteraction));
//m_number_N_S++;
break;
case 2:
m_scene->addVehicle(VehiclesGenerator::getLeftTurningVehicle(REGION_N_S,m_mode,m_VisionOn,m_IsInteraction));
//m_number_N_S++;
break;
}
break;
case GEN_5:
switch (qrand()%5){
case 0:
m_scene->addVehicle(VehiclesGenerator::getRightTurningVehicle(REGION_N_S,m_mode,m_VisionOn,m_IsInteraction));
//m_number_N_S++;
break;
case 1:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_N_S,1,m_mode,m_VisionOn,m_IsInteraction));
//m_number_N_S++;
break;
case 2:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_N_S,2,m_mode,m_VisionOn,m_IsInteraction));
//m_number_N_S++;
break;
case 3:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_N_S,3,m_mode,m_VisionOn,m_IsInteraction));
//m_number_N_S++;
break;
case 4:
m_scene->addVehicle(VehiclesGenerator::getLeftTurningVehicle(REGION_N_S,m_mode,m_VisionOn,m_IsInteraction));
//m_number_N_S++;
break;
}
break;
case NO_TURN:
switch (qrand()%3){
case 0:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_N_S,1,m_mode,m_VisionOn,m_IsInteraction));
//m_number_N_S++;
break;
case 1:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_N_S,2,m_mode,m_VisionOn,m_IsInteraction));
//m_number_N_S++;
break;
case 2:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_N_S,3,m_mode,m_VisionOn,m_IsInteraction));
//m_number_N_S++;
break;
}
break;
case ONLY_TURN:
switch (qrand()%2) {
case 0:
m_scene->addVehicle(VehiclesGenerator::getLeftTurningVehicle(REGION_N_S,m_mode,m_VisionOn,m_IsInteraction));
break;
case 1:
m_scene->addVehicle(VehiclesGenerator::getRightTurningVehicle(REGION_N_S,m_mode,m_VisionOn,m_IsInteraction));
break;
}
break;
}
}
void Generator::makeSouthNorth()
{
if(m_scene->getNumber(REGION_S_N) > MAX_S_N){
return;
}
//qDebug()<<"Hello";
switch (m_method) {
case GEN_3:
switch (qrand()%3){
case 0:
m_scene->addVehicle(VehiclesGenerator::getRightTurningVehicle(REGION_S_N,m_mode,m_VisionOn,m_IsInteraction));
//m_number_S_N++;
break;
case 1:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_S_N,2,m_mode,m_VisionOn,m_IsInteraction));
//m_number_S_N++;
break;
case 2:
m_scene->addVehicle(VehiclesGenerator::getLeftTurningVehicle(REGION_S_N,m_mode,m_VisionOn,m_IsInteraction));
//m_number_S_N++;
break;
}
break;
case GEN_5:
switch (qrand()%5){
case 0:
m_scene->addVehicle(VehiclesGenerator::getRightTurningVehicle(REGION_S_N,m_mode,m_VisionOn,m_IsInteraction));
//m_number_S_N++;
break;
case 1:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_S_N,1,m_mode,m_VisionOn,m_IsInteraction));
//m_number_S_N++;
break;
case 2:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_S_N,2,m_mode,m_VisionOn,m_IsInteraction));
//m_number_S_N++;
break;
case 3:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_S_N,3,m_mode,m_VisionOn,m_IsInteraction));
//m_number_S_N++;
break;
case 4:
m_scene->addVehicle(VehiclesGenerator::getLeftTurningVehicle(REGION_S_N,m_mode,m_VisionOn,m_IsInteraction));
//m_number_S_N++;
break;
}
break;
case NO_TURN:
switch (qrand()%3){
case 0:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_S_N,1,m_mode,m_VisionOn,m_IsInteraction));
//m_number_N_S++;
break;
case 1:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_S_N,2,m_mode,m_VisionOn,m_IsInteraction));
//m_number_N_S++;
break;
case 2:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_S_N,3,m_mode,m_VisionOn,m_IsInteraction));
//m_number_N_S++;
break;
}
break;
case ONLY_TURN:
switch (qrand()%2) {
case 0:
m_scene->addVehicle(VehiclesGenerator::getLeftTurningVehicle(REGION_S_N,m_mode,m_VisionOn,m_IsInteraction));
break;
case 1:
m_scene->addVehicle(VehiclesGenerator::getRightTurningVehicle(REGION_S_N,m_mode,m_VisionOn,m_IsInteraction));
break;
}
break;
}
}
void Generator::makeWestEast()
{
if(m_scene->getNumber(REGION_W_E) > MAX_W_E){
return;
}
//qDebug()<<"Hello";
switch (m_method) {
case GEN_3:
switch (qrand()%3){
case 0:
m_scene->addVehicle(VehiclesGenerator::getRightTurningVehicle(REGION_W_E,m_mode,m_VisionOn,m_IsInteraction));
//m_number_W_E++;
break;
case 1:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_W_E,2,m_mode,m_VisionOn,m_IsInteraction));
//m_number_W_E++;
break;
case 2:
m_scene->addVehicle(VehiclesGenerator::getLeftTurningVehicle(REGION_W_E,m_mode,m_VisionOn,m_IsInteraction));
//m_number_W_E++;
break;
}
break;
case GEN_5:
switch (qrand()%5){
case 0:
m_scene->addVehicle(VehiclesGenerator::getRightTurningVehicle(REGION_W_E,m_mode,m_VisionOn,m_IsInteraction));
//m_number_W_E++;
break;
case 1:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_W_E,1,m_mode,m_VisionOn,m_IsInteraction));
//m_number_W_E++;
break;
case 2:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_W_E,2,m_mode,m_VisionOn,m_IsInteraction));
//m_number_W_E++;
break;
case 3:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_W_E,3,m_mode,m_VisionOn,m_IsInteraction));
//m_number_W_E++;
break;
case 4:
m_scene->addVehicle(VehiclesGenerator::getLeftTurningVehicle(REGION_W_E,m_mode,m_VisionOn,m_IsInteraction));
//m_number_W_E++;
break;
}
break;
case NO_TURN:
switch (qrand()%3){
case 0:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_W_E,1,m_mode,m_VisionOn,m_IsInteraction));
//m_number_N_S++;
break;
case 1:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_W_E,2,m_mode,m_VisionOn,m_IsInteraction));
//m_number_N_S++;
break;
case 2:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_W_E,3,m_mode,m_VisionOn,m_IsInteraction));
//m_number_N_S++;
break;
}
break;
case ONLY_TURN:
switch (qrand()%2) {
case 0:
m_scene->addVehicle(VehiclesGenerator::getLeftTurningVehicle(REGION_W_E,m_mode,m_VisionOn,m_IsInteraction));
break;
case 1:
m_scene->addVehicle(VehiclesGenerator::getRightTurningVehicle(REGION_W_E,m_mode,m_VisionOn,m_IsInteraction));
break;
}
break;
}
}
void Generator::makeEastWest()
{
if(m_scene->getNumber(REGION_E_W) > MAX_E_W){
return;
}
//qDebug()<<"Hello";
switch (m_method) {
case GEN_3:
switch (qrand()%3){
case 0:
m_scene->addVehicle(VehiclesGenerator::getRightTurningVehicle(REGION_E_W,m_mode,m_VisionOn,m_IsInteraction));
//m_number_E_W++;
break;
case 1:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_E_W,2,m_mode,m_VisionOn,m_IsInteraction));
//m_number_E_W++;
break;
case 2:
m_scene->addVehicle(VehiclesGenerator::getLeftTurningVehicle(REGION_E_W,m_mode,m_VisionOn,m_IsInteraction));
//m_number_E_W++;
break;
}
break;
case GEN_5:
switch (qrand()%5){
case 0:
m_scene->addVehicle(VehiclesGenerator::getRightTurningVehicle(REGION_E_W,m_mode,m_VisionOn,m_IsInteraction));
//m_number_E_W++;
break;
case 1:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_E_W,1,m_mode,m_VisionOn,m_IsInteraction));
//m_number_E_W++;
break;
case 2:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_E_W,2,m_mode,m_VisionOn,m_IsInteraction));
//m_number_E_W++;
break;
case 3:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_E_W,3,m_mode,m_VisionOn,m_IsInteraction));
//m_number_E_W++;
break;
case 4:
m_scene->addVehicle(VehiclesGenerator::getLeftTurningVehicle(REGION_E_W,m_mode,m_VisionOn,m_IsInteraction));
//m_number_E_W++;
break;
}
break;
case NO_TURN:
switch (qrand()%3){
case 0:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_E_W,1,m_mode,m_VisionOn,m_IsInteraction));
//m_number_N_S++;
break;
case 1:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_E_W,2,m_mode,m_VisionOn,m_IsInteraction));
//m_number_N_S++;
break;
case 2:
m_scene->addVehicle(VehiclesGenerator::getThroughVehicle(REGION_E_W,3,m_mode,m_VisionOn,m_IsInteraction));
//m_number_N_S++;
break;
}
break;
case ONLY_TURN:
switch (qrand()%2) {
case 0:
m_scene->addVehicle(VehiclesGenerator::getLeftTurningVehicle(REGION_E_W,m_mode,m_VisionOn,m_IsInteraction));
break;
case 1:
m_scene->addVehicle(VehiclesGenerator::getRightTurningVehicle(REGION_E_W,m_mode,m_VisionOn,m_IsInteraction));
break;
}
break;
}
}
void Generator::setMode(const VEHICLEMETHOD &mode)
{
m_mode = mode;
}
void Generator::setVisionOn(const bool &vision)
{
m_VisionOn = vision;
}
void Generator::setInteraction(const bool &interact)
{
m_IsInteraction = interact;
}
void Generator::setScene(SimulationScene *scene)
{
m_scene = scene;
}
void Generator::turnOn()
{
m_running_state = true;
}
void Generator::turnOff()
{
m_running_state = false;
}
https://download.csdn.net/download/u013083044/88850953