#include "Thing.h" // #include "Roboid.h" using namespace Passer::RoboidControl; Thing::Thing(unsigned char id) : position(Polar::zero), id(id) { this->type = (unsigned int)Type::Undetermined; this->childCount = 0; this->parent = nullptr; this->children = nullptr; } const unsigned int Thing::SwitchType = SensorType | (unsigned int)Type::Switch; const unsigned int Thing::DistanceSensorType = SensorType | (unsigned int)Type::DistanceSensor; const unsigned int Thing::ControlledMotorType = MotorType | (unsigned int)Type::ControlledMotor; const unsigned int Thing::UncontrolledMotorType = MotorType | (unsigned int)Type::UncontrolledMotor; const unsigned int Thing::ServoType = (unsigned int)Type::Servo; bool Thing::IsMotor() { return (type & Thing::MotorType) != 0; } bool Thing::IsSensor() { return (type & Thing::SensorType) != 0; } bool Thing::IsRoboid() { return (type & Thing::RoboidType) != 0; } void Thing::SetModel(const char *url) { this->modelUrl = url; } void Thing::SetParent(Thing *parent) { if (parent == nullptr) return; parent->AddChild(this); } Thing *Thing::GetParent() { return this->parent; } void Thing::AddChild(Thing *child) { Thing **newChildren = new Thing *[this->childCount + 1]; for (unsigned char childIx = 0; childIx < this->childCount; childIx++) { newChildren[childIx] = this->children[childIx]; if (this->children[childIx] == child) { // child is already present, stop copying do not update the children delete[] newChildren; return; } } newChildren[this->childCount] = child; child->parent = this; if (this->children != nullptr) delete[] this->children; this->children = newChildren; this->childCount++; } Thing *Thing::GetChild(unsigned char childIx) { if (childIx >= 0 && childIx < this->childCount) { return this->children[childIx]; } else return nullptr; }