3 This file is part of R²C²
4 Copyright © 2010-2011 Mikkosoft Productions, Mikko Rasa
5 Distributed under the GPL
9 #include <msp/gl/matrix.h>
10 #include <msp/gl/renderer.h>
16 #include "vehicletype.h"
23 Vehicle3D::Vehicle3D(Layout3D &l, Vehicle &v):
24 GL::ObjectInstance(*l.get_catalogue().get_vehicle(v.get_type()).get_body_object()),
27 type(layout.get_catalogue().get_vehicle(vehicle.get_type()))
29 unsigned n_axles = vehicle.get_type().get_axles().size();
30 for(unsigned i=0; i<n_axles; ++i)
31 if(type.get_axle_object(i))
33 Axle3D *a = new Axle3D(*this, i);
35 layout.get_scene().add(*a);
38 unsigned n_bogies = vehicle.get_type().get_bogies().size();
39 for(unsigned i=0; i<n_bogies; ++i)
40 if(type.get_bogie_object(i))
42 Bogie3D *b = new Bogie3D(*this, i);
44 layout.get_scene().add(*b);
46 n_axles = vehicle.get_type().get_bogie(i).axles.size();
47 for(unsigned j=0; j<n_axles; ++j)
48 if(type.get_bogie_axle_object(i, j))
50 Axle3D *a = new Axle3D(*this, i, j);
52 layout.get_scene().add(*a);
56 unsigned n_rods = vehicle.get_type().get_rods().size();
57 for(unsigned i=0; i<n_rods; ++i)
58 if(type.get_rod_object(i))
60 Rod3D *r = new Rod3D(*this, i);
62 layout.get_scene().add(*r);
65 layout.add_vehicle(*this);
66 layout.get_scene().add(*this);
69 Vehicle3D::~Vehicle3D()
71 layout.remove_vehicle(*this);
72 layout.get_scene().remove(*this);
73 for(vector<Axle3D *>::iterator i=axles.begin(); i!=axles.end(); ++i)
75 for(vector<Bogie3D *>::iterator i=bogies.begin(); i!=bogies.end(); ++i)
77 for(vector<Rod3D *>::iterator i=rods.begin(); i!=rods.end(); ++i)
81 Vector Vehicle3D::get_node() const
83 Vector p = vehicle.get_position();
84 return Vector(p.x, p.y, p.z+0.01+vehicle.get_type().get_height());
87 bool Vehicle3D::is_visible() const
89 return vehicle.get_track();
92 void Vehicle3D::render(GL::Renderer &renderer, const GL::Tag &tag) const
94 if(!vehicle.get_track())
97 ObjectInstance::render(renderer, tag);
100 void Vehicle3D::setup_render(GL::Renderer &renderer, const GL::Tag &) const
103 const Vector &pos = vehicle.get_position();
104 matrix.translate(pos.x, pos.y, pos.z);
105 matrix.rotate(vehicle.get_direction(), 0, 0, 1);
106 renderer.matrix_stack() *= matrix;