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Create a common base class for Vehicle3D parts
[r2c2.git] / source / 3d / vehicle.cpp
1 #include <cmath>
2 #include <msp/gl/matrix.h>
3 #include <msp/gl/renderer.h>
4 #include "axle.h"
5 #include "bogie.h"
6 #include "layout.h"
7 #include "rod.h"
8 #include "vehicle.h"
9 #include "vehicletype.h"
10
11 using namespace std;
12 using namespace Msp;
13
14 namespace R2C2 {
15
16 Vehicle3D::Vehicle3D(Layout3D &l, Vehicle &v):
17         Object3D(l, v),
18         GL::ObjectInstance(*l.get_catalogue().get_vehicle(v.get_type()).get_body_object()),
19         vehicle(v),
20         type(layout.get_catalogue().get_vehicle(vehicle.get_type()))
21 {
22         unsigned n_axles = vehicle.get_type().get_fixed_axles().size();
23         for(unsigned i=0; i<n_axles; ++i)
24                 if(type.get_fixed_axle_object(i))
25                         children.push_back(new Axle3D(*this, i));
26
27         unsigned n_bogies = vehicle.get_type().get_bogies().size();
28         for(unsigned i=0; i<n_bogies; ++i)
29                 if(type.get_bogie_object(i))
30                 {
31                         children.push_back(new Bogie3D(*this, i));
32
33                         n_axles = vehicle.get_type().get_bogie(i).axles.size();
34                         for(unsigned j=0; j<n_axles; ++j)
35                                 if(type.get_bogie_axle_object(i, j))
36                                         children.push_back(new Axle3D(*this, i, j));
37                 }
38
39         unsigned n_rods = vehicle.get_type().get_rods().size();
40         for(unsigned i=0; i<n_rods; ++i)
41                 if(type.get_rod_object(i))
42                         children.push_back(new Rod3D(*this, i));
43
44         layout.get_scene().add(*this);
45         for(vector<VehiclePart3D *>::const_iterator i=children.begin(); i!=children.end(); ++i)
46                 layout.get_scene().add(**i);
47 }
48
49 Vehicle3D::~Vehicle3D()
50 {
51         layout.get_scene().remove(*this);
52         for(vector<VehiclePart3D *>::iterator i=children.begin(); i!=children.end(); ++i)
53         {
54                 layout.get_scene().remove(**i);
55                 delete *i;
56         }
57 }
58
59 Vector Vehicle3D::get_node() const
60 {
61         Vector p = vehicle.get_position();
62         return Vector(p.x, p.y, p.z+0.01+vehicle.get_type().get_height());
63 }
64
65 bool Vehicle3D::is_visible() const
66 {
67         return vehicle.get_track();
68 }
69
70 void Vehicle3D::moved()
71 {
72         Object3D::moved();
73
74         for(vector<VehiclePart3D *>::const_iterator i=children.begin(); i!=children.end(); ++i)
75                 (*i)->update_matrix();
76 }
77
78 void Vehicle3D::render(GL::Renderer &renderer, const GL::Tag &tag) const
79 {
80         if(!vehicle.get_track())
81                 return;
82
83         ObjectInstance::render(renderer, tag);
84 }
85
86 void Vehicle3D::setup_render(GL::Renderer &renderer, const GL::Tag &) const
87 {
88         renderer.matrix_stack() *= matrix;
89         if(vehicle.get_type().get_rotate_object())
90                 renderer.matrix_stack() *= GL::Matrix::rotation(Angle::half_turn(), 0, 0, 1);
91 }
92
93 } // namespace R2C2