2 #include <msp/gl/matrix.h>
3 #include <msp/gl/renderer.h>
9 #include "vehicletype.h"
16 Vehicle3D::Vehicle3D(Layout3D &l, Vehicle &v):
18 GL::ObjectInstance(*l.get_catalogue().get_vehicle(v.get_type()).get_body_object()),
20 type(layout.get_catalogue().get_vehicle(vehicle.get_type()))
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));
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))
31 children.push_back(new Bogie3D(*this, i));
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));
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));
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);
49 Vehicle3D::~Vehicle3D()
51 layout.get_scene().remove(*this);
52 for(vector<VehiclePart3D *>::iterator i=children.begin(); i!=children.end(); ++i)
54 layout.get_scene().remove(**i);
59 Vector Vehicle3D::get_node() const
61 Vector p = vehicle.get_position();
62 return Vector(p.x, p.y, p.z+0.01+vehicle.get_type().get_height());
65 bool Vehicle3D::is_visible() const
67 return vehicle.get_track();
70 void Vehicle3D::moved()
74 for(vector<VehiclePart3D *>::const_iterator i=children.begin(); i!=children.end(); ++i)
75 (*i)->update_matrix();
78 void Vehicle3D::render(GL::Renderer &renderer, const GL::Tag &tag) const
80 if(!vehicle.get_track())
83 ObjectInstance::render(renderer, tag);
86 void Vehicle3D::setup_render(GL::Renderer &renderer, const GL::Tag &) const
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);