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 Point Vehicle3D::get_node() const
83 Point p = vehicle.get_position();
84 return Point(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);
101 GL::PushMatrix push_mat;
103 const Point &pos = vehicle.get_position();
104 GL::translate(pos.x, pos.y, pos.z);
105 GL::rotate(vehicle.get_direction()*180/M_PI, 0, 0, 1);
107 if(const GL::Object *obj = type.get_body_object())
110 /*const vector<VehicleType::Axle> &axles = vehicle.get_type().get_axles();
111 for(unsigned i=0; i<axles.size(); ++i)
112 if(const GL::Object *obj = type.get_axle_object(i))
114 GL::PushMatrix push_mat2;
115 GL::translate(axles[i].position, 0, axles[i].wheel_dia/2);
116 GL::rotate(vehicle.get_axle(i).angle*180/M_PI, 0, 1, 0);
120 const vector<VehicleType::Bogie> &bogies = vehicle.get_type().get_bogies();
121 for(unsigned i=0; i<bogies.size(); ++i)
123 GL::PushMatrix push_mat2;
124 GL::translate(bogies[i].position, 0, 0);
125 float angle = vehicle.get_bogie(i).direction*180/M_PI;
126 GL::rotate(angle, 0, 0, 1);
128 for(unsigned j=0; j<bogies[i].axles.size(); ++j)
129 if(const GL::Object *obj = type.get_bogie_axle_object(i, j))
131 GL::PushMatrix push_mat3;
132 GL::translate(bogies[i].axles[j].position, 0, bogies[i].axles[j].wheel_dia/2);
133 GL::rotate(vehicle.get_bogie_axle(i, j).angle*180/M_PI, 0, 1, 0);
137 if(bogies[i].rotate_object)
138 GL::rotate(180, 0, 0, 1);
139 if(const GL::Object *obj = type.get_bogie_object(i))
143 /*const vector<VehicleType::Rod> &rods = vehicle.get_type().get_rods();
144 for(unsigned i=0; i<rods.size(); ++i)
145 if(const GL::Object *obj = type.get_rod_object(i))
147 GL::PushMatrix push_mat2;
148 const Point &rpos = vehicle.get_rod(i).position;
149 float angle = vehicle.get_rod(i).angle;
150 GL::translate(rpos.x, rpos.y, rpos.z);
151 if(rods[i].mirror_object)
153 GL::rotate(angle*180/M_PI, 0, -1, 0);
159 void Vehicle3D::setup_render(GL::Renderer &renderer, const GL::Tag &) const
162 const Point &pos = vehicle.get_position();
163 matrix.translate(pos.x, pos.y, pos.z);
164 matrix.rotate(vehicle.get_direction(), 0, 0, 1);
165 renderer.matrix_stack() *= matrix;