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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(v),
18         GL::ObjectInstance(*l.get_catalogue().get_vehicle(v.get_type()).get_body_object()),
19         layout(l),
20         vehicle(v),
21         type(layout.get_catalogue().get_vehicle(vehicle.get_type()))
22 {
23         unsigned n_axles = vehicle.get_type().get_fixed_axles().size();
24         for(unsigned i=0; i<n_axles; ++i)
25                 if(type.get_fixed_axle_object(i))
26                 {
27                         Axle3D *a = new Axle3D(*this, i);
28                         axles.push_back(a);
29                         layout.get_scene().add(*a);
30                 }
31
32         unsigned n_bogies = vehicle.get_type().get_bogies().size();
33         for(unsigned i=0; i<n_bogies; ++i)
34                 if(type.get_bogie_object(i))
35                 {
36                         Bogie3D *b = new Bogie3D(*this, i);
37                         bogies.push_back(b);
38                         layout.get_scene().add(*b);
39
40                         n_axles = vehicle.get_type().get_bogie(i).axles.size();
41                         for(unsigned j=0; j<n_axles; ++j)
42                                 if(type.get_bogie_axle_object(i, j))
43                                 {
44                                         Axle3D *a = new Axle3D(*this, i, j);
45                                         axles.push_back(a);
46                                         layout.get_scene().add(*a);
47                                 }
48                 }
49
50         unsigned n_rods = vehicle.get_type().get_rods().size();
51         for(unsigned i=0; i<n_rods; ++i)
52                 if(type.get_rod_object(i))
53                 {
54                         Rod3D *r = new Rod3D(*this, i);
55                         rods.push_back(r);
56                         layout.get_scene().add(*r);
57                 }
58
59         layout.add_vehicle(*this);
60         layout.get_scene().add(*this);
61 }
62
63 Vehicle3D::~Vehicle3D()
64 {
65         layout.remove_vehicle(*this);
66         layout.get_scene().remove(*this);
67         for(vector<Axle3D *>::iterator i=axles.begin(); i!=axles.end(); ++i)
68         {
69                 layout.get_scene().remove(**i);
70                 delete *i;
71         }
72         for(vector<Bogie3D *>::iterator i=bogies.begin(); i!=bogies.end(); ++i)
73         {
74                 layout.get_scene().remove(**i);
75                 delete *i;
76         }
77         for(vector<Rod3D *>::iterator i=rods.begin(); i!=rods.end(); ++i)
78         {
79                 layout.get_scene().remove(**i);
80                 delete *i;
81         }
82 }
83
84 Vector Vehicle3D::get_node() const
85 {
86         Vector p = vehicle.get_position();
87         return Vector(p.x, p.y, p.z+0.01+vehicle.get_type().get_height());
88 }
89
90 bool Vehicle3D::is_visible() const
91 {
92         return vehicle.get_track();
93 }
94
95 void Vehicle3D::render(GL::Renderer &renderer, const GL::Tag &tag) const
96 {
97         if(!vehicle.get_track())
98                 return;
99
100         ObjectInstance::render(renderer, tag);
101 }
102
103 void Vehicle3D::setup_render(GL::Renderer &renderer, const GL::Tag &) const
104 {
105         renderer.matrix_stack() *= matrix;
106         if(vehicle.get_type().get_rotate_object())
107                 renderer.matrix_stack() *= GL::Matrix::rotation(Angle::half_turn(), 0, 0, 1);
108 }
109
110 } // namespace R2C2