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Use generic objects in Layout3D
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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(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                 {
26                         Axle3D *a = new Axle3D(*this, i);
27                         axles.push_back(a);
28                         layout.get_scene().add(*a);
29                 }
30
31         unsigned n_bogies = vehicle.get_type().get_bogies().size();
32         for(unsigned i=0; i<n_bogies; ++i)
33                 if(type.get_bogie_object(i))
34                 {
35                         Bogie3D *b = new Bogie3D(*this, i);
36                         bogies.push_back(b);
37                         layout.get_scene().add(*b);
38
39                         n_axles = vehicle.get_type().get_bogie(i).axles.size();
40                         for(unsigned j=0; j<n_axles; ++j)
41                                 if(type.get_bogie_axle_object(i, j))
42                                 {
43                                         Axle3D *a = new Axle3D(*this, i, j);
44                                         axles.push_back(a);
45                                         layout.get_scene().add(*a);
46                                 }
47                 }
48
49         unsigned n_rods = vehicle.get_type().get_rods().size();
50         for(unsigned i=0; i<n_rods; ++i)
51                 if(type.get_rod_object(i))
52                 {
53                         Rod3D *r = new Rod3D(*this, i);
54                         rods.push_back(r);
55                         layout.get_scene().add(*r);
56                 }
57
58         layout.get_scene().add(*this);
59 }
60
61 Vehicle3D::~Vehicle3D()
62 {
63         layout.get_scene().remove(*this);
64         for(vector<Axle3D *>::iterator i=axles.begin(); i!=axles.end(); ++i)
65         {
66                 layout.get_scene().remove(**i);
67                 delete *i;
68         }
69         for(vector<Bogie3D *>::iterator i=bogies.begin(); i!=bogies.end(); ++i)
70         {
71                 layout.get_scene().remove(**i);
72                 delete *i;
73         }
74         for(vector<Rod3D *>::iterator i=rods.begin(); i!=rods.end(); ++i)
75         {
76                 layout.get_scene().remove(**i);
77                 delete *i;
78         }
79 }
80
81 Vector Vehicle3D::get_node() const
82 {
83         Vector p = vehicle.get_position();
84         return Vector(p.x, p.y, p.z+0.01+vehicle.get_type().get_height());
85 }
86
87 bool Vehicle3D::is_visible() const
88 {
89         return vehicle.get_track();
90 }
91
92 void Vehicle3D::render(GL::Renderer &renderer, const GL::Tag &tag) const
93 {
94         if(!vehicle.get_track())
95                 return;
96
97         ObjectInstance::render(renderer, tag);
98 }
99
100 void Vehicle3D::setup_render(GL::Renderer &renderer, const GL::Tag &) const
101 {
102         renderer.matrix_stack() *= matrix;
103         if(vehicle.get_type().get_rotate_object())
104                 renderer.matrix_stack() *= GL::Matrix::rotation(Angle::half_turn(), 0, 0, 1);
105 }
106
107 } // namespace R2C2