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))
26 Axle3D *a = new Axle3D(*this, i);
28 layout.get_scene().add(*a);
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))
35 Bogie3D *b = new Bogie3D(*this, i);
37 layout.get_scene().add(*b);
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))
43 Axle3D *a = new Axle3D(*this, i, j);
45 layout.get_scene().add(*a);
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))
53 Rod3D *r = new Rod3D(*this, i);
55 layout.get_scene().add(*r);
58 layout.get_scene().add(*this);
61 Vehicle3D::~Vehicle3D()
63 layout.get_scene().remove(*this);
64 for(vector<Axle3D *>::iterator i=axles.begin(); i!=axles.end(); ++i)
66 layout.get_scene().remove(**i);
69 for(vector<Bogie3D *>::iterator i=bogies.begin(); i!=bogies.end(); ++i)
71 layout.get_scene().remove(**i);
74 for(vector<Rod3D *>::iterator i=rods.begin(); i!=rods.end(); ++i)
76 layout.get_scene().remove(**i);
81 Vector Vehicle3D::get_node() const
83 Vector p = vehicle.get_position();
84 return Vector(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);
100 void Vehicle3D::setup_render(GL::Renderer &renderer, const GL::Tag &) const
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);