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_axles().size();
23 for(unsigned i=0; i<n_axles; ++i)
24 if(type.get_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))
30 children.push_back(new Bogie3D(*this, i));
32 unsigned n_rods = vehicle.get_type().get_rods().size();
33 for(unsigned i=0; i<n_rods; ++i)
34 if(type.get_rod_object(i))
35 children.push_back(new Rod3D(*this, i));
37 layout.get_scene().add(*this);
38 for(vector<VehiclePart3D *>::const_iterator i=children.begin(); i!=children.end(); ++i)
39 layout.get_scene().add(**i);
42 Vehicle3D::~Vehicle3D()
44 layout.get_scene().remove(*this);
45 for(vector<VehiclePart3D *>::iterator i=children.begin(); i!=children.end(); ++i)
47 layout.get_scene().remove(**i);
52 Vector Vehicle3D::get_node() const
54 Vector p = vehicle.get_position();
55 return Vector(p.x, p.y, p.z+0.01+vehicle.get_type().get_height());
58 bool Vehicle3D::is_visible() const
60 return vehicle.is_placed();
63 void Vehicle3D::moved()
67 for(vector<VehiclePart3D *>::const_iterator i=children.begin(); i!=children.end(); ++i)
68 (*i)->update_matrix();
71 void Vehicle3D::render(GL::Renderer &renderer, const GL::Tag &tag) const
76 ObjectInstance::render(renderer, tag);
79 void Vehicle3D::setup_render(GL::Renderer &renderer, const GL::Tag &) const
81 renderer.matrix_stack() *= matrix;
82 if(vehicle.get_type().get_rotate_object())
83 renderer.matrix_stack() *= GL::Matrix::rotation(Angle::half_turn(), 0, 0, 1);