+const VehicleType3D &Catalogue3D::get_vehicle(const VehicleType &vt) const
+{
+ map<const VehicleType *, VehicleType3D *>::const_iterator i = vehicles.find(&vt);
+ if(i==vehicles.end())
+ throw KeyError("Unknown vehicle type");
+
+ return *i->second;
+}
+
+void Catalogue3D::track_added(const TrackType &track)
+{
+ tracks[&track] = new TrackType3D(*this, track);
+}
+
+void Catalogue3D::vehicle_added(const VehicleType &veh)
+{
+ vehicles[&veh] = new VehicleType3D(*this, veh);
+}
+
+void Catalogue3D::build_endpoint_mesh()
+{
+ const Profile &ballast_profile = catalogue.get_ballast_profile();
+ const Point &ballast_min = ballast_profile.get_min_coords();
+ const Point &ballast_max = ballast_profile.get_max_coords();
+
+ const Profile &rail_profile = catalogue.get_rail_profile();
+ const Point &rail_min = rail_profile.get_min_coords();
+ const Point &rail_max = rail_profile.get_max_coords();
+
+ float gauge = catalogue.get_gauge();
+
+ float width = max(max(-ballast_min.x, ballast_max.x)*2, gauge+(rail_max.x-rail_min.x)*2)+0.004;
+ float height = ballast_max.y-ballast_min.y+rail_max.y-rail_min.y+0.01;
+
+ GL::MeshBuilder bld(endpoint_mesh);
+ bld.normal(1, 0, 0);
+ bld.begin(GL::QUADS);
+ bld.vertex(0, width/2, 0);
+ bld.vertex(0, width/2, height);
+ bld.vertex(0, -width/2, height);
+ bld.vertex(0, -width/2, 0);
+ bld.end();
+}
+