+namespace R2C2 {
+
+Catalogue3D::Catalogue3D(Catalogue &c):
+ catalogue(c),
+ endpoint_mesh((GL::NORMAL3, GL::VERTEX3))
+{
+ add_type<GL::Material>().creator(&Catalogue3D::create<GL::Material>);
+ add_type<GL::Mesh>().creator(&Catalogue3D::create<GL::Mesh>);
+ add_type<GL::Object>().creator(&Catalogue3D::create<GL::Object>);
+ add_type<GL::Program>().creator(&Catalogue3D::create<GL::Program>);
+ add_type<GL::Technique>().creator(&Catalogue3D::create<GL::Technique>);
+
+ catalogue.signal_object_added.connect(sigc::mem_fun(this, &Catalogue3D::object_added));
+
+ const Catalogue::ObjectMap &objs = catalogue.get_all();
+ for(Catalogue::ObjectMap::const_iterator i=objs.begin(); i!=objs.end(); ++i)
+ object_added(*i->second);
+
+ build_endpoint_mesh();
+}
+
+Catalogue3D::~Catalogue3D()
+{
+ for(map<const ObjectType *, ObjectType3D *>::iterator i=objects.begin(); i!=objects.end(); ++i)
+ delete i->second;
+}
+
+void Catalogue3D::object_added(const ObjectType &ot)
+{
+ if(const TrackType *tt = dynamic_cast<const TrackType *>(&ot))
+ objects[&ot] = new TrackType3D(*this, *tt);
+ else if(const SignalType *st = dynamic_cast<const SignalType *>(&ot))
+ objects[&ot] = new SignalType3D(*this, *st);
+ else if(const VehicleType *vt = dynamic_cast<const VehicleType *>(&ot))
+ objects[&ot] = new VehicleType3D(*this, *vt);
+}
+
+const ObjectType3D &Catalogue3D::get_3d(const ObjectType &ot) const
+{
+ return *get_item(objects, &ot);
+}
+
+void Catalogue3D::build_endpoint_mesh()
+{
+ const Profile &ballast_profile = catalogue.get_ballast_profile();
+ const Vector &ballast_min = ballast_profile.get_min_coords();
+ const Vector &ballast_max = ballast_profile.get_max_coords();
+
+ const Profile &rail_profile = catalogue.get_rail_profile();
+ const Vector &rail_min = rail_profile.get_min_coords();
+ const Vector &rail_max = rail_profile.get_max_coords();
+
+ float gauge = catalogue.get_gauge();