+ if(const GL::Object *obj = type.get_body_object())
+ obj->render(tag);
+
+ const vector<VehicleType::Axle> &axles = vehicle.get_type().get_axles();
+ for(unsigned i=0; i<axles.size(); ++i)
+ if(const GL::Object *obj = type.get_axle_object(i))
+ {
+ GL::PushMatrix push_mat2;
+ GL::translate(axles[i].position, 0, axles[i].wheel_dia/2);
+ GL::rotate(vehicle.get_axle_angle(i)*180/M_PI, 0, 1, 0);
+ obj->render(tag);
+ }
+
+ const vector<VehicleType::Bogie> &bogies = vehicle.get_type().get_bogies();
+ for(unsigned i=0; i<bogies.size(); ++i)
+ {
+ GL::PushMatrix push_mat2;
+ GL::translate(bogies[i].position, 0, 0);
+ float angle = vehicle.get_bogie_direction(i)*180/M_PI;
+ GL::rotate(angle, 0, 0, 1);
+
+ for(unsigned j=0; j<bogies[i].axles.size(); ++j)
+ if(const GL::Object *obj = type.get_bogie_axle_object(i, j))
+ {
+ GL::PushMatrix push_mat3;
+ GL::translate(bogies[i].axles[j].position, 0, bogies[i].axles[j].wheel_dia/2);
+ GL::rotate(vehicle.get_bogie_axle_angle(i, j)*180/M_PI, 0, 1, 0);
+ obj->render(tag);
+ }
+
+ if(bogies[i].rotate_object)
+ GL::rotate(180, 0, 0, 1);
+ if(const GL::Object *obj = type.get_bogie_object(i))
+ obj->render(tag);
+ }
+
+ const vector<VehicleType::Rod> &rods = vehicle.get_type().get_rods();
+ for(unsigned i=0; i<rods.size(); ++i)
+ if(const GL::Object *obj = type.get_rod_object(i))
+ {
+ GL::PushMatrix push_mat2;
+ const Point &rpos = vehicle.get_rod_position(i);
+ float angle = vehicle.get_rod_angle(i);
+ GL::translate(rpos.x, rpos.y, rpos.z);
+ if(rods[i].mirror_object)
+ GL::scale(1, -1, 1);
+ GL::rotate(angle*180/M_PI, 0, -1, 0);
+ obj->render(tag);
+ }