-
- /*if(tag==0)
- {
- GL::PushMatrix push_mat;
-
- const Point &pos = vehicle.get_position();
- GL::translate(pos.x, pos.y, pos.z);
- GL::rotate(vehicle.get_direction()*180/M_PI, 0, 0, 1);
-
- 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(i).angle*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(i).direction*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(i, j).angle*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(i).position;
- float angle = vehicle.get_rod(i).angle;
- 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);
- }*/
- //}