- 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_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);