const VehicleType &type;
std::map<std::string, Msp::GL::Object *> objects;
Msp::GL::Object *body_object;
std::vector<Msp::GL::Object *> bogie_objects;
std::vector<std::vector<Msp::GL::Object *> > axle_objects;
const VehicleType &type;
std::map<std::string, Msp::GL::Object *> objects;
Msp::GL::Object *body_object;
std::vector<Msp::GL::Object *> bogie_objects;
std::vector<std::vector<Msp::GL::Object *> > axle_objects;
const Msp::GL::Object *get_bogie_object(unsigned) const;
const Msp::GL::Object *get_bogie_axle_object(unsigned, unsigned) const;
const Msp::GL::Object *get_bogie_object(unsigned) const;
const Msp::GL::Object *get_bogie_axle_object(unsigned, unsigned) const;
private:
Msp::GL::Object *get_object(const std::string &);
Msp::GL::Technique *create_technique(const std::map<std::string, std::string> &);
private:
Msp::GL::Object *get_object(const std::string &);
Msp::GL::Technique *create_technique(const std::map<std::string, std::string> &);