Endpoint3D::Endpoint3D(const Track3D &t, unsigned i):
track(t),
index(i),
- mesh(track.get_layout().get_catalogue().get_endpoint_mesh())
+ mesh(track.get_layout().get_catalogue().get_endpoint_mesh(track.get_track().get_type().get_appearance()))
{
track.get_layout().get_endpoint_scene().add(*this);
}
{
if(tag=="unlit")
{
- Vector p = track.get_track().get_endpoint_position(index);
- float a = track.get_track().get_endpoint_direction(index)+M_PI;
+ Snap sn = track.get_track().get_snap_node(index);
GL::MatrixStack::Push push_mtx(renderer.matrix_stack());
GL::Matrix matrix;
- matrix.translate(p.x, p.y, p.z);
- matrix.rotate(a, 0, 0, 1);
+ matrix.translate(sn.position);
+ matrix.rotate(sn.rotation+Angle::half_turn(), 0, 0, 1);
renderer.matrix_stack() *= matrix;
if(track.get_track().get_link(index))