-#include <msp/gl/matrix.h>
-#include <msp/gl/renderer.h>
#include "rod.h"
#include "vehicle.h"
#include "vehicletype.h"
namespace R2C2 {
Rod3D::Rod3D(const Vehicle3D &v, unsigned r):
- GL::ObjectInstance(*v.get_type().get_rod_object(r)),
- vehicle(v.get_vehicle()),
- rod(vehicle.get_rod(r))
+ VehiclePart3D(v, *v.get_type().get_rod_object(r)),
+ rod(vehicle.get_vehicle().get_rod(r))
{ }
-void Rod3D::render(GL::Renderer &renderer, const GL::Tag &tag) const
+void Rod3D::update_matrix()
{
- if(!vehicle.get_track())
- return;
-
- ObjectInstance::render(renderer, tag);
-}
-
-void Rod3D::setup_render(GL::Renderer &renderer, const GL::Tag &) const
-{
- GL::Matrix matrix;
- matrix.translate(vehicle.get_position());
- matrix.rotate(vehicle.get_rotation(), 0, 0, 1);
+ matrix = vehicle.Object3D::get_matrix();
matrix.translate(rod.position);
if(rod.type->mirror_object)
matrix.scale(1, -1, 1);
matrix.rotate(rod.angle, 0, -1, 0);
-
- renderer.matrix_stack() *= matrix;
}
} // namespace R2C2