]> git.tdb.fi Git - r2c2.git/blobdiff - source/3d/vehicle.cpp
Delete auxiliary objects together with Vehicle3D
[r2c2.git] / source / 3d / vehicle.cpp
index ceded8bc04c8012af255f399763ada36074270cb..106be97d3c5be4c5ed49997362d314a4f2a412db 100644 (file)
@@ -1,10 +1,3 @@
-/* $Id$
-
-This file is part of R²C²
-Copyright © 2010-2011  Mikkosoft Productions, Mikko Rasa
-Distributed under the GPL
-*/
-
 #include <cmath>
 #include <msp/gl/matrix.h>
 #include <msp/gl/renderer.h>
@@ -26,9 +19,9 @@ Vehicle3D::Vehicle3D(Layout3D &l, Vehicle &v):
        vehicle(v),
        type(layout.get_catalogue().get_vehicle(vehicle.get_type()))
 {
-       unsigned n_axles = vehicle.get_type().get_axles().size();
+       unsigned n_axles = vehicle.get_type().get_fixed_axles().size();
        for(unsigned i=0; i<n_axles; ++i)
-               if(type.get_axle_object(i))
+               if(type.get_fixed_axle_object(i))
                {
                        Axle3D *a = new Axle3D(*this, i);
                        axles.push_back(a);
@@ -71,17 +64,26 @@ Vehicle3D::~Vehicle3D()
        layout.remove_vehicle(*this);
        layout.get_scene().remove(*this);
        for(vector<Axle3D *>::iterator i=axles.begin(); i!=axles.end(); ++i)
+       {
+               layout.get_scene().remove(**i);
                delete *i;
+       }
        for(vector<Bogie3D *>::iterator i=bogies.begin(); i!=bogies.end(); ++i)
+       {
+               layout.get_scene().remove(**i);
                delete *i;
+       }
        for(vector<Rod3D *>::iterator i=rods.begin(); i!=rods.end(); ++i)
+       {
+               layout.get_scene().remove(**i);
                delete *i;
+       }
 }
 
-Point Vehicle3D::get_node() const
+Vector Vehicle3D::get_node() const
 {
-       Point p = vehicle.get_position();
-       return Point(p.x, p.y, p.z+0.01+vehicle.get_type().get_height());
+       Vector p = vehicle.get_position();
+       return Vector(p.x, p.y, p.z+0.01+vehicle.get_type().get_height());
 }
 
 bool Vehicle3D::is_visible() const
@@ -95,73 +97,16 @@ void Vehicle3D::render(GL::Renderer &renderer, const GL::Tag &tag) const
                return;
 
        ObjectInstance::render(renderer, tag);
-
-       /*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);
-                       }*/
-       //}
 }
 
 void Vehicle3D::setup_render(GL::Renderer &renderer, const GL::Tag &) const
 {
        GL::Matrix matrix;
-       const Point &pos = vehicle.get_position();
-       matrix.translate(pos.x, pos.y, pos.z);
-       matrix.rotate(vehicle.get_direction(), 0, 0, 1);
+       matrix.translate(vehicle.get_position());
+       Angle rot = vehicle.get_rotation();
+       if(vehicle.get_type().get_rotate_object())
+               rot += Angle::half_turn();
+       matrix.rotate(rot, 0, 0, 1);
        renderer.matrix_stack() *= matrix;
 }