-/* $Id$
-
-This file is part of the MSP Märklin suite
-Copyright © 2010 Mikkosoft Productions, Mikko Rasa
-Distributed under the GPL
-*/
-
#include <cmath>
#include <msp/gl/matrix.h>
+#include <msp/gl/renderer.h>
+#include "axle.h"
+#include "bogie.h"
#include "layout.h"
+#include "rod.h"
#include "vehicle.h"
#include "vehicletype.h"
using namespace std;
using namespace Msp;
-namespace Marklin {
+namespace R2C2 {
Vehicle3D::Vehicle3D(Layout3D &l, Vehicle &v):
- layout(l),
+ Object3D(l, v),
+ GL::ObjectInstance(*l.get_catalogue().get_3d(v.get_type()).get_body_object()),
vehicle(v),
- type(layout.get_catalogue().get_vehicle(vehicle.get_type()))
+ type(layout.get_catalogue().get_3d(vehicle.get_type()))
{
- layout.add_vehicle(*this);
+ unsigned n_axles = vehicle.get_type().get_axles().size();
+ for(unsigned i=0; i<n_axles; ++i)
+ if(type.get_axle_object(i))
+ children.push_back(new Axle3D(*this, i));
+
+ unsigned n_bogies = vehicle.get_type().get_bogies().size();
+ for(unsigned i=0; i<n_bogies; ++i)
+ if(type.get_bogie_object(i))
+ children.push_back(new Bogie3D(*this, i));
+
+ unsigned n_rods = vehicle.get_type().get_rods().size();
+ for(unsigned i=0; i<n_rods; ++i)
+ if(type.get_rod_object(i))
+ children.push_back(new Rod3D(*this, i));
+
layout.get_scene().add(*this);
+ for(vector<VehiclePart3D *>::const_iterator i=children.begin(); i!=children.end(); ++i)
+ layout.get_scene().add(**i);
}
Vehicle3D::~Vehicle3D()
{
- layout.remove_vehicle(*this);
layout.get_scene().remove(*this);
+ for(vector<VehiclePart3D *>::iterator i=children.begin(); i!=children.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());
}
-void Vehicle3D::render(const GL::Tag &tag) const
+bool Vehicle3D::is_visible() const
{
- if(tag==0)
- {
- GL::PushMatrix push_mat;
+ return vehicle.is_placed();
+}
- const Point &pos = vehicle.get_position();
- GL::translate(pos.x, pos.y, pos.z+0.01);
- GL::rotate(vehicle.get_direction()*180/M_PI, 0, 0, 1);
+void Vehicle3D::moved()
+{
+ Object3D::moved();
- if(type.get_body_object())
- type.get_body_object()->render(tag);
+ for(vector<VehiclePart3D *>::const_iterator i=children.begin(); i!=children.end(); ++i)
+ (*i)->update_matrix();
+}
- 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;
- if(bogies[i].rotate_object)
- angle += 180;
- GL::rotate(angle, 0, 0, 1);
- if(type.get_bogie_object(i))
- type.get_bogie_object(i)->render(tag);
- }
- }
+void Vehicle3D::render(GL::Renderer &renderer, const GL::Tag &tag) const
+{
+ if(!is_visible())
+ return;
+
+ ObjectInstance::render(renderer, tag);
+}
+
+void Vehicle3D::setup_render(GL::Renderer &renderer, const GL::Tag &) const
+{
+ renderer.matrix_stack() *= matrix;
+ if(vehicle.get_type().get_rotate_object())
+ renderer.matrix_stack() *= GL::Matrix::rotation(Angle::half_turn(), 0, 0, 1);
}
-} // namespace Marklin
+} // namespace R2C2