Vehicle3D::Vehicle3D(Layout3D &l, Vehicle &v):
Object3D(l, v),
- GL::ObjectInstance(*l.get_catalogue().get_vehicle(v.get_type()).get_body_object()),
+ 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()))
{
unsigned n_axles = vehicle.get_type().get_axles().size();
for(unsigned i=0; i<n_axles; ++i)
bool Vehicle3D::is_visible() const
{
- return vehicle.get_track();
+ return vehicle.is_placed();
}
void Vehicle3D::moved()
void Vehicle3D::render(GL::Renderer &renderer, const GL::Tag &tag) const
{
- if(!vehicle.get_track())
+ if(!is_visible())
return;
ObjectInstance::render(renderer, tag);