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_fixed_axles().size();
+ unsigned n_axles = vehicle.get_type().get_axles().size();
for(unsigned i=0; i<n_axles; ++i)
- if(type.get_fixed_axle_object(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));
- n_axles = vehicle.get_type().get_bogie(i).axles.size();
- for(unsigned j=0; j<n_axles; ++j)
- if(type.get_bogie_axle_object(i, j))
- children.push_back(new Axle3D(*this, i, j));
- }
-
unsigned n_rods = vehicle.get_type().get_rods().size();
for(unsigned i=0; i<n_rods; ++i)
if(type.get_rod_object(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);