]> git.tdb.fi Git - r2c2.git/blobdiff - source/3d/vehicle.cpp
Make some internal colors darker to match linear color space
[r2c2.git] / source / 3d / vehicle.cpp
index 8e3da138cf4388c2a7b556fb5bc09490daa85bff..5843c17998363f391025ecda5ba744726dd9fcaf 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>
@@ -21,61 +14,39 @@ using namespace Msp;
 namespace R2C2 {
 
 Vehicle3D::Vehicle3D(Layout3D &l, Vehicle &v):
-       GL::ObjectInstance(*l.get_catalogue().get_vehicle(v.get_type()).get_body_object()),
-       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()))
 {
-       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))
-               {
-                       Axle3D *a = new Axle3D(*this, i);
-                       axles.push_back(a);
-                       layout.get_scene().add(*a);
-               }
+               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))
-               {
-                       Bogie3D *b = new Bogie3D(*this, i);
-                       bogies.push_back(b);
-                       layout.get_scene().add(*b);
-
-                       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))
-                               {
-                                       Axle3D *a = new Axle3D(*this, i, j);
-                                       axles.push_back(a);
-                                       layout.get_scene().add(*a);
-                               }
-               }
+                       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))
-               {
-                       Rod3D *r = new Rod3D(*this, i);
-                       rods.push_back(r);
-                       layout.get_scene().add(*r);
-               }
+                       children.push_back(new Rod3D(*this, i));
 
-       layout.add_vehicle(*this);
        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<Axle3D *>::iterator i=axles.begin(); i!=axles.end(); ++i)
-               delete *i;
-       for(vector<Bogie3D *>::iterator i=bogies.begin(); i!=bogies.end(); ++i)
-               delete *i;
-       for(vector<Rod3D *>::iterator i=rods.begin(); i!=rods.end(); ++i)
+       for(vector<VehiclePart3D *>::iterator i=children.begin(); i!=children.end(); ++i)
+       {
+               layout.get_scene().remove(**i);
                delete *i;
+       }
 }
 
 Vector Vehicle3D::get_node() const
@@ -86,12 +57,20 @@ Vector Vehicle3D::get_node() const
 
 bool Vehicle3D::is_visible() const
 {
-       return vehicle.get_track();
+       return vehicle.is_placed();
+}
+
+void Vehicle3D::moved()
+{
+       Object3D::moved();
+
+       for(vector<VehiclePart3D *>::const_iterator i=children.begin(); i!=children.end(); ++i)
+               (*i)->update_matrix();
 }
 
 void Vehicle3D::render(GL::Renderer &renderer, const GL::Tag &tag) const
 {
-       if(!vehicle.get_track())
+       if(!is_visible())
                return;
 
        ObjectInstance::render(renderer, tag);
@@ -99,11 +78,9 @@ void Vehicle3D::render(GL::Renderer &renderer, const GL::Tag &tag) const
 
 void Vehicle3D::setup_render(GL::Renderer &renderer, const GL::Tag &) const
 {
-       GL::Matrix matrix;
-       const Vector &pos = vehicle.get_position();
-       matrix.translate(pos.x, pos.y, pos.z);
-       matrix.rotate(vehicle.get_direction(), 0, 0, 1);
        renderer.matrix_stack() *= matrix;
+       if(vehicle.get_type().get_rotate_object())
+               renderer.matrix_stack() *= GL::Matrix::rotation(Angle::half_turn(), 0, 0, 1);
 }
 
 } // namespace R2C2