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))
- {
- 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.get_scene().add(*this);
+ for(vector<VehiclePart3D *>::const_iterator i=children.begin(); i!=children.end(); ++i)
+ layout.get_scene().add(**i);
}
Vehicle3D::~Vehicle3D()
{
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)
+ for(vector<VehiclePart3D *>::iterator i=children.begin(); i!=children.end(); ++i)
{
layout.get_scene().remove(**i);
delete *i;
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);