]> git.tdb.fi Git - r2c2.git/blobdiff - source/3d/vehicle.cpp
Implement removing vehicles from a train
[r2c2.git] / source / 3d / vehicle.cpp
index 4fbac68c0ea36c952bbe537022315d7db383d923..7e4814b008b03a64b588479792959329d7254cf9 100644 (file)
@@ -11,6 +11,7 @@ Distributed under the GPL
 #include "vehicle.h"
 #include "vehicletype.h"
 
+using namespace std;
 using namespace Msp;
 
 namespace Marklin {
@@ -36,17 +37,57 @@ Point Vehicle3D::get_node() const
        return Point(p.x, p.y, p.z+0.01+vehicle.get_type().get_height());
 }
 
+bool Vehicle3D::is_visible() const
+{
+       return vehicle.get_track();
+}
+
 void Vehicle3D::render(const GL::Tag &tag) const
 {
+       if(!vehicle.get_track())
+               return;
+
        if(tag==0)
        {
                GL::PushMatrix push_mat;
 
                const Point &pos = vehicle.get_position();
-               GL::translate(pos.x, pos.y, pos.z+0.01);
+               GL::translate(pos.x, pos.y, pos.z);
                GL::rotate(vehicle.get_direction()*180/M_PI, 0, 0, 1);
 
-               type.get_body_mesh().draw();
+               if(const GL::Object *obj = type.get_body_object())
+                       obj->render(tag);
+
+               const vector<VehicleType::Axle> &axles = vehicle.get_type().get_axles();
+               for(unsigned i=0; i<axles.size(); ++i)
+                       if(const GL::Object *obj = type.get_axle_object(i))
+                       {
+                               GL::PushMatrix push_mat2;
+                               GL::translate(axles[i].position, 0, axles[i].wheel_dia/2);
+                               obj->render(tag);
+                       }
+
+               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;
+                       GL::rotate(angle, 0, 0, 1);
+
+                       for(unsigned j=0; j<bogies[i].axles.size(); ++j)
+                               if(const GL::Object *obj = type.get_bogie_axle_object(i, j))
+                               {
+                                       GL::PushMatrix push_mat3;
+                                       GL::translate(bogies[i].axles[j].position, 0, bogies[i].axles[j].wheel_dia/2);
+                                       obj->render(tag);
+                               }
+
+                       if(bogies[i].rotate_object)
+                               GL::rotate(180, 0, 0, 1);
+                       if(const GL::Object *obj = type.get_bogie_object(i))
+                               obj->render(tag);
+               }
        }
 }