]> git.tdb.fi Git - r2c2.git/blobdiff - source/3d/vehicle.cpp
Rename TrackPoint to a more generic OrientedPoint
[r2c2.git] / source / 3d / vehicle.cpp
index 4fbac68c0ea36c952bbe537022315d7db383d923..e4bab870f856434b1e7e79f9b6c54543986921ee 100644 (file)
-/* $Id$
-
-This file is part of the MSP Märklin suite
-Copyright © 2010  Mikkosoft Productions, Mikko Rasa
-Distributed under the GPL
-*/
-
 #include <cmath>
 #include <msp/gl/matrix.h>
+#include <msp/gl/renderer.h>
+#include "axle.h"
+#include "bogie.h"
 #include "layout.h"
+#include "rod.h"
 #include "vehicle.h"
 #include "vehicletype.h"
 
+using namespace std;
 using namespace Msp;
 
-namespace Marklin {
+namespace R2C2 {
 
 Vehicle3D::Vehicle3D(Layout3D &l, Vehicle &v):
-       layout(l),
+       Object3D(l, v),
+       GL::ObjectInstance(*l.get_catalogue().get_vehicle(v.get_type()).get_body_object()),
        vehicle(v),
        type(layout.get_catalogue().get_vehicle(vehicle.get_type()))
 {
-       layout.add_vehicle(*this);
+       unsigned n_axles = vehicle.get_type().get_fixed_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);
+               }
+
+       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);
+                               }
+               }
+
+       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);
+               }
+
        layout.get_scene().add(*this);
 }
 
 Vehicle3D::~Vehicle3D()
 {
-       layout.remove_vehicle(*this);
        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)
+       {
+               layout.get_scene().remove(**i);
+               delete *i;
+       }
 }
 
-Point Vehicle3D::get_node() const
+Vector Vehicle3D::get_node() const
 {
-       Point p = vehicle.get_position();
-       return Point(p.x, p.y, p.z+0.01+vehicle.get_type().get_height());
+       Vector p = vehicle.get_position();
+       return Vector(p.x, p.y, p.z+0.01+vehicle.get_type().get_height());
 }
 
-void Vehicle3D::render(const GL::Tag &tag) const
+bool Vehicle3D::is_visible() const
 {
-       if(tag==0)
-       {
-               GL::PushMatrix push_mat;
+       return vehicle.get_track();
+}
 
-               const Point &pos = vehicle.get_position();
-               GL::translate(pos.x, pos.y, pos.z+0.01);
-               GL::rotate(vehicle.get_direction()*180/M_PI, 0, 0, 1);
+void Vehicle3D::render(GL::Renderer &renderer, const GL::Tag &tag) const
+{
+       if(!vehicle.get_track())
+               return;
 
-               type.get_body_mesh().draw();
-       }
+       ObjectInstance::render(renderer, tag);
+}
+
+void Vehicle3D::setup_render(GL::Renderer &renderer, const GL::Tag &) const
+{
+       renderer.matrix_stack() *= matrix;
+       if(vehicle.get_type().get_rotate_object())
+               renderer.matrix_stack() *= GL::Matrix::rotation(Angle::half_turn(), 0, 0, 1);
 }
 
-} // namespace Marklin
+} // namespace R2C2