-/* $Id$
-
-This file is part of R²C²
-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"
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());
}
bool Vehicle3D::is_visible() const
return vehicle.get_track();
}
-void Vehicle3D::render(const GL::Tag &tag) const
+void Vehicle3D::render(GL::Renderer &renderer, 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);
- GL::rotate(vehicle.get_direction()*180/M_PI, 0, 0, 1);
-
- 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);
- }
+ ObjectInstance::render(renderer, 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);
- }
- }
+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 R2C2