namespace R2C2 {
Vehicle3D::Vehicle3D(Layout3D &l, Vehicle &v):
+ Object3D(l, v),
GL::ObjectInstance(*l.get_catalogue().get_vehicle(v.get_type()).get_body_object()),
- layout(l),
vehicle(v),
type(layout.get_catalogue().get_vehicle(vehicle.get_type()))
{
layout.get_scene().add(*r);
}
- layout.add_vehicle(*this);
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;
+ }
}
Vector Vehicle3D::get_node() 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