-/* $Id$
-
-This file is part of R²C²
-Copyright © 2010 Mikkosoft Productions, Mikko Rasa
-Distributed under the GPL
-*/
-
#include <msp/gl/matrix.h>
#include <msp/gl/meshbuilder.h>
+#include <msp/gl/renderer.h>
#include "3d/tracktype.h"
-#include "designer.h"
#include "selection.h"
#include "trackwrap.h"
using namespace Msp;
using namespace R2C2;
-TrackWrap::TrackWrap(Designer &d, Selection &s):
- designer(d),
+TrackWrap::TrackWrap(Layout3D &l, Selection &s):
+ layout(l),
selection(s)
{
selection.signal_changed.connect(sigc::mem_fun(this, &TrackWrap::selection_changed));
delete i->second;
}
-void TrackWrap::render(const GL::Tag &) const
+void TrackWrap::render(GL::Renderer &renderer, const GL::Tag &) const
{
for(list<Wrap>::const_iterator i=wraps.begin(); i!=wraps.end(); ++i)
{
- GL::PushMatrix _pushm;
+ GL::MatrixStack::Push push(renderer.matrix_stack());
const Vector &pos = i->track->get_position();
- GL::translate(pos.x, pos.y, pos.z);
- GL::rotate(i->track->get_rotation()*180/M_PI, 0, 0, 1);
- i->mesh->draw();
+ renderer.matrix_stack() *= GL::Matrix::translation(pos);
+ renderer.matrix_stack() *= GL::Matrix::rotation(i->track->get_rotation(), 0, 0, 1);
+ i->mesh->draw(renderer);
}
}
void TrackWrap::selection_changed()
{
wraps.clear();
- const set<Track *> &tracks = selection.get_tracks();
+ const set<Track *> &tracks = selection.get_objects<Track>();
for(set<Track *>::iterator i=tracks.begin(); i!=tracks.end(); ++i)
{
Wrap wrap;
if(j!=meshes.end())
return *j->second;
- const TrackType3D &type3d = designer.get_layout_3d().get_catalogue().get_track(type);
+ const TrackType3D &type3d = layout.get_catalogue().get_track(type);
float min_area = -1;
- float angle = 0;
+ Angle angle;
Vector center;
float width = 0;
float height = 0;
- for(float a=0; a<M_PI; a+=0.01)
+ for(Angle a; a<Angle::half_turn(); a+=Angle::from_radians(0.01))
{
Vector minp, maxp;
type3d.get_bounds(a, minp, maxp);
float area = (maxp.x-minp.x)*(maxp.y-minp.y);
if(area<min_area || min_area<0)
{
- float c = cos(a);
- float s = sin(a);
- float x = (minp.x+maxp.x)/2;
- float y = (minp.y+maxp.y)/2;
- center = Vector(c*x-s*y, s*x+c*y, minp.z);
+ center = rotated_vector((minp+maxp)/2.0f, a);
+ center.z = minp.z;
angle = a;
width = maxp.x-minp.x+0.01;
height = maxp.y-minp.y+0.01;