X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2F3d%2Fvehicle.cpp;h=5843c17998363f391025ecda5ba744726dd9fcaf;hb=c0e076401ee76fd9a5a96ff919a8e7b4d058c51b;hp=0bd57e95da2b80d276fdf82cef0015649dc1d53d;hpb=a993f204ba2cd282637814caec3ab115040fc0cc;p=r2c2.git diff --git a/source/3d/vehicle.cpp b/source/3d/vehicle.cpp index 0bd57e9..5843c17 100644 --- a/source/3d/vehicle.cpp +++ b/source/3d/vehicle.cpp @@ -14,61 +14,39 @@ using namespace Msp; namespace R2C2 { Vehicle3D::Vehicle3D(Layout3D &l, Vehicle &v): - GL::ObjectInstance(*l.get_catalogue().get_vehicle(v.get_type()).get_body_object()), - layout(l), + Object3D(l, v), + GL::ObjectInstance(*l.get_catalogue().get_3d(v.get_type()).get_body_object()), vehicle(v), - type(layout.get_catalogue().get_vehicle(vehicle.get_type())) + type(layout.get_catalogue().get_3d(vehicle.get_type())) { - unsigned n_axles = vehicle.get_type().get_fixed_axles().size(); + unsigned n_axles = vehicle.get_type().get_axles().size(); for(unsigned i=0; i::const_iterator i=children.begin(); i!=children.end(); ++i) + layout.get_scene().add(**i); } Vehicle3D::~Vehicle3D() { - layout.remove_vehicle(*this); layout.get_scene().remove(*this); - for(vector::iterator i=axles.begin(); i!=axles.end(); ++i) - delete *i; - for(vector::iterator i=bogies.begin(); i!=bogies.end(); ++i) - delete *i; - for(vector::iterator i=rods.begin(); i!=rods.end(); ++i) + for(vector::iterator i=children.begin(); i!=children.end(); ++i) + { + layout.get_scene().remove(**i); delete *i; + } } Vector Vehicle3D::get_node() const @@ -79,12 +57,20 @@ Vector Vehicle3D::get_node() const bool Vehicle3D::is_visible() const { - return vehicle.get_track(); + return vehicle.is_placed(); +} + +void Vehicle3D::moved() +{ + Object3D::moved(); + + for(vector::const_iterator i=children.begin(); i!=children.end(); ++i) + (*i)->update_matrix(); } void Vehicle3D::render(GL::Renderer &renderer, const GL::Tag &tag) const { - if(!vehicle.get_track()) + if(!is_visible()) return; ObjectInstance::render(renderer, tag); @@ -92,14 +78,9 @@ void Vehicle3D::render(GL::Renderer &renderer, const GL::Tag &tag) 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); - float dir = vehicle.get_direction(); - if(vehicle.get_type().get_rotate_object()) - dir += M_PI; - matrix.rotate(dir, 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