X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2F3d%2Fvehicle.cpp;h=b7cec4439cd8ce42163eaf255d9b799136cf7f3a;hb=b0d402f30489b0618d21281781e1b8f683ed567b;hp=106be97d3c5be4c5ed49997362d314a4f2a412db;hpb=0a370f46322b0d6b804801bed042817fb8f98408;p=r2c2.git diff --git a/source/3d/vehicle.cpp b/source/3d/vehicle.cpp index 106be97..b7cec44 100644 --- a/source/3d/vehicle.cpp +++ b/source/3d/vehicle.cpp @@ -14,66 +14,42 @@ using namespace Msp; 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())) { unsigned n_axles = vehicle.get_type().get_fixed_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) - { - layout.get_scene().remove(**i); - delete *i; - } - for(vector::iterator i=bogies.begin(); i!=bogies.end(); ++i) - { - layout.get_scene().remove(**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; @@ -91,6 +67,14 @@ bool Vehicle3D::is_visible() const return vehicle.get_track(); } +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()) @@ -101,13 +85,9 @@ 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; - matrix.translate(vehicle.get_position()); - Angle rot = vehicle.get_rotation(); - if(vehicle.get_type().get_rotate_object()) - rot += Angle::half_turn(); - matrix.rotate(rot, 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