]> git.tdb.fi Git - r2c2.git/blob - source/3d/vehicle.cpp
Don't crash if a train has no router
[r2c2.git] / source / 3d / vehicle.cpp
1 #include <cmath>
2 #include <msp/gl/matrix.h>
3 #include <msp/gl/renderer.h>
4 #include "axle.h"
5 #include "bogie.h"
6 #include "layout.h"
7 #include "rod.h"
8 #include "vehicle.h"
9 #include "vehicletype.h"
10
11 using namespace std;
12 using namespace Msp;
13
14 namespace R2C2 {
15
16 Vehicle3D::Vehicle3D(Layout3D &l, Vehicle &v):
17         Object3D(l, v),
18         GL::ObjectInstance(*l.get_catalogue().get_3d(v.get_type()).get_body_object()),
19         vehicle(v),
20         type(layout.get_catalogue().get_3d(vehicle.get_type()))
21 {
22         unsigned n_axles = vehicle.get_type().get_axles().size();
23         for(unsigned i=0; i<n_axles; ++i)
24                 if(type.get_axle_object(i))
25                         children.push_back(new Axle3D(*this, i));
26
27         unsigned n_bogies = vehicle.get_type().get_bogies().size();
28         for(unsigned i=0; i<n_bogies; ++i)
29                 if(type.get_bogie_object(i))
30                         children.push_back(new Bogie3D(*this, i));
31
32         unsigned n_rods = vehicle.get_type().get_rods().size();
33         for(unsigned i=0; i<n_rods; ++i)
34                 if(type.get_rod_object(i))
35                         children.push_back(new Rod3D(*this, i));
36
37         layout.get_scene().add(*this);
38         for(vector<VehiclePart3D *>::const_iterator i=children.begin(); i!=children.end(); ++i)
39                 layout.get_scene().add(**i);
40 }
41
42 Vehicle3D::~Vehicle3D()
43 {
44         layout.get_scene().remove(*this);
45         for(vector<VehiclePart3D *>::iterator i=children.begin(); i!=children.end(); ++i)
46         {
47                 layout.get_scene().remove(**i);
48                 delete *i;
49         }
50 }
51
52 Vector Vehicle3D::get_node() const
53 {
54         Vector p = vehicle.get_position();
55         return Vector(p.x, p.y, p.z+0.01+vehicle.get_type().get_height());
56 }
57
58 bool Vehicle3D::is_visible() const
59 {
60         return vehicle.is_placed();
61 }
62
63 void Vehicle3D::moved()
64 {
65         Object3D::moved();
66
67         for(vector<VehiclePart3D *>::const_iterator i=children.begin(); i!=children.end(); ++i)
68                 (*i)->update_matrix();
69 }
70
71 void Vehicle3D::render(GL::Renderer &renderer, const GL::Tag &tag) const
72 {
73         if(!is_visible())
74                 return;
75
76         ObjectInstance::render(renderer, tag);
77 }
78
79 void Vehicle3D::setup_render(GL::Renderer &renderer, const GL::Tag &) const
80 {
81         renderer.matrix_stack() *= matrix;
82         if(vehicle.get_type().get_rotate_object())
83                 renderer.matrix_stack() *= GL::Matrix::rotation(Angle::half_turn(), 0, 0, 1);
84 }
85
86 } // namespace R2C2