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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         GL::ObjectInstance(*l.get_catalogue().get_vehicle(v.get_type()).get_body_object()),
18         layout(l),
19         vehicle(v),
20         type(layout.get_catalogue().get_vehicle(vehicle.get_type()))
21 {
22         unsigned n_axles = vehicle.get_type().get_fixed_axles().size();
23         for(unsigned i=0; i<n_axles; ++i)
24                 if(type.get_fixed_axle_object(i))
25                 {
26                         Axle3D *a = new Axle3D(*this, i);
27                         axles.push_back(a);
28                         layout.get_scene().add(*a);
29                 }
30
31         unsigned n_bogies = vehicle.get_type().get_bogies().size();
32         for(unsigned i=0; i<n_bogies; ++i)
33                 if(type.get_bogie_object(i))
34                 {
35                         Bogie3D *b = new Bogie3D(*this, i);
36                         bogies.push_back(b);
37                         layout.get_scene().add(*b);
38
39                         n_axles = vehicle.get_type().get_bogie(i).axles.size();
40                         for(unsigned j=0; j<n_axles; ++j)
41                                 if(type.get_bogie_axle_object(i, j))
42                                 {
43                                         Axle3D *a = new Axle3D(*this, i, j);
44                                         axles.push_back(a);
45                                         layout.get_scene().add(*a);
46                                 }
47                 }
48
49         unsigned n_rods = vehicle.get_type().get_rods().size();
50         for(unsigned i=0; i<n_rods; ++i)
51                 if(type.get_rod_object(i))
52                 {
53                         Rod3D *r = new Rod3D(*this, i);
54                         rods.push_back(r);
55                         layout.get_scene().add(*r);
56                 }
57
58         layout.add_vehicle(*this);
59         layout.get_scene().add(*this);
60 }
61
62 Vehicle3D::~Vehicle3D()
63 {
64         layout.remove_vehicle(*this);
65         layout.get_scene().remove(*this);
66         for(vector<Axle3D *>::iterator i=axles.begin(); i!=axles.end(); ++i)
67                 delete *i;
68         for(vector<Bogie3D *>::iterator i=bogies.begin(); i!=bogies.end(); ++i)
69                 delete *i;
70         for(vector<Rod3D *>::iterator i=rods.begin(); i!=rods.end(); ++i)
71                 delete *i;
72 }
73
74 Vector Vehicle3D::get_node() const
75 {
76         Vector p = vehicle.get_position();
77         return Vector(p.x, p.y, p.z+0.01+vehicle.get_type().get_height());
78 }
79
80 bool Vehicle3D::is_visible() const
81 {
82         return vehicle.get_track();
83 }
84
85 void Vehicle3D::render(GL::Renderer &renderer, const GL::Tag &tag) const
86 {
87         if(!vehicle.get_track())
88                 return;
89
90         ObjectInstance::render(renderer, tag);
91 }
92
93 void Vehicle3D::setup_render(GL::Renderer &renderer, const GL::Tag &) const
94 {
95         GL::Matrix matrix;
96         const Vector &pos = vehicle.get_position();
97         matrix.translate(pos.x, pos.y, pos.z);
98         float rot = vehicle.get_rotation();
99         if(vehicle.get_type().get_rotate_object())
100                 rot += M_PI;
101         matrix.rotate(rot, 0, 0, 1);
102         renderer.matrix_stack() *= matrix;
103 }
104
105 } // namespace R2C2