Fix for vanishing-model problem: models are drawn in the same scene
graph as the terrain, except for internal cockpit view. The SSG scene-graph variables (except for the lighting root -- I'll get that later) are now held in globals.hxx. FGModelMgr::draw() is obsolete; I'll remove it in a future revision.
This commit is contained in:
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7432b9c590
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c5f6293f17
10 changed files with 107 additions and 67 deletions
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@ -36,8 +36,6 @@
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#include "AIEntity.hxx"
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extern ssgRoot* scene; // The global Flightgear scene graph
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FGAIEntity::~FGAIEntity() {
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}
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@ -55,7 +53,7 @@ void FGAIEntity::Transform() {
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sgCoord shippos;
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FastWorldCoordinate(&shippos, sc);
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position->setTransform( &shippos );
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scene->addKid(position);
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globals->get_scene_graph()->addKid(position);
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//cout << "Transform called\n";
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}
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@ -67,6 +67,9 @@ class FGAIMgr;
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class FGAircraftModel;
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class FGModelMgr;
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class ssgRoot;
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class ssgBranch;
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/**
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* Bucket for subsystem pointers representing the sim's state.
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@ -158,6 +161,14 @@ private:
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// list of serial port-like configurations
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string_list *channel_options_list;
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// SSG scene graph
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ssgRoot * scene_graph;
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ssgBranch * terrain_branch;
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ssgBranch * gnd_lights_branch;
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ssgBranch * rwy_lights_branch;
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ssgBranch * models_branch;
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ssgBranch * aircraft_branch;
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public:
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FGGlobals();
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@ -268,6 +279,40 @@ public:
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channel_options_list = l;
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}
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inline ssgRoot * get_scene_graph () const { return scene_graph; }
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inline void set_scene_graph (ssgRoot * s) { scene_graph = s; }
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inline ssgBranch * get_terrain_branch () const { return terrain_branch; }
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inline void set_terrain_branch (ssgBranch * t) { terrain_branch = t; }
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inline ssgBranch * get_gnd_lights_branch () const {
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return gnd_lights_branch;
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}
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inline void set_gnd_lights_branch (ssgBranch * t) {
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gnd_lights_branch = t;
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}
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inline ssgBranch * get_rwy_lights_branch () const {
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return rwy_lights_branch;
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}
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inline void set_rwy_lights_branch (ssgBranch * t) {
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rwy_lights_branch = t;
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}
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inline ssgBranch * get_models_branch () const {
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return models_branch;
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}
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inline void set_models_branch (ssgBranch * t) {
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models_branch = t;
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}
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inline ssgBranch * get_aircraft_branch () const {
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return aircraft_branch;
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}
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inline void set_aircraft_branch (ssgBranch * t) {
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aircraft_branch = t;
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}
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/**
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* Save the current state as the initial state.
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@ -183,12 +183,6 @@ static long global_multi_loop;
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// forward declaration
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void fgReshape( int width, int height );
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// ssg variables
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ssgRoot *scene = NULL;
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ssgBranch *terrain_branch = NULL;
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ssgBranch *gnd_lights_branch = NULL;
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ssgBranch *rwy_lights_branch = NULL;
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// fog constants. I'm a little nervous about putting actual code out
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// here but it seems to work (?)
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static const double m_log01 = -log( 0.01 );
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@ -375,7 +369,7 @@ void trRenderFrame( void ) {
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ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
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glEnable( GL_DEPTH_TEST );
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ssgSetNearFar( scene_nearplane, scene_farplane );
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ssgCullAndDraw( scene );
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ssgCullAndDraw( globals->get_scene_graph() );
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// draw the lights
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glFogf (GL_FOG_DENSITY, fog_exp2_punch_through);
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@ -655,7 +649,7 @@ void fgRenderFrame( void ) {
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glEnable( GL_DEPTH_TEST );
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ssgSetNearFar( scene_nearplane, scene_farplane );
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ssgCullAndDraw( scene );
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ssgCullAndDraw( globals->get_scene_graph() );
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// change state for lighting here
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@ -1483,6 +1477,35 @@ int mainLoop( int argc, char **argv ) {
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SGPath modelpath( globals->get_fg_root() );
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ssgModelPath( (char *)modelpath.c_str() );
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// Scene graph root
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globals->set_scene_graph(new ssgRoot);
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globals->get_scene_graph()->setName( "Scene" );
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lighting = new ssgRoot;
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lighting->setName( "Lighting" );
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// Terrain branch
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globals->set_terrain_branch(new ssgBranch);
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globals->get_terrain_branch()->setName( "Terrain" );
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globals->get_scene_graph()->addKid( globals->get_terrain_branch() );
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globals->set_models_branch(new ssgBranch);
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globals->get_models_branch()->setName( "Models" );
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globals->get_scene_graph()->addKid( globals->get_models_branch() );
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globals->set_aircraft_branch(new ssgBranch);
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globals->get_aircraft_branch()->setName( "Aircraft" );
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globals->get_scene_graph()->addKid( globals->get_aircraft_branch() );
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// Lighting
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globals->set_gnd_lights_branch(new ssgBranch);
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globals->get_gnd_lights_branch()->setName( "Ground Lighting" );
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lighting->addKid( globals->get_gnd_lights_branch() );
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globals->set_rwy_lights_branch(new ssgBranch);
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globals->get_rwy_lights_branch()->setName( "Runway Lighting" );
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lighting->addKid( globals->get_rwy_lights_branch() );
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////////////////////////////////////////////////////////////////////
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// Initialize the general model subsystem.
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////////////////////////////////////////////////////////////////////
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viewmgr->bind();
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// Scene graph root
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scene = new ssgRoot;
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scene->setName( "Scene" );
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lighting = new ssgRoot;
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lighting->setName( "Lighting" );
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// Initialize the sky
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SGPath ephem_data_path( globals->get_fg_root() );
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ephem_data_path.append( "Astro" );
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@ -1555,20 +1571,6 @@ int mainLoop( int argc, char **argv ) {
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SGMagVar *magvar = new SGMagVar();
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globals->set_mag( magvar );
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// Terrain branch
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terrain_branch = new ssgBranch;
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terrain_branch->setName( "Terrain" );
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scene->addKid( terrain_branch );
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// Lighting
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gnd_lights_branch = new ssgBranch;
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gnd_lights_branch->setName( "Ground Lighting" );
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lighting->addKid( gnd_lights_branch );
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rwy_lights_branch = new ssgBranch;
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rwy_lights_branch->setName( "Runway Lighting" );
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lighting->addKid( rwy_lights_branch );
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// airport = new ssgBranch;
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// airport->setName( "Airport Lighting" );
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// lighting->addKid( airport );
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@ -1580,7 +1582,8 @@ int mainLoop( int argc, char **argv ) {
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#ifdef FG_NETWORK_OLK
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// Do the network intialization
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if ( fgGetBool("/sim/networking/network-olk") ) {
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printf("Multipilot mode %s\n", fg_net_init( scene ) );
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printf("Multipilot mode %s\n",
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fg_net_init( globals->get_scene_graph() ) );
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}
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#endif
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@ -1819,7 +1822,7 @@ void fgLoadDCS(void) {
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//dummy_tile->lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
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lightpoints_transform->addKid( dummy_tile->lightmaps_sequence );
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lightpoints_transform->ref();
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gnd_lights_branch->addKid( lightpoints_transform );
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globals->get_gnd_lights_branch()->addKid( lightpoints_transform );
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}
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} //if in1
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} //if objc
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SG_LOG ( SG_TERRAIN, SG_ALERT, "Finished object processing." );
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terrain_branch->addKid( ship_sel ); //add selector node to root node
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globals->get_terrain_branch()->addKid( ship_sel ); //add selector node to root node
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}
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return;
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@ -30,6 +30,7 @@
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FGAircraftModel::FGAircraftModel ()
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: _aircraft(0),
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_selector(new ssgSelector),
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_scene(new ssgRoot),
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_nearplane(0.01f),
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_farplane(100.0f)
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{
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delete _aircraft;
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delete _scene;
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// SSG will delete it
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globals->get_aircraft_branch()->removeKid(_selector);
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}
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void
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_aircraft = new FG3DModel;
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_aircraft->init(fgGetString("/sim/model/path", "Models/Geometry/glider.ac"));
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_scene->addKid(_aircraft->getSceneGraph());
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_selector->addKid(_aircraft->getSceneGraph());
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globals->get_aircraft_branch()->addKid(_selector);
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}
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void
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// FIXME: view number shouldn't be
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// hard-coded.
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int view_number = globals->get_viewmgr()->get_current();
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if (_aircraft->getVisible()) {
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if (view_number == 0) {
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glClearDepth(1);
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glClear(GL_DEPTH_BUFFER_BIT);
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ssgSetNearFar(_nearplane, _farplane);
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}
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if (_aircraft->getVisible() && view_number == 0) {
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glClearDepth(1);
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glClear(GL_DEPTH_BUFFER_BIT);
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ssgSetNearFar(_nearplane, _farplane);
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ssgCullAndDraw(_scene);
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_selector->select(0);
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} else {
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_selector->select(1);
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}
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}
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@ -39,6 +39,7 @@ public:
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private:
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FG3DModel * _aircraft;
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ssgSelector * _selector;
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ssgRoot * _scene;
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float _nearplane;
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float _farplane;
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FGModelMgr::FGModelMgr ()
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: _scene(new ssgRoot),
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_nearplane(0.5f),
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_farplane(120000.0f)
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: _selector(new ssgSelector)
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{
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}
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FGModelMgr::~FGModelMgr ()
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{
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for (int i = 0; i < _instances.size(); i++) {
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globals->get_models_branch()
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->removeKid(_instances[i]->model->getSceneGraph());
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delete _instances[i];
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}
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delete _scene;
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}
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void
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else
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model->setHeadingDeg(node->getDoubleValue("heading-deg"));
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// Add this model to the scene graph
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_scene->addKid(model->getSceneGraph());
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// Add this model to the global scene graph
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globals->get_scene_graph()->addKid(model->getSceneGraph());
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// Save this instance for updating
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_instances.push_back(instance);
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void
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FGModelMgr::draw ()
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{
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ssgSetNearFar(_nearplane, _farplane);
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ssgCullAndDraw(_scene);
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// ssgSetNearFar(_nearplane, _farplane);
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// ssgCullAndDraw(_scene);
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}
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@ -57,9 +57,7 @@ private:
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vector<Instance *> _instances;
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ssgRoot * _scene;
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float _nearplane;
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float _farplane;
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ssgSelector * _selector;
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};
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#include "hitlist.hxx"
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extern ssgBranch *terrain_branch;
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// forward declaration of our helper/convenience functions
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static void sgMultMat4(sgdMat4 dst, sgdMat4 m1, sgMat4 m2);
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static void ssgGetEntityTransform(ssgEntity *entity, sgMat4 m );
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sgdCopyVec3(orig, view_pos );
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sgdCopyVec3(dir, abs_view_pos );
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// !! why is terrain not globals->get_terrain()
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hit_list->Intersect( terrain_branch, orig, dir );
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hit_list->Intersect( globals->get_terrain_branch(), orig, dir );
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int this_hit=0;
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Point3D geoc;
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// Clear all completely loaded tiles (ignores partially loaded tiles)
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void FGNewCache::clear_cache() {
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// This is a hack that should really get cleaned up at some point
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extern ssgBranch *terrain_branch;
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tile_map_iterator current = tile_cache.begin();
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tile_map_iterator end = tile_cache.end();
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}
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// and ... just in case we missed something ...
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terrain_branch->removeAllKids();
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globals->get_terrain_branch()->removeAllKids();
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}
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@ -51,11 +51,6 @@
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#define TEST_LAST_HIT_CACHE
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extern ssgRoot *scene;
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extern ssgBranch *terrain_branch; // branch that holds world geometry
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extern ssgBranch *gnd_lights_branch; // branch that holds ground lighting
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extern ssgBranch *rwy_lights_branch; // branch that holds runway lighting
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// the tile manager
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FGTileMgr global_tile_mgr;
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FGTileEntry* e = attach_queue.front();
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attach_queue.pop();
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#endif
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e->add_ssg_nodes( terrain_branch,
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gnd_lights_branch,
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rwy_lights_branch );
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e->add_ssg_nodes( globals->get_terrain_branch(),
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globals->get_gnd_lights_branch(),
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globals->get_rwy_lights_branch() );
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// cout << "Adding ssg nodes for "
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}
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