Made it possible to add and remove models programmatically, as
requested by Leon Otte.
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parent
c5751c7df4
commit
ea98111926
2 changed files with 59 additions and 12 deletions
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@ -83,7 +83,7 @@ FGModelMgr::init ()
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globals->get_scenery()->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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add_instance(instance);
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}
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}
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@ -124,6 +124,19 @@ FGModelMgr::update (double dt)
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}
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}
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void
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FGModelMgr::add_instance (Instance * instance)
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{
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_instances.push_back(instance);
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}
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void
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FGModelMgr::remove_instance (Instance * instance)
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{
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_instances.erase(find(_instances.begin(), _instances.end(), instance));
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delete instance;
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}
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void
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FGModelMgr::draw ()
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{
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@ -30,18 +30,20 @@ class FGModelPlacement;
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class FGModelMgr : public FGSubsystem
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{
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public:
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FGModelMgr ();
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virtual ~FGModelMgr ();
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virtual void init ();
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virtual void bind ();
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virtual void unbind ();
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virtual void update (double dt);
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virtual void draw ();
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private:
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/**
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* A dynamically-placed model using properties.
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*
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* The model manager uses the property nodes to update the model's
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* position and orientation; any of the property node pointers may
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* be set to zero to avoid update. Normally, a caller should
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* load the model by instantiating FGModelPlacement with the path
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* to the model or its XML wrapper, then assign any relevant
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* property node pointers.
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*
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* @see FGModelPlacement
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* @see FGModelMgr#add_instance
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*/
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struct Instance
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{
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Instance ();
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@ -55,6 +57,38 @@ private:
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SGPropertyNode * heading_deg_node;
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};
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FGModelMgr ();
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virtual ~FGModelMgr ();
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virtual void init ();
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virtual void bind ();
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virtual void unbind ();
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virtual void update (double dt);
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/**
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* Add an instance of a dynamic model to the manager.
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*
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* NOTE: pointer ownership is transferred to the model manager!
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*
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* The caller is responsible for setting up the Instance structure
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* as required. The model manager will continuously update the
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* location and orientation of the model based on the current
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* values of the properties.
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*/
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virtual void add_instance (Instance * instance);
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/**
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* Remove an instance of a dynamic model from the manager.
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*
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* NOTE: the manager will delete the instance as well.
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*/
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virtual void remove_instance (Instance * instance);
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virtual void draw ();
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private:
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vector<Instance *> _instances;
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ssgSelector * _selector;
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