2119db35c3
scene management code and organizing it within simgear. My strategy is to identify the code I want to move, and break it's direct flightgear dependencies. Then it will be free to move over into the simgear package. - Moved some property specific code into simgear/props/ - Split out the condition code from fgfs/src/Main/fg_props and put it in it's own source file in simgear/props/ - Created a scene subdirectory for scenery, model, and material property related code. - Moved location.[ch]xx into simgear/scene/model/ - The location and condition code had dependencies on flightgear's global state (all the globals-> stuff, the flightgear property tree, etc.) SimGear code can't depend on it so that data has to be passed as parameters to the functions/methods/constructors. - This need to pass data as function parameters had a dramatic cascading effect throughout the FlightGear code.
74 lines
2 KiB
C++
74 lines
2 KiB
C++
#ifndef _FGFDM_HPP
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#define _FGFDM_HPP
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#include <simgear/xml/easyxml.hxx>
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#include <simgear/props/props.hxx>
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#include "Airplane.hpp"
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#include "Vector.hpp"
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namespace yasim {
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class Wing;
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// This class forms the "glue" to the FlightGear codebase. It handles
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// parsing of XML airplane files, interfacing to the properties
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// system, and providing data for the use of the FGInterface object.
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class FGFDM : public XMLVisitor {
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public:
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FGFDM();
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~FGFDM();
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void init();
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void iterate(float dt);
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void getExternalInput(float dt=1e6);
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Airplane* getAirplane();
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// XML parsing callback from XMLVisitor
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virtual void startElement(const char* name, const XMLAttributes &atts);
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private:
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struct AxisRec { char* name; int handle; };
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struct EngRec { char* prefix; Thruster* eng; };
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struct WeightRec { char* prop; float size; int handle; };
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struct PropOut { SGPropertyNode* prop; int handle, type; bool left;
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float min, max; };
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void setOutputProperties();
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Wing* parseWing(XMLAttributes* a, const char* name);
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int parseAxis(const char* name);
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int parseOutput(const char* name);
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void parseWeight(XMLAttributes* a);
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void parsePropeller(XMLAttributes* a);
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bool eq(const char* a, const char* b);
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char* dup(const char* s);
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int attri(XMLAttributes* atts, char* attr);
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int attri(XMLAttributes* atts, char* attr, int def);
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float attrf(XMLAttributes* atts, char* attr);
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float attrf(XMLAttributes* atts, char* attr, float def);
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// The core Airplane object we manage.
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Airplane _airplane;
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// The list of "axes" that we expect to find as input. These are
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// typically property names.
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Vector _axes;
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// Settable weights
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Vector _weights;
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// Engine types. Contains an EngRec structure.
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Vector _thrusters;
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// Output properties for the ControlMap
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Vector _controlProps;
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// Parsing temporaries
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void* _currObj;
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bool _cruiseCurr;
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int _nextEngine;
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};
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}; // namespace yasim
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#endif // _FGFDM_HPP
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