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.
126 lines
3.1 KiB
C++
126 lines
3.1 KiB
C++
// model.cxx - manage a 3D aircraft model.
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// Written by David Megginson, started 2002.
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//
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// This file is in the Public Domain, and comes with no warranty.
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include <string.h> // for strcmp()
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#include <plib/sg.h>
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#include <plib/ssg.h>
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#include <simgear/compiler.h>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/misc/exception.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <Main/globals.hxx>
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#include <Main/fg_props.hxx>
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#include <Main/viewmgr.hxx>
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#include <Scenery/scenery.hxx>
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#include "acmodel.hxx"
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#include "model.hxx"
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGAircraftModel
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////////////////////////////////////////////////////////////////////////
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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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}
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FGAircraftModel::~FGAircraftModel ()
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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_scenery()->get_aircraft_branch()->removeKid(_selector);
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}
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void
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FGAircraftModel::init ()
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{
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_aircraft = new FGModelPlacement;
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string path = fgGetString("/sim/model/path", "Models/Geometry/glider.ac");
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try {
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_aircraft->init( globals->get_fg_root(),
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path,
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globals->get_props(),
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globals->get_sim_time_sec() );
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} catch (const sg_exception &ex) {
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SG_LOG(SG_GENERAL, SG_ALERT, "Failed to load aircraft from " << path);
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SG_LOG(SG_GENERAL, SG_ALERT, "(Falling back to glider.ac.)");
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_aircraft->init( globals->get_fg_root(),
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"Models/Geometry/glider.ac",
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globals->get_props(),
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globals->get_sim_time_sec() );
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}
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_scene->addKid(_aircraft->getSceneGraph());
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_selector->addKid(_aircraft->getSceneGraph());
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globals->get_scenery()->get_aircraft_branch()->addKid(_selector);
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}
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void
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FGAircraftModel::bind ()
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{
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// No-op
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}
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void
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FGAircraftModel::unbind ()
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{
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// No-op
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}
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void
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FGAircraftModel::update (double dt)
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{
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int view_number = globals->get_viewmgr()->get_current();
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if (view_number == 0 && !fgGetBool("/sim/view/internal")) {
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_aircraft->setVisible(false);
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} else {
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_aircraft->setVisible(true);
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}
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_aircraft->setPosition(fgGetDouble("/position/longitude-deg"),
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fgGetDouble("/position/latitude-deg"),
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fgGetDouble("/position/altitude-ft"));
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_aircraft->setOrientation(fgGetDouble("/orientation/roll-deg"),
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fgGetDouble("/orientation/pitch-deg"),
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fgGetDouble("/orientation/heading-deg"));
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_aircraft->update( globals->get_scenery()->get_center() );
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}
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void
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FGAircraftModel::draw ()
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{
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// OK, now adjust the clip planes and draw
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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() && 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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// end of model.cxx
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