1
0
Fork 0
flightgear/src/Model/modelmgr.cxx
curt 2119db35c3 This is step "1" of probably "many" in the process of separating out the
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.
2003-05-06 23:46:24 +00:00

178 lines
4.8 KiB
C++
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

// modelmgr.cxx - manage a collection of 3D models.
// Written by David Megginson, started 2002.
//
// This file is in the Public Domain, and comes with no warranty.
#include <plib/ssg.h>
#include <Main/fg_props.hxx>
#include <Scenery/scenery.hxx>
#include "modelmgr.hxx"
#include "model.hxx"
FGModelMgr::FGModelMgr ()
: _selector(new ssgSelector)
{
}
FGModelMgr::~FGModelMgr ()
{
for (unsigned int i = 0; i < _instances.size(); i++) {
globals->get_scenery()->get_models_branch()
->removeKid(_instances[i]->model->getSceneGraph());
delete _instances[i];
}
}
void
FGModelMgr::init ()
{
vector<SGPropertyNode_ptr> model_nodes =
fgGetNode("/models", true)->getChildren("model");
for (unsigned int i = 0; i < model_nodes.size(); i++) {
SGPropertyNode * node = model_nodes[i];
SG_LOG(SG_GENERAL, SG_INFO,
"Adding model " << node->getStringValue("name", "[unnamed]"));
Instance * instance = new Instance;
FGModelPlacement * model = new FGModelPlacement;
instance->model = model;
model->init( globals->get_fg_root(),
node->getStringValue("path", "Models/Geometry/glider.ac"),
globals->get_props(),
globals->get_sim_time_sec() );
// Set position and orientation either
// indirectly through property refs
// or directly with static values.
SGPropertyNode * child = node->getChild("longitude-deg-prop");
if (child != 0)
instance->lon_deg_node = fgGetNode(child->getStringValue(), true);
else
model->setLongitudeDeg(node->getDoubleValue("longitude-deg"));
child = node->getChild("latitude-deg-prop");
if (child != 0)
instance->lat_deg_node = fgGetNode(child->getStringValue(), true);
else
model->setLatitudeDeg(node->getDoubleValue("latitude-deg"));
child = node->getChild("elevation-ft-prop");
if (child != 0)
instance->elev_ft_node = fgGetNode(child->getStringValue(), true);
else
model->setElevationFt(node->getDoubleValue("elevation-ft"));
child = node->getChild("roll-deg-prop");
if (child != 0)
instance->roll_deg_node = fgGetNode(child->getStringValue(), true);
else
model->setRollDeg(node->getDoubleValue("roll-deg"));
child = node->getChild("pitch-deg-prop");
if (child != 0)
instance->pitch_deg_node = fgGetNode(child->getStringValue(), true);
else
model->setPitchDeg(node->getDoubleValue("pitch-deg"));
child = node->getChild("heading-deg-prop");
if (child != 0)
instance->heading_deg_node = fgGetNode(child->getStringValue(), true);
else
model->setHeadingDeg(node->getDoubleValue("heading-deg"));
// Add this model to the global scene graph
globals->get_scenery()->get_scene_graph()->addKid(model->getSceneGraph());
// Save this instance for updating
add_instance(instance);
}
}
void
FGModelMgr::bind ()
{
}
void
FGModelMgr::unbind ()
{
}
void
FGModelMgr::update (double dt)
{
for (unsigned int i = 0; i < _instances.size(); i++) {
Instance * instance = _instances[i];
FGModelPlacement * model = instance->model;
// Optionally set position from properties
if (instance->lon_deg_node != 0)
model->setLongitudeDeg(instance->lon_deg_node->getDoubleValue());
if (instance->lat_deg_node != 0)
model->setLatitudeDeg(instance->lat_deg_node->getDoubleValue());
if (instance->elev_ft_node != 0)
model->setElevationFt(instance->elev_ft_node->getDoubleValue());
// Optionally set orientation from properties
if (instance->roll_deg_node != 0)
model->setRollDeg(instance->roll_deg_node->getDoubleValue());
if (instance->pitch_deg_node != 0)
model->setPitchDeg(instance->pitch_deg_node->getDoubleValue());
if (instance->heading_deg_node != 0)
model->setHeadingDeg(instance->heading_deg_node->getDoubleValue());
instance->model->update( globals->get_scenery()->get_center() );
}
}
void
FGModelMgr::add_instance (Instance * instance)
{
_instances.push_back(instance);
}
void
FGModelMgr::remove_instance (Instance * instance)
{
vector<Instance *>::iterator it;
for (it = _instances.begin(); it != _instances.end(); it++) {
if (*it == instance) {
_instances.erase(it);
delete instance;
return;
}
}
}
void
FGModelMgr::draw ()
{
// ssgSetNearFar(_nearplane, _farplane);
// ssgCullAndDraw(_scene);
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGModelMgr::Instance
////////////////////////////////////////////////////////////////////////
FGModelMgr::Instance::Instance ()
: model(0),
lon_deg_node(0),
lat_deg_node(0),
elev_ft_node(0),
roll_deg_node(0),
pitch_deg_node(0),
heading_deg_node(0)
{
}
FGModelMgr::Instance::~Instance ()
{
delete model;
}
// end of modelmgr.cxx