62a359cc4a
* Use "const string&" rather than "string" in function calls when appropriate. * Use "const Point3D&" instead of "Pint3D" in function calls when appropriate. * Improved course calculation in calc_gc_course_dist() * Safer thread handling code. Vassilii Khachaturov: Dont use "const Point3D&" for return types unless you're absolutely sure. Erik Hofman: * Use SGD_(2)PI(_[24]) as defined in simgear/constants.h rather than calculating it by hand every time.
85 lines
2.7 KiB
C++
85 lines
2.7 KiB
C++
// FGAIEntity - abstract base class an artificial intelligence entity
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//
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// Written by David Luff, started March 2002.
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//
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// Copyright (C) 2002 David C. Luff - david.luff@nottingham.ac.uk
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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/*****************************************************************
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*
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* WARNING - Curt has some ideas about AI traffic so anything in here
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* may get rewritten or scrapped. Contact Curt http://www.flightgear.org/~curt
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* before spending any time or effort on this code!!!
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*
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******************************************************************/
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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 <Main/globals.hxx>
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#include <Scenery/scenery.hxx>
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#include <simgear/constants.h>
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#include <simgear/math/point3d.hxx>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <string>
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#include "AIEntity.hxx"
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FGAIEntity::FGAIEntity() {
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}
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FGAIEntity::~FGAIEntity() {
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//cout << "FGAIEntity dtor called..." << endl;
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ssgDeRefDelete(_model); // Ought to check valid?
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//cout << "Removing model from scene graph..." << endl;
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globals->get_scenery()->get_scene_graph()->removeKid(_aip.getSceneGraph());
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// Unregister that one at the scenery manager
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globals->get_scenery()->unregister_placement_transform(_aip.getTransform());
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//cout << "Done!" << endl;
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}
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void FGAIEntity::SetModel(ssgBranch* model) {
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_model = model;
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_model->ref();
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_aip.init(_model);
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_aip.setVisible(false);
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globals->get_scenery()->get_scene_graph()->addKid(_aip.getSceneGraph());
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// Register that one at the scenery manager
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globals->get_scenery()->register_placement_transform(_aip.getTransform());
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}
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void FGAIEntity::Update(double dt) {
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}
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const string &FGAIEntity::GetCallsign() {
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static string s = "";
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return(s);
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}
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void FGAIEntity::RegisterTransmission(int code) {
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}
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// Run the internal calculations
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//void FGAIEntity::Update() {
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void FGAIEntity::Transform() {
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_aip.setPosition(_pos.lon(), _pos.lat(), _pos.elev() * SG_METER_TO_FEET);
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_aip.setOrientation(_roll, _pitch, _hdg);
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_aip.update();
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}
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