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flightgear/src/ATC/AIEntity.cxx
ehofman 62a359cc4a Alex Romosan:
* 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.
2005-10-25 13:49:55 +00:00

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2.7 KiB
C++

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