1
0
Fork 0
flightgear/src/Model/modelmgr.cxx
ehofman fad67bda10 Mathias Fröhölöiööhlich:
There was a patch from Manuel Masing a few months ago which cleaned up
SGLocation's way depending on input values. That means that with that patch
SGLocation does no longer have calls with unneeded input arguments.
I took his patch and integrated that into flightgear and made maximum use of
that changes.


Erik Hofman:
Remove some duplicate code that was moved to simgear/compiler.h
2005-09-05 13:25:09 +00:00

201 lines
5.3 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.
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/compiler.h>
#include <vector>
#include <plib/ssg.h>
#include <simgear/scene/model/placement.hxx>
#include <simgear/scene/model/model.hxx>
#include <Main/fg_props.hxx>
#include <Scenery/scenery.hxx>
#include "modelmgr.hxx"
SG_USING_STD(vector);
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;
SGModelPlacement *model = new SGModelPlacement;
instance->model = model;
ssgBranch *object
= sgLoad3DModel( globals->get_fg_root(),
node->getStringValue("path",
"Models/Geometry/glider.ac"),
globals->get_props(),
globals->get_sim_time_sec() );
model->init( object );
// 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());
// Register that one at the scenery manager
globals->get_scenery()->register_placement_transform(model->getTransform());
// 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];
SGModelPlacement * 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();
}
}
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 ()
{
// Unregister that one at the scenery manager
globals->get_scenery()->unregister_placement_transform(model->getTransform());
delete model;
}
// end of modelmgr.cxx