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flightgear/src/Model/acmodel.cxx
James Turner 6d0c2070fd Use future-proof SGPath APIs.
Remove uses of .str(), .c_str() and some other methods of SGPath.
Pass SGPath directly where possible, or explicitly convert to the
appropriate 8-bit encoding.
2016-06-28 10:08:38 +01:00

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// acmodel.cxx - manage a 3D aircraft model.
// 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 <cstring> // for strcmp()
#include <boost/foreach.hpp>
#include <simgear/compiler.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/structure/exception.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/scene/model/placement.hxx>
#include <simgear/scene/util/SGNodeMasks.hxx>
#include <simgear/scene/model/modellib.hxx>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
#include <Viewer/renderer.hxx>
#include <Viewer/viewmgr.hxx>
#include <Viewer/view.hxx>
#include <Scenery/scenery.hxx>
#include <Sound/fg_fx.hxx>
#include "acmodel.hxx"
static osg::Node *
fgLoad3DModelPanel(const SGPath &path, SGPropertyNode *prop_root)
{
bool loadPanels = true;
osg::Node* node = simgear::SGModelLib::loadModel(path.local8BitStr(), prop_root, NULL, loadPanels);
if (node)
node->setNodeMask(~SG_NODEMASK_TERRAIN_BIT);
return node;
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGAircraftModel
////////////////////////////////////////////////////////////////////////
FGAircraftModel::FGAircraftModel ()
: _velocity(SGVec3d::zeros()),
_fx(0),
_speed_n(0),
_speed_e(0),
_speed_d(0)
{
_fx = new FGFX("fx");
_fx->init();
}
FGAircraftModel::~FGAircraftModel ()
{
// drop reference
_fx = 0;
shutdown();
}
void
FGAircraftModel::init ()
{
if (_aircraft.get()) {
SG_LOG(SG_AIRCRAFT, SG_ALERT, "FGAircraftModel::init: already inited");
return;
}
SGPropertyNode_ptr sim = fgGetNode("/sim", true);
BOOST_FOREACH(SGPropertyNode_ptr model, sim->getChildren("model")) {
std::string path = model->getStringValue("path", "Models/Geometry/glider.ac");
std::string usage = model->getStringValue("usage", "external");
SGPath resolvedPath = globals->resolve_aircraft_path(path);
if (resolvedPath.isNull()) {
SG_LOG(SG_AIRCRAFT, SG_ALERT, "Failed to find aircraft model: " << path);
continue;
}
osg::Node* node = NULL;
try {
node = fgLoad3DModelPanel( resolvedPath, globals->get_props());
} catch (const sg_exception &ex) {
SG_LOG(SG_AIRCRAFT, SG_ALERT, "Failed to load aircraft from " << path << ':');
SG_LOG(SG_AIRCRAFT, SG_ALERT, " " << ex.getFormattedMessage());
}
if (usage == "interior") {
// interior model
if (!_interior.get()) {
_interior.reset(new SGModelPlacement);
_interior->init(node);
} else {
_interior->add(node);
}
} else {
// normal / exterior model
if (!_aircraft.get()) {
_aircraft.reset(new SGModelPlacement);
_aircraft->init(node);
} else {
_aircraft->add(node);
}
} // of model usage switch
} // of models iteration
// no models loaded, load the glider instead
if (!_aircraft.get()) {
SG_LOG(SG_AIRCRAFT, SG_ALERT, "(Falling back to glider.ac.)");
osg::Node* model = fgLoad3DModelPanel( SGPath::fromLocal8Bit("Models/Geometry/glider.ac"),
globals->get_props());
_aircraft.reset(new SGModelPlacement);
_aircraft->init(model);
}
osg::Node* node = _aircraft->getSceneGraph();
globals->get_scenery()->get_aircraft_branch()->addChild(node);
if (_interior.get()) {
node = _interior->getSceneGraph();
globals->get_scenery()->get_interior_branch()->addChild(node);
}
}
void
FGAircraftModel::reinit()
{
shutdown();
_fx->reinit();
init();
// TODO globally create signals for all subsystems (re)initialized
fgSetBool("/sim/signals/model-reinit", true);
}
void
FGAircraftModel::shutdown()
{
FGScenery* scenery = globals->get_scenery();
if (_aircraft.get()) {
if (scenery && scenery->get_aircraft_branch()) {
scenery->get_aircraft_branch()->removeChild(_aircraft->getSceneGraph());
}
}
if (_interior.get()) {
if (scenery && scenery->get_interior_branch()) {
scenery->get_interior_branch()->removeChild(_interior->getSceneGraph());
}
}
_aircraft.reset();
_interior.reset();
}
void
FGAircraftModel::bind ()
{
_speed_n = fgGetNode("velocities/speed-north-fps", true);
_speed_e = fgGetNode("velocities/speed-east-fps", true);
_speed_d = fgGetNode("velocities/speed-down-fps", true);
}
void
FGAircraftModel::unbind ()
{
_fx->unbind();
}
void
FGAircraftModel::update (double dt)
{
int view_number = globals->get_viewmgr()->get_current();
int is_internal = fgGetBool("/sim/current-view/internal");
if (view_number == 0 && !is_internal) {
_aircraft->setVisible(false);
} else {
_aircraft->setVisible(true);
}
double heading, pitch, roll;
globals->get_aircraft_orientation(heading, pitch, roll);
SGQuatd orient = SGQuatd::fromYawPitchRollDeg(heading, pitch, roll);
SGGeod pos = globals->get_aircraft_position();
_aircraft->setPosition(pos);
_aircraft->setOrientation(orient);
_aircraft->update();
if (_interior.get()) {
_interior->setPosition(pos);
_interior->setOrientation(orient);
_interior->update();
}
// update model's audio sample values
_fx->set_position_geod( pos );
_fx->set_orientation( orient );
_velocity = SGVec3d( _speed_n->getDoubleValue(),
_speed_e->getDoubleValue(),
_speed_d->getDoubleValue() );
_fx->set_velocity( _velocity );
}
// end of model.cxx