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flightgear/src/Model/acmodel.cxx
curt f7fc455b0d Jim Wilson:
Remove some hardcoded dependencies between fdm, viewer and acmodel classes and
replaced them with property references.   Fix roll offset in viewer.
2004-03-19 03:30:18 +00:00

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// model.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 <string.h> // for strcmp()
#include <plib/sg.h>
#include <plib/ssg.h>
#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 <Main/globals.hxx>
#include <Main/fg_props.hxx>
#include <Main/viewmgr.hxx>
#include <Main/viewer.hxx>
#include <Scenery/scenery.hxx>
#include "model_panel.hxx"
#include "acmodel.hxx"
////////////////////////////////////////////////////////////////////////
// Implementation of FGAircraftModel
////////////////////////////////////////////////////////////////////////
FGAircraftModel::FGAircraftModel ()
: _aircraft(0),
_selector(new ssgSelector),
_scene(new ssgRoot),
_nearplane(0.01f),
_farplane(1000.0f)
{
}
FGAircraftModel::~FGAircraftModel ()
{
delete _aircraft;
delete _scene;
// SSG will delete it
globals->get_scenery()->get_aircraft_branch()->removeKid(_selector);
}
void
FGAircraftModel::init ()
{
_aircraft = new SGModelPlacement;
string path = fgGetString("/sim/model/path", "Models/Geometry/glider.ac");
try {
ssgBranch *model = fgLoad3DModelPanel( globals->get_fg_root(),
path,
globals->get_props(),
globals->get_sim_time_sec() );
_aircraft->init( model );
} catch (const sg_exception &ex) {
SG_LOG(SG_GENERAL, SG_ALERT, "Failed to load aircraft from " << path);
SG_LOG(SG_GENERAL, SG_ALERT, "(Falling back to glider.ac.)");
ssgBranch *model = fgLoad3DModelPanel( globals->get_fg_root(),
"Models/Geometry/glider.ac",
globals->get_props(),
globals->get_sim_time_sec() );
_aircraft->init( model );
}
_scene->addKid(_aircraft->getSceneGraph());
_selector->addKid(_aircraft->getSceneGraph());
globals->get_scenery()->get_aircraft_branch()->addKid(_selector);
}
void
FGAircraftModel::bind ()
{
// No-op
}
void
FGAircraftModel::unbind ()
{
// No-op
}
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);
}
_aircraft->setPosition(fgGetDouble("/position/longitude-deg"),
fgGetDouble("/position/latitude-deg"),
fgGetDouble("/position/altitude-ft"));
_aircraft->setOrientation(fgGetDouble("/orientation/roll-deg"),
fgGetDouble("/orientation/pitch-deg"),
fgGetDouble("/orientation/heading-deg"));
_aircraft->update( globals->get_scenery()->get_center() );
}
void
FGAircraftModel::draw ()
{
// OK, now adjust the clip planes and draw
// FIXME: view number shouldn't be
// hard-coded.
bool is_internal = globals->get_current_view()->getInternal();
if (_aircraft->getVisible() && is_internal) {
glClearDepth(1);
glClear(GL_DEPTH_BUFFER_BIT);
ssgSetNearFar(_nearplane, _farplane);
ssgCullAndDraw(_scene);
_selector->select(0);
} else {
_selector->select(1);
}
}
// end of model.cxx