# include <config.h>
#endif
+#include <string.h>
+
#include <simgear/compiler.h>
#include <string>
#include <simgear/misc/sg_path.hxx>
#include <simgear/scene/model/modellib.hxx>
#include <simgear/scene/util/SGNodeMasks.hxx>
+#include <simgear/sound/soundmgr_openal.hxx>
#include <simgear/debug/logstream.hxx>
#include <simgear/props/props.hxx>
#include <Main/globals.hxx>
#include <Scenery/scenery.hxx>
#include <Scripting/NasalSys.hxx>
+#include <Sound/fg_fx.hxx>
#include "AIBase.hxx"
#include "AIManager.hxx"
using namespace simgear;
-FGAIBase::FGAIBase(object_type ot) :
+FGAIBase::FGAIBase(object_type ot, bool enableHot) :
_max_speed(300),
_name(""),
_parent(""),
props( NULL ),
model_removed( fgGetNode("/ai/models/model-removed", true) ),
manager( NULL ),
- fp( NULL ),
_installed(false),
+ fp( NULL ),
_impact_lat(0),
_impact_lon(0),
_impact_elev(0),
_impact_speed(0),
_refID( _newAIModelID() ),
_otype(ot),
- _initialized(false)
+ _initialized(false),
+ _aimodel(0),
+ _fxpath(""),
+ _fx(0)
{
tgt_heading = hdg = tgt_altitude_ft = tgt_speed = 0.0;
p = 1e5;
a = 340;
Mach = 0;
+
+ // explicitly disable HOT for (most) AI models
+ if (!enableHot)
+ aip.getSceneGraph()->setNodeMask(~SG_NODEMASK_TERRAIN_BIT);
}
FGAIBase::~FGAIBase() {
// Unregister that one at the scenery manager
- if (globals->get_scenery()) {
- globals->get_scenery()->get_scene_graph()->removeChild(aip.getSceneGraph());
- }
+ removeModel();
if (props) {
SGPropertyNode* parent = props->getParent();
if (parent)
model_removed->setStringValue(props->getPath());
}
- delete fp;
+
+ if (_fx && _refID != 0 && _refID != 1) {
+ SGSoundMgr *smgr = globals->get_soundmgr();
+ stringstream name;
+ name << "aifx:";
+ name << _refID;
+ smgr->remove(name.str());
+ }
+
+ if (fp)
+ delete fp;
fp = 0;
}
+/** Cleanly remove the model
+ * and let the scenery database pager do the clean-up work.
+ */
+void
+FGAIBase::removeModel()
+{
+ if (!_model.valid())
+ return;
+
+ FGScenery* pSceneryManager = globals->get_scenery();
+ if (pSceneryManager)
+ {
+ osg::ref_ptr<osg::Object> temp = _model.get();
+ pSceneryManager->get_scene_graph()->removeChild(aip.getSceneGraph());
+ // withdraw from SGModelPlacement and drop own reference (unref)
+ aip.init( 0 );
+ _model = 0;
+ // pass it on to the pager, to be be deleted in the pager thread
+ pSceneryManager->getPagerSingleton()->queueDeleteRequest(temp);
+ }
+ else
+ {
+ SG_LOG(SG_AI, SG_ALERT, "AIBase: Could not unload model. Missing scenery manager!");
+ }
+}
+
void FGAIBase::readFromScenario(SGPropertyNode* scFileNode)
{
if (!scFileNode)
ft_per_deg_lat = 366468.96 - 3717.12 * cos(pos.getLatitudeRad());
ft_per_deg_lon = 365228.16 * cos(pos.getLatitudeRad());
+
+ if ( _fx )
+ {
+ // update model's audio sample values
+ _fx->set_position_geod( pos );
+
+ SGQuatd orient = SGQuatd::fromYawPitchRollDeg(hdg, pitch, roll);
+ _fx->set_orientation( orient );
+
+ SGVec3d velocity;
+ velocity = SGVec3d( speed_north_deg_sec, speed_east_deg_sec,
+ pitch*speed );
+ _fx->set_velocity( velocity );
+ }
+ else if ((_aimodel)&&(fgGetBool("/sim/sound/aimodels/enabled",false)))
+ {
+ string fxpath = _aimodel->get_sound_path();
+ if (fxpath != "")
+ {
+ _fxpath = fxpath;
+ props->setStringValue("sim/sound/path", _fxpath.c_str());
+
+ // initialize the sound configuration
+ SGSoundMgr *smgr = globals->get_soundmgr();
+ stringstream name;
+ name << "aifx:";
+ name << _refID;
+ _fx = new FGFX(smgr, name.str(), props);
+ _fx->init();
+ }
+ }
+}
+
+/** update LOD properties of the model */
+void FGAIBase::updateLOD()
+{
+ double maxRangeDetail = fgGetDouble("/sim/rendering/static-lod/ai-detailed", 10000.0);
+ double maxRangeBare = fgGetDouble("/sim/rendering/static-lod/ai-bare", 20000.0);
+ if (_model.valid())
+ {
+ if( maxRangeDetail == 0.0 )
+ {
+ // disable LOD
+ _model->setRange(0, 0.0, FLT_MAX);
+ _model->setRange(1, FLT_MAX, FLT_MAX);
+ }
+ else
+ {
+ _model->setRange(0, 0.0, maxRangeDetail);
+ _model->setRange(1, maxRangeDetail,maxRangeBare);
+ }
+ }
}
void FGAIBase::Transform() {
}
-bool FGAIBase::init(bool search_in_AI_path) {
-
+bool FGAIBase::init(bool search_in_AI_path)
+{
+ if (_model.valid())
+ {
+ SG_LOG(SG_AI, SG_ALERT, "AIBase: Cannot initialize a model multiple times! " << model_path);
+ return false;
+ }
+
string f;
if(search_in_AI_path)
{
else
_installed = true;
- model = load3DModel(f, props);
+ _aimodel = new FGAIModelData(props);
+ osg::Node * mdl = SGModelLib::loadDeferredModel(f, props, _aimodel);
- if (model.valid() && _initialized == false) {
- aip.init( model.get() );
+ _model = new osg::LOD;
+ _model->setName("AI-model range animation node");
+
+ _model->addChild( mdl, 0, FLT_MAX );
+ _model->setCenterMode(osg::LOD::USE_BOUNDING_SPHERE_CENTER);
+ _model->setRangeMode(osg::LOD::DISTANCE_FROM_EYE_POINT);
+// We really need low-resolution versions of AI/MP aircraft.
+// Or at least dummy "stubs" with some default silhouette.
+// _model->addChild( SGModelLib::loadPagedModel(fgGetString("/sim/multiplay/default-model", default_model),
+// props, new FGNasalModelData(props)), FLT_MAX, FLT_MAX);
+ updateLOD();
+
+ initModel(mdl);
+ if (_model.valid() && _initialized == false) {
+ aip.init( _model.get() );
aip.setVisible(true);
invisible = false;
globals->get_scenery()->get_scene_graph()->addChild(aip.getSceneGraph());
+
+ // Get the sound-path tag from the configuration file and store it
+ // in the property tree.
_initialized = true;
} else if (!model_path.empty()) {
- SG_LOG(SG_INPUT, SG_WARN, "AIBase: Could not load model " << model_path);
+ SG_LOG(SG_AI, SG_WARN, "AIBase: Could not load model " << model_path);
// not properly installed...
_installed = false;
}
void FGAIBase::initModel(osg::Node *node)
{
- if (model.valid()) {
+ if (_model.valid()) {
if( _path != ""){
props->setStringValue("submodels/path", _path.c_str());
- SG_LOG(SG_INPUT, SG_DEBUG, "AIBase: submodels/path " << _path);
+ SG_LOG(SG_AI, SG_DEBUG, "AIBase: submodels/path " << _path);
}
if( _parent!= ""){
fgSetString("/ai/models/model-added", props->getPath().c_str());
} else if (!model_path.empty()) {
- SG_LOG(SG_INPUT, SG_WARN, "AIBase: Could not load model " << model_path);
+ SG_LOG(SG_AI, SG_WARN, "AIBase: Could not load model " << model_path);
}
setDie(false);
}
-osg::Node* FGAIBase::load3DModel(const string &path, SGPropertyNode *prop_root)
-{
- model = SGModelLib::loadPagedModel(path, prop_root, new FGNasalModelData(prop_root));
- initModel(model.get());
- return model.get();
-}
-
bool FGAIBase::isa( object_type otype ) {
return otype == _otype;
}
props->setDoubleValue("controls/flight/target-alt", altitude_ft);
props->setDoubleValue("controls/flight/target-pitch", pitch);
- props->setDoubleValue("controls/flight/target-spd", speed);
+ props->setDoubleValue("controls/flight/target-spd", speed);
+
+ props->setBoolValue("sim/sound/avionics/enabled", false);
+ props->setDoubleValue("sim/sound/avionics/volume", 0.0);
+ props->setBoolValue("sim/sound/avionics/external-view", false);
+ props->setBoolValue("sim/current-view/internal", false);
}
props->setBoolValue("/sim/controls/radar/", true);
+ // drop reference to sound effects now
+ _fx = 0;
}
double FGAIBase::UpdateRadar(FGAIManager* manager) {
bool FGAIBase::getGroundElevationM(const SGGeod& pos, double& elev,
const SGMaterial** material) const {
return globals->get_scenery()->get_elevation_m(pos, elev, material,
- model.get());
+ _model.get());
}
double FGAIBase::_getCartPosX() const {
bool FGAIBase::setParentNode() {
if (_parent == ""){
- SG_LOG(SG_GENERAL, SG_ALERT, "AIBase: " << _name
+ SG_LOG(SG_AI, SG_ALERT, "AIBase: " << _name
<< " parent not set ");
return false;
}
const string name = _selected_ac->getStringValue("name");
return true;
} else {
- SG_LOG(SG_GENERAL, SG_ALERT, "AIBase: " << _name
+ SG_LOG(SG_AI, SG_ALERT, "AIBase: " << _name
<< " parent not found: dying ");
setDie(true);
return false;
}
double FGAIBase::_getVS_fps() const {
- return vs*60.0;
+ return vs/60.0;
}
double FGAIBase::_get_speed_east_fps() const {
}
void FGAIBase::_setVS_fps( double _vs ) {
- vs = _vs/60.0;
+ vs = _vs*60.0;
}
double FGAIBase::_getAltitude() const {
return id;
}
+
+FGAIModelData::FGAIModelData(SGPropertyNode *root)
+ : _nasal( new FGNasalModelData(root) ),
+ _path("")
+{
+}
+
+FGAIModelData::~FGAIModelData()
+{
+ delete _nasal;
+}
+
+void FGAIModelData::modelLoaded(const string& path, SGPropertyNode *prop, osg::Node *n)
+{
+ const char* fxpath = prop->getStringValue("sound/path");
+ if (fxpath) {
+ _path = string(fxpath);
+ }
+ _nasal->modelLoaded(path, prop, n);
+}