#include <list>
#include <simgear/structure/subsystem_mgr.hxx>
+#include <simgear/structure/ssgSharedPtr.hxx>
+#include <simgear/structure/SGSharedPtr.hxx>
#include <Main/fg_props.hxx>
#include <AIModel/AIBase.hxx>
-#include <AIModel/AIScenario.hxx>
#include <AIModel/AIFlightPlan.hxx>
#include <Traffic/SchedFlight.hxx>
class FGModelID
{
private:
- ssgBranch * model;
+ ssgSharedPtr<ssgBranch> model;
string path;
public:
FGModelID(const string& pth, ssgBranch * mdl) { path =pth; model=mdl;};
- ssgBranch *getModelId() { return model;};
- const string & getPath() { return path;};
+ ssgBranch * const getModelId() const { return model;};
+ const string & getPath() const { return path;};
};
typedef vector<FGModelID> ModelVec;
-typedef vector<FGModelID>::iterator ModelVecIterator;
+typedef vector<FGModelID>::const_iterator ModelVecIterator;
class FGAIThermal;
private:
// A list of pointers to AI objects
- typedef list <FGAIBase*> ai_list_type;
+ typedef list <SGSharedPtr<FGAIBase> > ai_list_type;
typedef ai_list_type::iterator ai_list_iterator;
typedef ai_list_type::const_iterator ai_list_const_iterator;
- // Everything put in this list should be created dynamically
- // on the heap and ***DELETED WHEN REMOVED!!!!!***
ai_list_type ai_list;
ModelVec loadedModels;
void unbind();
void update(double dt);
- void* createBallistic( FGAIModelEntity *entity );
- void* createAircraft( FGAIModelEntity *entity, FGAISchedule *ref=0 );
- void* createThermal( FGAIModelEntity *entity );
- void* createStorm( FGAIModelEntity *entity );
- void* createShip( FGAIModelEntity *entity );
- void* createCarrier( FGAIModelEntity *entity );
- void* createStatic( FGAIModelEntity *entity );
-
- void destroyObject( void* ID );
-
- inline double get_user_latitude() { return user_latitude; }
- inline double get_user_longitude() { return user_longitude; }
- inline double get_user_altitude() { return user_altitude; }
- inline double get_user_heading() { return user_heading; }
- inline double get_user_pitch() { return user_pitch; }
- inline double get_user_yaw() { return user_yaw; }
- inline double get_user_speed() {return user_speed; }
- inline double get_wind_from_east() {return wind_from_east; }
- inline double get_wind_from_north() {return wind_from_north; }
-
- inline int getNum( FGAIBase::object_type ot ) {
- return (0 < ot && ot < FGAIBase::MAX_OBJECTS) ? numObjects[ot] : numObjects[0];
- }
+ void attach(SGSharedPtr<FGAIBase> model);
+
+ void destroyObject( int ID );
+
+ inline double get_user_latitude() const { return user_latitude; }
+ inline double get_user_longitude() const { return user_longitude; }
+ inline double get_user_altitude() const { return user_altitude; }
+ inline double get_user_heading() const { return user_heading; }
+ inline double get_user_pitch() const { return user_pitch; }
+ inline double get_user_yaw() const { return user_yaw; }
+ inline double get_user_speed() const {return user_speed; }
+ inline double get_wind_from_east() const {return wind_from_east; }
+ inline double get_wind_from_north() const {return wind_from_north; }
+
+ int getNumAiObjects(void) const;
void processScenario( const string &filename );
- ssgBranch * getModel(const string& path);
+ ssgBranch * getModel(const string& path) const;
void setModel(const string& path, ssgBranch *model);
+ static SGPropertyNode_ptr loadScenarioFile(const std::string& filename);
+
static bool getStartPosition(const string& id, const string& pid,
Point3D& geodPos, double& hdng, sgdVec3 uvw);
private:
- bool initDone;
bool enabled;
- int numObjects[FGAIBase::MAX_OBJECTS];
+ int mNumAiModels;
+
SGPropertyNode* root;
SGPropertyNode* wind_from_down_node;
SGPropertyNode* user_latitude_node;
double wind_from_east;
double wind_from_north;
double _dt;
- int dt_count;
void fetchUserState( void );
// used by thermals