#include <simgear/structure/exception.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/scene/model/placement.hxx>
+#include <simgear/scene/model/shadowvolume.hxx>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
#include "acmodel.hxx"
+class fgLoaderOptions : ssgLoaderOptions {
+
+public:
+ virtual void makeTexturePath ( char* path, const char *fname ) const ;
+ string livery_path;
+
+};
+
+void fgLoaderOptions::makeTexturePath ( char *path, const char *fname ) const
+{
+ /* Remove all leading path information. */
+ const char* seps = "\\/" ;
+ const char* fn = & fname [ strlen ( fname ) - 1 ] ;
+ for ( ; fn != fname && strchr(seps,*fn) == NULL ; fn-- )
+ /* Search back for a seperator */ ;
+ if ( strchr(seps,*fn) != NULL )
+ fn++ ;
+ fname = fn ;
+ // if we have a livery path and the texture is found there then we use that
+ // path in priority, if the texture was not found or we add no additional
+ // livery path then we use the current model path or model/texture-path
+ if( livery_path.size() ) {
+ make_path( path, livery_path.c_str(), fname );
+ if( ulFileExists( path ) )
+ return;
+ }
+ make_path ( path, texture_dir, fname ) ;
+}
+
+static fgLoaderOptions _fgLoaderOptions;
+
\f
////////////////////////////////////////////////////////////////////////
// Implementation of FGAircraftModel
: _aircraft(0),
_selector(new ssgSelector),
_scene(new ssgRoot),
- _nearplane(0.01f),
+ _nearplane(0.10f),
_farplane(1000.0f)
{
}
void
FGAircraftModel::init ()
{
+ ssgLoaderOptions *currLoaderOptions = ssgGetCurrentOptions();
+ ssgSetCurrentOptions( (ssgLoaderOptions*)&_fgLoaderOptions );
_aircraft = new SGModelPlacement;
string path = fgGetString("/sim/model/path", "Models/Geometry/glider.ac");
+ string texture_path = fgGetString("/sim/model/texture-path");
+ if( texture_path.size() ) {
+ SGPath temp_path;
+ if ( !ulIsAbsolutePathName( texture_path.c_str() ) ) {
+ temp_path = globals->get_fg_root();
+ temp_path.append( SGPath( path ).dir() );
+ temp_path.append( texture_path );
+ _fgLoaderOptions.livery_path = temp_path.str();
+ } else
+ _fgLoaderOptions.livery_path = texture_path;
+ }
try {
ssgBranch *model = fgLoad3DModelPanel( globals->get_fg_root(),
path,
// Register that one at the scenery manager
globals->get_scenery()->register_placement_transform(_aircraft->getTransform());
+ ssgSetCurrentOptions( currLoaderOptions );
}
void
_aircraft->setOrientation(fgGetDouble("/orientation/roll-deg"),
fgGetDouble("/orientation/pitch-deg"),
fgGetDouble("/orientation/heading-deg"));
- _aircraft->update( globals->get_scenery()->get_center() );
-
+ _aircraft->update();
}
void
_selector->select(0);
} else {
_selector->select(1);
+ // in external view the shadows are drawn before the transparent parts of the ac
+ _scene->setTravCallback( SSG_CALLBACK_POSTTRAV, SGShadowVolume::ACpostTravCB);
+ ssgCullAndDraw(_scene);
+ _scene->setTravCallback( SSG_CALLBACK_POSTTRAV, 0);
}
}