#include <simgear/compiler.h>
#include <simgear/debug/logstream.hxx>
-#include <simgear/misc/exception.hxx>
+#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 <Main/renderer.hxx>
#include <Main/viewmgr.hxx>
+#include <Main/viewer.hxx>
+#include <Scenery/scenery.hxx>
+
+#include "model_panel.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
FGAircraftModel::FGAircraftModel ()
: _aircraft(0),
+ _selector(new ssgSelector),
_scene(new ssgRoot),
- _nearplane(0.01f),
- _farplane(100.0f)
+ _nearplane(0.10f),
+ _farplane(1000.0f)
{
}
FGAircraftModel::~FGAircraftModel ()
{
+ // Unregister that one at the scenery manager
+ if (_aircraft)
+ globals->get_scenery()->unregister_placement_transform(_aircraft->getTransform());
+
delete _aircraft;
delete _scene;
+ // SSG will delete it
+ globals->get_scenery()->get_aircraft_branch()->removeKid(_selector);
}
void
FGAircraftModel::init ()
{
- _aircraft = new FG3DModel;
- _aircraft->init(fgGetString("/sim/model/path", "Models/Geometry/glider.ac"));
+ 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,
+ 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);
+
+ // Register that one at the scenery manager
+ globals->get_scenery()->register_placement_transform(_aircraft->getTransform());
+ ssgSetCurrentOptions( currLoaderOptions );
}
void
}
void
-FGAircraftModel::update (int dt)
+FGAircraftModel::update (double dt)
{
int view_number = globals->get_viewmgr()->get_current();
+ int is_internal = fgGetBool("/sim/current-view/internal");
- if (view_number == 0 && !fgGetBool("/sim/view/internal")) {
+ if (view_number == 0 && !is_internal) {
_aircraft->setVisible(false);
} else {
_aircraft->setVisible(true);
_aircraft->setOrientation(fgGetDouble("/orientation/roll-deg"),
fgGetDouble("/orientation/pitch-deg"),
fgGetDouble("/orientation/heading-deg"));
- _aircraft->update(dt);
-
+ _aircraft->update();
}
void
// OK, now adjust the clip planes and draw
// FIXME: view number shouldn't be
// hard-coded.
- int view_number = globals->get_viewmgr()->get_current();
- if (_aircraft->getVisible()) {
- if (view_number == 0) {
- glClearDepth(1);
- glClear(GL_DEPTH_BUFFER_BIT);
- ssgSetNearFar(_nearplane, _farplane);
- }
+ bool is_internal = globals->get_current_view()->getInternal();
+ if (_aircraft->getVisible() && is_internal) {
+ glClearDepth(1);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ FGRenderer::setNearFar(_nearplane, _farplane);
+ ssgCullAndDraw(_scene);
+ _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);
}
}