-// model.cxx - manage a 3D aircraft model.
+// acmodel.cxx - manage a 3D aircraft model.
// Written by David Megginson, started 2002.
//
// This file is in the Public Domain, and comes with no warranty.
# include <config.h>
#endif
-#include <string.h> // for strcmp()
-
-#include <plib/sg.h>
-#include <plib/ssg.h>
+#include <cstring> // for strcmp()
+#include <boost/foreach.hpp>
#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 <simgear/scene/model/shadowvolume.hxx>
+#include <simgear/scene/util/SGNodeMasks.hxx>
+#include <simgear/scene/model/modellib.hxx>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
-#include <Main/renderer.hxx>
-#include <Main/viewmgr.hxx>
-#include <Main/viewer.hxx>
+#include <Viewer/renderer.hxx>
+#include <Viewer/viewmgr.hxx>
+#include <Viewer/viewer.hxx>
#include <Scenery/scenery.hxx>
-
-#include "model_panel.hxx"
+#include <Sound/fg_fx.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
+static osg::Node *
+fgLoad3DModelPanel(const std::string &path, SGPropertyNode *prop_root)
{
- /* 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 ) ;
+ bool loadPanels = true;
+ osg::Node* node = simgear::SGModelLib::loadModel(path, prop_root, NULL, loadPanels);
+ if (node)
+ node->setNodeMask(~SG_NODEMASK_TERRAIN_BIT);
+ return node;
}
-
-static fgLoaderOptions _fgLoaderOptions;
-
\f
////////////////////////////////////////////////////////////////////////
// Implementation of FGAircraftModel
////////////////////////////////////////////////////////////////////////
FGAircraftModel::FGAircraftModel ()
- : _aircraft(0),
- _selector(new ssgSelector),
- _scene(new ssgRoot),
- _nearplane(0.10f),
- _farplane(1000.0f)
+ : _velocity(SGVec3d::zeros()),
+ _fx(0),
+ _speed_n(0),
+ _speed_e(0),
+ _speed_d(0)
{
+ _fx = new FGFX("fx");
+ _fx->init();
}
FGAircraftModel::~FGAircraftModel ()
{
- // Unregister that one at the scenery manager
- if (_aircraft)
- globals->get_scenery()->unregister_placement_transform(_aircraft->getTransform());
-
- delete _aircraft;
- // SSG will delete it
- globals->get_scenery()->get_aircraft_branch()->removeKid(_selector);
+ // drop reference
+ _fx = 0;
+ shutdown();
}
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,
- 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);
+ if (_aircraft.get()) {
+ SG_LOG(SG_AIRCRAFT, SG_ALERT, "FGAircraftModel::init: already inited");
+ return;
+ }
+
+ SGPropertyNode_ptr sim = fgGetNode("/sim", true);
+ BOOST_FOREACH(SGPropertyNode_ptr model, sim->getChildren("model")) {
+ std::string path = model->getStringValue("path", "Models/Geometry/glider.ac");
+ std::string usage = model->getStringValue("usage", "external");
+
+ SGPath resolvedPath = globals->resolve_aircraft_path(path);
+ if (resolvedPath.isNull()) {
+ SG_LOG(SG_AIRCRAFT, SG_ALERT, "Failed to find aircraft model: " << path);
+ continue;
+ }
+
+ osg::Node* node = NULL;
+ try {
+ node = fgLoad3DModelPanel( resolvedPath.str(), globals->get_props());
+ } catch (const sg_exception &ex) {
+ SG_LOG(SG_AIRCRAFT, SG_ALERT, "Failed to load aircraft from " << path << ':');
+ SG_LOG(SG_AIRCRAFT, SG_ALERT, " " << ex.getFormattedMessage());
+ }
+
+ if (usage == "interior") {
+ // interior model
+ if (!_interior.get()) {
+ _interior.reset(new SGModelPlacement);
+ _interior->init(node);
+ } else {
+ _interior->add(node);
+ }
+ } else {
+ // normal / exterior model
+ if (!_aircraft.get()) {
+ _aircraft.reset(new SGModelPlacement);
+ _aircraft->init(node);
+ } else {
+ _aircraft->add(node);
+ }
+ } // of model usage switch
+ } // of models iteration
+
+ // no models loaded, load the glider instead
+ if (!_aircraft.get()) {
+ SG_LOG(SG_AIRCRAFT, SG_ALERT, "(Falling back to glider.ac.)");
+ osg::Node* model = fgLoad3DModelPanel( "Models/Geometry/glider.ac",
+ globals->get_props());
+ _aircraft.reset(new SGModelPlacement);
+ _aircraft->init(model);
+
+ }
+
+ osg::Node* node = _aircraft->getSceneGraph();
+ globals->get_scenery()->get_aircraft_branch()->addChild(node);
+
+ if (_interior.get()) {
+ node = _interior->getSceneGraph();
+ globals->get_scenery()->get_interior_branch()->addChild(node);
+ }
+}
- // Register that one at the scenery manager
- globals->get_scenery()->register_placement_transform(_aircraft->getTransform());
- ssgSetCurrentOptions( currLoaderOptions );
+void
+FGAircraftModel::reinit()
+{
+ shutdown();
+ _fx->reinit();
+ init();
+ // TODO globally create signals for all subsystems (re)initialized
+ fgSetBool("/sim/signals/model-reinit", true);
}
-void
+void
+FGAircraftModel::shutdown()
+{
+ if (!_aircraft.get()) {
+ return;
+ }
+
+ osg::Node* node = _aircraft->getSceneGraph();
+ globals->get_scenery()->get_aircraft_branch()->removeChild(node);
+
+ if (_interior.get()) {
+ globals->get_scenery()->get_interior_branch()->removeChild(_interior->getSceneGraph());
+ }
+
+ _aircraft.reset();
+ _interior.reset();
+}
+
+void
FGAircraftModel::bind ()
{
- // No-op
+ _speed_n = fgGetNode("velocities/speed-north-fps", true);
+ _speed_e = fgGetNode("velocities/speed-east-fps", true);
+ _speed_d = fgGetNode("velocities/speed-down-fps", true);
}
-void
+void
FGAircraftModel::unbind ()
{
- // No-op
+ _fx->unbind();
}
void
} 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();
+
+ double heading, pitch, roll;
+ globals->get_aircraft_orientation(heading, pitch, roll);
+ SGQuatd orient = SGQuatd::fromYawPitchRollDeg(heading, pitch, roll);
+
+ SGGeod pos = globals->get_aircraft_position();
+
+ _aircraft->setPosition(pos);
+ _aircraft->setOrientation(orient);
+ _aircraft->update();
+
+ if (_interior.get()) {
+ _interior->setPosition(pos);
+ _interior->setOrientation(orient);
+ _interior->update();
+ }
+
+ // update model's audio sample values
+ _fx->set_position_geod( pos );
+ _fx->set_orientation( orient );
+
+ _velocity = SGVec3d( _speed_n->getDoubleValue(),
+ _speed_e->getDoubleValue(),
+ _speed_d->getDoubleValue() );
+ _fx->set_velocity( _velocity );
}
-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);
- 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);
- }
-
-}
// end of model.cxx