]> git.mxchange.org Git - flightgear.git/blobdiff - src/Model/acmodel.cxx
Mathias Fröhlich:
[flightgear.git] / src / Model / acmodel.cxx
index 63cacf89f5ca34b97ba9cfee6f61cfba1e0deadf..7e4f7cbd94e785e4fcc65967b500155f71e1a27f 100644 (file)
 
 #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"
 
-extern ssgRoot * cockpit;              // FIXME: from main.cxx
 
+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
 ////////////////////////////////////////////////////////////////////////
@@ -31,21 +68,65 @@ extern ssgRoot * cockpit;           // FIXME: from main.cxx
 ////////////////////////////////////////////////////////////////////////
 
 FGAircraftModel::FGAircraftModel ()
-  : _aircraft(0)
+  : _aircraft(0),
+    _selector(new ssgSelector),
+    _scene(new ssgRoot),
+    _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;
+                               // 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"));
-  cockpit->addKid(_aircraft->getSceneGraph());
+  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 
@@ -61,25 +142,47 @@ FGAircraftModel::unbind ()
 }
 
 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);
-    return;
+  } else {
+    _aircraft->setVisible(true);
   }
 
-  _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(dt);
+  _aircraft->update();
 }
 
+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