#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 <Main/globals.hxx>
#include <Main/fg_props.hxx>
#include <Main/viewmgr.hxx>
+#include <Main/viewer.hxx>
+#include <Scenery/scenery.hxx>
+
+#include "model_panel.hxx"
#include "acmodel.hxx"
-#include "model.hxx"
\f
_selector(new ssgSelector),
_scene(new ssgRoot),
_nearplane(0.01f),
- _farplane(100.0f)
+ _farplane(1000.0f)
{
}
delete _aircraft;
delete _scene;
// SSG will delete it
- globals->get_aircraft_branch()->removeKid(_selector);
+ globals->get_scenery()->get_aircraft_branch()->removeKid(_selector);
}
void
FGAircraftModel::init ()
{
- _aircraft = new FG3DModel;
- _aircraft->init(fgGetString("/sim/model/path", "Models/Geometry/glider.ac"));
+ _aircraft = new SGModelPlacement;
+ string path = fgGetString("/sim/model/path", "Models/Geometry/glider.ac");
+ 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_aircraft_branch()->addKid(_selector);
+ globals->get_scenery()->get_aircraft_branch()->addKid(_selector);
}
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( globals->get_scenery()->get_center() );
}
// 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() && view_number == 0) {
+ bool is_internal = globals->get_current_view()->getInternal();
+ if (_aircraft->getVisible() && is_internal) {
glClearDepth(1);
glClear(GL_DEPTH_BUFFER_BIT);
ssgSetNearFar(_nearplane, _farplane);