SG_USING_STD(vector);
-#include <Main/fg_props.hxx>
+#include <plib/sg.h>
+
+
+// Don't pull in the headers, since we don't need them here.
+class ssgBranch;
+class ssgCutout;
+class ssgEntity;
+class ssgRangeSelector;
+class ssgSelector;
+class ssgTransform;
+
+class SGPropertyNode;
+class SGInterpTable;
+class FGCondition;
+class FGLocation;
+
// Has anyone done anything *really* stupid, like making min and max macros?
#ifdef min
virtual ~FG3DModel ();
virtual void init (const string &path);
- virtual void update (int dt);
+ virtual void update (double dt);
virtual bool getVisible () const;
virtual void setVisible (bool visible);
virtual double getLatitudeDeg () const { return _lat_deg; }
virtual double getElevationFt () const { return _elev_ft; }
+ virtual void setLongitudeDeg (double lon_deg);
+ virtual void setLatitudeDeg (double lat_deg);
+ virtual void setElevationFt (double elev_ft);
virtual void setPosition (double lon_deg, double lat_deg, double elev_ft);
- virtual double getRoll () const { return _roll_deg; }
- virtual double getPitch () const { return _pitch_deg; }
- virtual double getHeading () const { return _heading_deg; }
+ virtual double getRollDeg () const { return _roll_deg; }
+ virtual double getPitchDeg () const { return _pitch_deg; }
+ virtual double getHeadingDeg () const { return _heading_deg; }
+ virtual void setRollDeg (double roll_deg);
+ virtual void setPitchDeg (double pitch_deg);
+ virtual void setHeadingDeg (double heading_deg);
virtual void setOrientation (double roll_deg, double pitch_deg,
double heading_deg);
- virtual ssgEntity * getSceneGraph () const { return _selector; }
+ virtual ssgEntity * getSceneGraph () const { return (ssgEntity *)_selector; }
+
+ virtual FGLocation * getFGLocation () const { return _location; }
private:
double _heading_deg;
// Animations
-
vector <Animation *> _animations;
-
// Scene graph
- ssgEntity * _model;
+ ssgBranch * _model;
ssgSelector * _selector;
ssgTransform * _position;
+ // Location
+ FGLocation * _location;
+
\f
//////////////////////////////////////////////////////////////////////
/**
* Update the animation.
*
- * @param dt The elapsed time in milliseconds since the last call.
+ * @param dt The elapsed time in seconds since the last call.
*/
- virtual void update (int dt) = 0;
+ virtual void update (double dt) = 0;
};
NullAnimation ();
virtual ~NullAnimation ();
virtual void init (ssgEntity * object, SGPropertyNode * props);
- virtual void update (int dt);
+ virtual void update (double dt);
private:
ssgBranch * _branch;
};
+
+ /**
+ * A range, or level-of-detail (LOD) animation.
+ */
+ class RangeAnimation : public Animation
+ {
+ public:
+ RangeAnimation ();
+ virtual ~RangeAnimation ();
+ virtual void init (ssgEntity * object, SGPropertyNode * props);
+ virtual void update (double dt);
+ private:
+ ssgRangeSelector * _branch;
+ };
+
+
+ /**
+ * Animation to turn and face the screen.
+ */
+ class BillboardAnimation : public Animation
+ {
+ public:
+ BillboardAnimation ();
+ virtual ~BillboardAnimation ();
+ virtual void init (ssgEntity * object, SGPropertyNode * props);
+ virtual void update (double dt);
+ private:
+ ssgCutout * _branch;
+ };
+
/**
* Animation to select alternative versions of the same object.
SelectAnimation ();
virtual ~SelectAnimation ();
virtual void init (ssgEntity * object, SGPropertyNode * props);
- virtual void update (int dt);
+ virtual void update (double dt);
private:
FGCondition * _condition;
ssgSelector * _selector;
SpinAnimation ();
virtual ~SpinAnimation ();
virtual void init (ssgEntity * object, SGPropertyNode * props);
- virtual void update (int dt);
+ virtual void update (double dt);
private:
SGPropertyNode * _prop;
double _factor;
RotateAnimation ();
virtual ~RotateAnimation ();
virtual void init (ssgEntity * object, SGPropertyNode * props);
- virtual void update (int dt);
+ virtual void update (double dt);
private:
SGPropertyNode * _prop;
double _offset_deg;
double _factor;
+ SGInterpTable * _table;
bool _has_min;
double _min_deg;
bool _has_max;
TranslateAnimation ();
virtual ~TranslateAnimation ();
virtual void init (ssgEntity * object, SGPropertyNode * props);
- virtual void update (int dt);
+ virtual void update (double dt);
private:
SGPropertyNode * _prop;
double _offset_m;
double _factor;
+ SGInterpTable * _table;
bool _has_min;
double _min_m;
bool _has_max;
ssgTransform * _transform;
};
+
};
#endif // __MODEL_HXX
+
+