MPLAYER_AS =
endif
-EXTRA_DIST = net_gui.hxx
-
libNetwork_a_SOURCES = \
protocol.cxx protocol.hxx \
atc610x.cxx atc610x.hxx \
native_ctrls.cxx native_ctrls.hxx \
native_fdm.cxx native_fdm.hxx \
native_gui.cxx native_gui.hxx \
- net_ctrls.hxx net_fdm.hxx net_fdm_mini.hxx \
+ net_ctrls.hxx net_fdm.hxx net_fdm_mini.hxx net_gui.hxx \
nmea.cxx nmea.hxx \
opengc.cxx opengc.hxx opengc_data.hxx \
$(MPLAYER_AS) \
#include <string.h>
#include <simgear/compiler.h>
-#include <simgear/sg_inlines.h>
-#include <simgear/io/sg_binobj.hxx>
#include STL_STRING
#include <map> // STL
#include <ctype.h> // isdigit()
#include <simgear/constants.h>
+#include <simgear/sg_inlines.h>
#include <simgear/debug/logstream.hxx>
+#include <simgear/io/sg_binobj.hxx>
#include <simgear/math/point3d.hxx>
#include <simgear/math/polar3d.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/scene/tgdb/pt_lights.hxx>
#include <Main/globals.hxx>
-#include <Main/fg_props.hxx>
#include "obj.hxx"
float * p3;
sgVec3 center;
double area;
- SGMaterial::ObjectGroup * object_group;
+ SGMatObjectGroup * object_group;
ssgBranch * branch;
LeafUserData * leafData;
unsigned int seed;
void fill_in_triangle();
- void add_object_to_triangle(SGMaterial::Object * object);
+ void add_object_to_triangle(SGMatObject * object);
void makeWorldMatrix (sgMat4 ROT, double hdg_deg );
};
int nObjects = object_group->get_object_count();
for (int i = 0; i < nObjects; i++) {
- SGMaterial::Object * object = object_group->get_object(i);
+ SGMatObject * object = object_group->get_object(i);
double num = area / object->get_coverage_m2();
// place an object each unit of area
}
}
-void TriUserData::add_object_to_triangle (SGMaterial::Object * object)
+void TriUserData::add_object_to_triangle (SGMatObject * object)
{
// Set up the random heading if required.
double hdg_deg = 0;
- if (object->get_heading_type() == SGMaterial::Object::HEADING_RANDOM)
+ if (object->get_heading_type() == SGMatObject::HEADING_RANDOM)
hdg_deg = sg_random() * 360;
sgMat4 mat;
pos->addKid( object->get_random_model( globals->get_model_loader(),
globals->get_fg_root(),
globals->get_props(),
- globals->get_sim_time_sec() )
- );
+ globals->get_sim_time_sec() ) );
branch->addKid(pos);
}
int num_groups = mat->get_object_group_count();
for (int j = 0; j < num_groups; j++) {
// Look up the random object.
- SGMaterial::ObjectGroup * group = mat->get_object_group(j);
+ SGMatObjectGroup * group = mat->get_object_group(j);
// Set up the range selector for the entire
// triangle; note that we use the object