load();
- //_model_added_node = fgGetNode("ai/models/model-added", true);
- //_model_added_node->addChangeListener(this, false);
-
}
void FGSubmodelMgr::postinit() {
ballist->setZoffset(sm->z_offset);
ballist->setPitchoffset(sm->pitch_offset);
ballist->setYawoffset(sm->yaw_offset);
- ballist->setParentNode(_selected_ac);
+ ballist->setParentNodes(_selected_ac);
ballist->setContentsNode(sm->contents_node);
ballist->setWeight(sm->weight);
ai->attach(ballist);
void FGSubmodelMgr::valueChanged(SGPropertyNode *prop)
{
-// cout << "LISTENER: " << endl;
+ return; // this isn't working atm
const char* _model_added = _model_added_node->getStringValue();
basic_string <char>::size_type indexCh2b;
string str2 = _model_added;
- const char *cstr2b = "ballistic";
+ const char *cstr2b = "multiplayer";
indexCh2b = str2.find( cstr2b, 0 );
-// cout << "model added - " << str2 <<" now do something "<< endl;
-
if (indexCh2b != string::npos ){ // we will ignore Ballistic Objects - there are potentially too many
- return;
- } else {
-
- SGPropertyNode *a_node = fgGetNode(_model_added, true );
- SGPropertyNode *sub_node = a_node->getChild("submodels", 0, true);
+
+ //cout << "Submodels: model added - " << str2 <<" read path "<< endl;
+ //return;
+ SGPropertyNode *a_node = fgGetNode(_model_added, true);
+ SGPropertyNode *sub_node = a_node->getChild("sim", 0, true);
SGPropertyNode_ptr path_node = sub_node->getChild("path", 0, true);
+ SGPropertyNode_ptr callsign_node = a_node->getChild("callsign", 0, true);
- string path = path_node->getStringValue();
+ string callsign = callsign_node->getStringValue();
- if (path.empty()){
- // nothing to do - return
- //cout << "subpath empty - return" << endl << endl;
+ //cout << "Submodels: model added - " << callsign <<" read callsign "<< endl;
return;
- } else {
- //cout << "subpath found - loading" << endl << endl;
- SGPropertyNode_ptr ident_node = a_node->getChild("id", 0, true);
- int id = ident_node->getIntValue();
-
- setData(id, path, true);
-
- _found_sub = true;
-
- while (_found_sub)
- loadSubmodels();
+ } else {
+ cout << "model added - " << str2 <<" returning "<< endl;
+ return;
}
- }
-
}
void FGSubmodelMgr::setParentNode(int id) {