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#ifndef _XPLMScenery_h_
#define _XPLMScenery_h_
/*
* Copyright 2005-2012 Sandy Barbour and Ben Supnik
*
* All rights reserved. See license.txt for usage.
*
* X-Plane SDK Version: 2.1.1
*
*/
/*
* This package contains APIs to interact with X-Plane's scenery system.
*
*/
#include "XPLMDefs.h"
#ifdef __cplusplus
extern "C" {
#endif
#if defined(XPLM200)
/***************************************************************************
* Terrain Y-Testing
***************************************************************************/
/*
* The Y-testing API allows you to locate the physical scenery mesh. This
* would be used to place dynamic graphics on top of the ground in a
* plausible way or do physics interactions.
*
* The Y-test API works via probe objects, which are allocated by your plugin
* and used to query terrain. Probe objects exist both to capture which
* algorithm you have requested (see probe types) and also to cache query
* information.
*
* Performance guidelines: It is generally faster to use the same probe for
* nearby points and different probes for different points. Try not to
* allocate more than "hundreds" of probes at most. Share probes if you need
* more. Generally, probing operations are expensive, and should be avoided
* via caching when possible.
*
* Y testing returns a location on the terrain, a normal vectory, and a
* velocity vector. The normal vector tells you the slope of the terrain at
* that point. The velocity vector tells you if that terrain is moving (and
* is in meters/second). For example, if your Y test hits the aircraft carrier
* deck, this tells you the velocity of that point on the deck.
*
* Note: the Y-testing API is limited to probing the loaded scenery area,
* which is approximately 300x300 km in X-Plane 9. Probes outside this area
* will return the height of a 0 MSL sphere.
*
*/
/*
* XPLMProbeType
*
* XPLMProbeType defines the type of terrain probe - each probe has a
* different algorithm. (Only one type of probe is provided right now, but
* future APIs will expose more flexible or poewrful or useful probes.
*
*/
enum {
/* The Y probe gives you the location of the tallest physical scenery along *
* the Y axis going through the queried point. */
xplm_ProbeY = 0
};
typedef int XPLMProbeType;
/*
* XPLMProbeResult
*
* Probe results - possible results from a probe query.
*
*/
enum {
/* The probe hit terrain and returned valid values. */
xplm_ProbeHitTerrain = 0
/* An error in the API call. Either the probe struct size is bad, or the *
* probe is invalid or the type is mismatched for the specific query call. */
,xplm_ProbeError = 1
/* The probe call succeeded but there is no terrain under this point (perhaps *
* it is off the side of the planet?) */
,xplm_ProbeMissed = 2
};
typedef int XPLMProbeResult;
/*
* XPLMProbeRef
*
* An XPLMProbeRef is an opaque handle to a probe, used for querying the
* terrain.
*
*/
typedef void * XPLMProbeRef;
/*
* XPLMProbeInfo_t
*
* XPLMProbeInfo_t contains the results of a probe call. Make sure to set
* structSize to the size of the struct before using it.
*
*/
typedef struct {
/* Size of structure in bytes - always set this before calling the XPLM. */
int structSize;
/* Resulting X location of the terrain point we hit, in local OpenGL *
* coordinates. */
float locationX;
/* Resulting Y location of the terrain point we hit, in local OpenGL *
* coordinates. */
float locationY;
/* Resulting Z location of the terrain point we hit, in local OpenGL *
* coordinates. */
float locationZ;
/* X component of the normal vector to the terrain we found. */
float normalX;
/* Y component of the normal vector to the terrain we found. */
float normalY;
/* Z component of the normal vector to the terrain we found. */
float normalZ;
/* X component of the velocity vector of the terrain we found. */
float velocityX;
/* Y component of the velocity vector of the terrain we found. */
float velocityY;
/* Z component of the velocity vector of the terrain we found. */
float velocityZ;
/* Tells if the surface we hit is water (otherwise it is land). */
int is_wet;
} XPLMProbeInfo_t;
/*
* XPLMCreateProbe
*
* Creates a new probe object of a given type and returns.
*
*/
XPLM_API XPLMProbeRef XPLMCreateProbe(
XPLMProbeType inProbeType);
/*
* XPLMDestroyProbe
*
* Deallocates an existing probe object.
*
*/
XPLM_API void XPLMDestroyProbe(
XPLMProbeRef inProbe);
/*
* XPLMProbeTerrainXYZ
*
* Probes the terrain. Pass in the XYZ coordinate of the probe point, a probe
* object, and an XPLMProbeInfo_t struct that has its structSize member set
* properly. Other fields are filled in if we hit terrain, and a probe result
* is returned.
*
*/
XPLM_API XPLMProbeResult XPLMProbeTerrainXYZ(
XPLMProbeRef inProbe,
float inX,
float inY,
float inZ,
XPLMProbeInfo_t * outInfo);
#endif /* XPLM200 */
/***************************************************************************
* Object Drawing
***************************************************************************/
/*
* The object drawing routines let you load and draw X-Plane OBJ files.
* Objects are loaded by file path and managed via an opaque handle. X-Plane
* naturally reference counts objects, so it is important that you balance
* every successful call to XPLMLoadObject with a call to XPLMUnloadObject!
*
*/
#if defined(XPLM200)
/*
* XPLMObjectRef
*
* An XPLMObjectRef is a opaque handle to an .obj file that has been loaded
* into memory.
*
*/
typedef void * XPLMObjectRef;
#endif /* XPLM200 */
#if defined(XPLM200)
/*
* XPLMDrawInfo_t
*
* The XPLMDrawInfo_t structure contains positioning info for one object that
* is to be drawn. Be sure to set structSize to the size of the structure for
* future expansion.
*
*/
typedef struct {
/* Set this to the size of this structure! */
int structSize;
/* X location of the object in local coordinates. */
float x;
/* Y location of the object in local coordinates. */
float y;
/* Z location of the object in local coordinates. */
float z;
/* Pitch in degres to rotate the object, positive is up. */
float pitch;
/* Heading in local coordinates to rotate the object, clockwise. */
float heading;
/* Roll to rotate the object. */
float roll;
} XPLMDrawInfo_t;
#endif /* XPLM200 */
#if defined(XPLM210)
/*
* XPLMObjectLoaded_f
*
* You provide this callback when loading an object asynchronously; it will be
* called once the object is loaded. Your refcon is passed back. The object
* ref passed in is the newly loaded object (ready for use) or NULL if an
* error occured.
*
* If your plugin is disabled, this callback will be delivered as soon as the
* plugin is re-enabled. If your plugin is unloaded before this callback is
* ever called, the SDK will release the object handle for you.
*
*/
typedef void (* XPLMObjectLoaded_f)(
XPLMObjectRef inObject,
void * inRefcon);
#endif /* XPLM210 */
#if defined(XPLM200)
/*
* XPLMLoadObject
*
* This routine loads an OBJ file and returns a handle to it. If X-plane has
* already loaded the object, the handle to the existing object is returned.
* Do not assume you will get the same handle back twice, but do make sure to
* call unload once for every load to avoid "leaking" objects. The object
* will be purged from memory when no plugins and no scenery are using it.
*
* The path for the object must be relative to the X-System base folder. If
* the path is in the root of the X-System folder you may need to prepend ./
* to it; loading objects in the root of the X-System folder is STRONGLY
* discouraged - your plugin should not dump art resources in the root folder!
*
*
* XPLMLoadObject will return NULL if the object cannot be loaded (either
* because it is not found or the file is misformatted). This routine will
* load any object that can be used in the X-Plane scenery system.
*
* It is important that the datarefs an object uses for animation already be
* loaded before you load the object. For this reason it may be necessary to
* defer object loading until the sim has fully started.
*
*/
XPLM_API XPLMObjectRef XPLMLoadObject(
const char * inPath);
#endif /* XPLM200 */
#if defined(XPLM210)
/*
* XPLMLoadObjectAsync
*
* This routine loads an object asynchronously; control is returned to you
* immediately while X-Plane loads the object. The sim will not stop flying
* while the object loads. For large objects, it may be several seconds
* before the load finishes.
*
* You provide a callback function that is called once the load has completed.
* Note that if the object cannot be loaded, you will not find out until the
* callback function is called with a NULL object handle.
*
* There is no way to cancel an asynchronous object load; you must wait for
* the load to complete and then release the object if it is no longer
* desired.
*
*/
XPLM_API void XPLMLoadObjectAsync(
const char * inPath,
XPLMObjectLoaded_f inCallback,
void * inRefcon);
#endif /* XPLM210 */
#if defined(XPLM200)
/*
* XPLMDrawObjects
*
* XPLMDrawObjects draws an object from an OBJ file one or more times. You
* pass in the object and an array of XPLMDrawInfo_t structs, one for each
* place you would like the object to be drawn.
*
* X-Plane will attempt to cull the objects based on LOD and visibility, and
* will pick the appropriate LOD.
*
* Lighting is a boolean; pass 1 to show the night version of object with
* night-only lights lit up. Pass 0 to show the daytime version of the
* object.
*
* earth_relative controls the coordinate system. If this is 1, the rotations
* you specify are applied to the object after its coordinate system is
* transformed from local to earth-relative coordinates -- that is, an object
* with no rotations will point toward true north and the Y axis will be up
* against gravity. If this is 0, the object is drawn with your rotations
* from local coordanates -- that is, an object with no rotations is drawn
* pointing down the -Z axis and the Y axis of the object matches the local
* coordinate Y axis.
*
*/
XPLM_API void XPLMDrawObjects(
XPLMObjectRef inObject,
int inCount,
XPLMDrawInfo_t * inLocations,
int lighting,
int earth_relative);
#endif /* XPLM200 */
#if defined(XPLM200)
/*
* XPLMUnloadObject
*
* This routine marks an object as no longer being used by your plugin.
* Objects are reference counted: once no plugins are using an object, it is
* purged from memory. Make sure to call XPLMUnloadObject once for each
* successful call to XPLMLoadObject.
*
*/
XPLM_API void XPLMUnloadObject(
XPLMObjectRef inObject);
#endif /* XPLM200 */
#if defined(XPLM200)
/***************************************************************************
* Library Access
***************************************************************************/
/*
* The library access routines allow you to locate scenery objects via the
* X-Plane library system. Right now library access is only provided for
* objects, allowing plugin-drawn objects to be extended using the library
* system.
*
*/
/*
* XPLMLibraryEnumerator_f
*
* An XPLMLibraryEnumerator_f is a callback you provide that is called once
* for each library element that is located. The returned paths will be
* relative to the X-System folder.
*
*/
typedef void (* XPLMLibraryEnumerator_f)(
const char * inFilePath,
void * inRef);
/*
* XPLMLookupObjects
*
* This routine looks up a virtual path in the library system and returns all
* matching elements. You provide a callback - one virtual path may match
* many objects in the library. XPLMLookupObjects returns the number of
* objects found.
*
* The latitude and longitude parameters specify the location the object will
* be used. The library system allows for scenery packages to only provide
* objects to certain local locations. Only objects that are allowed at the
* latitude/longitude you provide will be returned.
*
*/
XPLM_API int XPLMLookupObjects(
const char * inPath,
float inLatitude,
float inLongitude,
XPLMLibraryEnumerator_f enumerator,
void * ref);
#endif /* XPLM200 */
#ifdef __cplusplus
}
#endif
#endif
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