Initial Version
This commit is contained in:
419
xpcPlugin/SDK/Delphi/XPLM/XPLMScenery.pas
Executable file
419
xpcPlugin/SDK/Delphi/XPLM/XPLMScenery.pas
Executable file
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{
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Copyright 2005-2012 Sandy Barbour and Ben Supnik
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All rights reserved. See license.txt for usage.
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X-Plane SDK Version: 2.1.1
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}
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UNIT XPLMScenery;
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INTERFACE
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{
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This package contains APIs to interact with X-Plane's scenery system.
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}
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USES XPLMDefs;
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{$A4}
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{$IFDEF MSWINDOWS}
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{$DEFINE DELPHI}
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{$ENDIF}
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{$IFDEF XPLM200}
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{___________________________________________________________________________
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* Terrain Y-Testing
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___________________________________________________________________________}
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{
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The Y-testing API allows you to locate the physical scenery mesh. This
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would be used to place dynamic graphics on top of the ground in a
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plausible way or do physics interactions.
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The Y-test API works via probe objects, which are allocated by your plugin
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and used to query terrain. Probe objects exist both to capture which
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algorithm you have requested (see probe types) and also to cache query
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information.
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Performance guidelines: It is generally faster to use the same probe for
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nearby points and different probes for different points. Try not to
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allocate more than "hundreds" of probes at most. Share probes if you need
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more. Generally, probing operations are expensive, and should be avoided
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via caching when possible.
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Y testing returns a location on the terrain, a normal vectory, and a
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velocity vector. The normal vector tells you the slope of the terrain at
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that point. The velocity vector tells you if that terrain is moving (and
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is in meters/second). For example, if your Y test hits the aircraft carrier
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deck, this tells you the velocity of that point on the deck.
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Note: the Y-testing API is limited to probing the loaded scenery area,
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which is approximately 300x300 km in X-Plane 9. Probes outside this area
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will return the height of a 0 MSL sphere.
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}
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{
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XPLMProbeType
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XPLMProbeType defines the type of terrain probe - each probe has a
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different algorithm. (Only one type of probe is provided right now, but
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future APIs will expose more flexible or poewrful or useful probes.
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}
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TYPE
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XPLMProbeType = (
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{ The Y probe gives you the location of the tallest physical scenery along }
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{ the Y axis going through the queried point. }
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xplm_ProbeY = 0
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);
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PXPLMProbeType = ^XPLMProbeType;
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{
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XPLMProbeResult
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Probe results - possible results from a probe query.
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}
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XPLMProbeResult = (
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{ The probe hit terrain and returned valid values. }
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xplm_ProbeHitTerrain = 0
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{ An error in the API call. Either the probe struct size is bad, or the }
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{ probe is invalid or the type is mismatched for the specific query call. }
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,xplm_ProbeError = 1
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{ The probe call succeeded but there is no terrain under this point (perhaps }
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{ it is off the side of the planet?) }
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,xplm_ProbeMissed = 2
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);
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PXPLMProbeResult = ^XPLMProbeResult;
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{
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XPLMProbeRef
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An XPLMProbeRef is an opaque handle to a probe, used for querying the
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terrain.
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}
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XPLMProbeRef = pointer;
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PXPLMProbeRef = ^XPLMProbeRef;
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{
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XPLMProbeInfo_t
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XPLMProbeInfo_t contains the results of a probe call. Make sure to set
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structSize to the size of the struct before using it.
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}
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XPLMProbeInfo_t = RECORD
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{ Size of structure in bytes - always set this before calling the XPLM. }
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structSize : integer;
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{ Resulting X location of the terrain point we hit, in local OpenGL }
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{ coordinates. }
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locationX : single;
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{ Resulting Y location of the terrain point we hit, in local OpenGL }
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{ coordinates. }
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locationY : single;
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{ Resulting Z location of the terrain point we hit, in local OpenGL }
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{ coordinates. }
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locationZ : single;
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{ X component of the normal vector to the terrain we found. }
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normalX : single;
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{ Y component of the normal vector to the terrain we found. }
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normalY : single;
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{ Z component of the normal vector to the terrain we found. }
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normalZ : single;
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{ X component of the velocity vector of the terrain we found. }
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velocityX : single;
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{ Y component of the velocity vector of the terrain we found. }
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velocityY : single;
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{ Z component of the velocity vector of the terrain we found. }
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velocityZ : single;
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{ Tells if the surface we hit is water (otherwise it is land). }
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is_wet : integer;
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END;
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PXPLMProbeInfo_t = ^XPLMProbeInfo_t;
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{
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XPLMCreateProbe
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Creates a new probe object of a given type and returns.
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}
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FUNCTION XPLMCreateProbe(
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inProbeType : XPLMProbeType) : XPLMProbeRef;
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{$IFDEF DELPHI}
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cdecl; external 'XPLM.DLL';
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{$ELSE}
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cdecl; external '';
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{$ENDIF}
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{
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XPLMDestroyProbe
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Deallocates an existing probe object.
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}
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PROCEDURE XPLMDestroyProbe(
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inProbe : XPLMProbeRef);
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{$IFDEF DELPHI}
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cdecl; external 'XPLM.DLL';
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{$ELSE}
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cdecl; external '';
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{$ENDIF}
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{
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XPLMProbeTerrainXYZ
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Probes the terrain. Pass in the XYZ coordinate of the probe point, a probe
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object, and an XPLMProbeInfo_t struct that has its structSize member set
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properly. Other fields are filled in if we hit terrain, and a probe result
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is returned.
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}
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FUNCTION XPLMProbeTerrainXYZ(
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inProbe : XPLMProbeRef;
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inX : single;
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inY : single;
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inZ : single;
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outInfo : PXPLMProbeInfo_t) : XPLMProbeResult;
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{$IFDEF DELPHI}
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cdecl; external 'XPLM.DLL';
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{$ELSE}
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cdecl; external '';
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{$ENDIF}
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{$ENDIF}
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{___________________________________________________________________________
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* Object Drawing
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___________________________________________________________________________}
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{
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The object drawing routines let you load and draw X-Plane OBJ files.
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Objects are loaded by file path and managed via an opaque handle. X-Plane
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naturally reference counts objects, so it is important that you balance
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every successful call to XPLMLoadObject with a call to XPLMUnloadObject!
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}
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{$IFDEF XPLM200}
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TYPE
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{
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XPLMObjectRef
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An XPLMObjectRef is a opaque handle to an .obj file that has been loaded
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into memory.
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}
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XPLMObjectRef = pointer;
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PXPLMObjectRef = ^XPLMObjectRef;
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{$ENDIF}
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{$IFDEF XPLM200}
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{
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XPLMDrawInfo_t
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The XPLMDrawInfo_t structure contains positioning info for one object that
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is to be drawn. Be sure to set structSize to the size of the structure for
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future expansion.
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}
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XPLMDrawInfo_t = RECORD
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{ Set this to the size of this structure! }
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structSize : integer;
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{ X location of the object in local coordinates. }
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x : single;
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{ Y location of the object in local coordinates. }
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y : single;
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{ Z location of the object in local coordinates. }
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z : single;
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{ Pitch in degres to rotate the object, positive is up. }
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pitch : single;
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{ Heading in local coordinates to rotate the object, clockwise. }
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heading : single;
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{ Roll to rotate the object. }
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roll : single;
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END;
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PXPLMDrawInfo_t = ^XPLMDrawInfo_t;
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{$ENDIF}
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{$IFDEF XPLM210}
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{
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XPLMObjectLoaded_f
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You provide this callback when loading an object asynchronously; it will be
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called once the object is loaded. Your refcon is passed back. The object
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ref passed in is the newly loaded object (ready for use) or NULL if an
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error occured.
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If your plugin is disabled, this callback will be delivered as soon as the
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plugin is re-enabled. If your plugin is unloaded before this callback is
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ever called, the SDK will release the object handle for you.
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}
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XPLMObjectLoaded_f = PROCEDURE(
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inObject : XPLMObjectRef;
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inRefcon : pointer); cdecl;
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{$ENDIF}
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{$IFDEF XPLM200}
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{
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XPLMLoadObject
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This routine loads an OBJ file and returns a handle to it. If X-plane has
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already loaded the object, the handle to the existing object is returned.
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Do not assume you will get the same handle back twice, but do make sure to
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call unload once for every load to avoid "leaking" objects. The object
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will be purged from memory when no plugins and no scenery are using it.
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The path for the object must be relative to the X-System base folder. If
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the path is in the root of the X-System folder you may need to prepend ./
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to it; loading objects in the root of the X-System folder is STRONGLY
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discouraged - your plugin should not dump art resources in the root folder!
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XPLMLoadObject will return NULL if the object cannot be loaded (either
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because it is not found or the file is misformatted). This routine will
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load any object that can be used in the X-Plane scenery system.
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It is important that the datarefs an object uses for animation already be
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loaded before you load the object. For this reason it may be necessary to
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defer object loading until the sim has fully started.
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}
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FUNCTION XPLMLoadObject(
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inPath : Pchar) : XPLMObjectRef;
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{$IFDEF DELPHI}
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cdecl; external 'XPLM.DLL';
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{$ELSE}
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cdecl; external '';
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{$ENDIF}
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{$ENDIF}
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{$IFDEF XPLM210}
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{
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XPLMLoadObjectAsync
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This routine loads an object asynchronously; control is returned to you
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immediately while X-Plane loads the object. The sim will not stop flying
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while the object loads. For large objects, it may be several seconds
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before the load finishes.
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You provide a callback function that is called once the load has completed.
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Note that if the object cannot be loaded, you will not find out until the
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callback function is called with a NULL object handle.
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There is no way to cancel an asynchronous object load; you must wait for
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the load to complete and then release the object if it is no longer
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desired.
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}
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PROCEDURE XPLMLoadObjectAsync(
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inPath : Pchar;
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inCallback : XPLMObjectLoaded_f;
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inRefcon : pointer);
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{$IFDEF DELPHI}
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cdecl; external 'XPLM.DLL';
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{$ELSE}
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cdecl; external '';
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{$ENDIF}
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{$ENDIF}
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{$IFDEF XPLM200}
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{
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XPLMDrawObjects
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XPLMDrawObjects draws an object from an OBJ file one or more times. You
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pass in the object and an array of XPLMDrawInfo_t structs, one for each
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place you would like the object to be drawn.
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X-Plane will attempt to cull the objects based on LOD and visibility, and
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will pick the appropriate LOD.
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Lighting is a boolean; pass 1 to show the night version of object with
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night-only lights lit up. Pass 0 to show the daytime version of the
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object.
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earth_relative controls the coordinate system. If this is 1, the rotations
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you specify are applied to the object after its coordinate system is
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transformed from local to earth-relative coordinates -- that is, an object
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with no rotations will point toward true north and the Y axis will be up
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against gravity. If this is 0, the object is drawn with your rotations
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from local coordanates -- that is, an object with no rotations is drawn
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pointing down the -Z axis and the Y axis of the object matches the local
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coordinate Y axis.
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}
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PROCEDURE XPLMDrawObjects(
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inObject : XPLMObjectRef;
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inCount : integer;
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inLocations : PXPLMDrawInfo_t;
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lighting : integer;
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earth_relative : integer);
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{$IFDEF DELPHI}
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cdecl; external 'XPLM.DLL';
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{$ELSE}
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cdecl; external '';
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{$ENDIF}
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{$ENDIF}
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{$IFDEF XPLM200}
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{
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XPLMUnloadObject
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This routine marks an object as no longer being used by your plugin.
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Objects are reference counted: once no plugins are using an object, it is
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purged from memory. Make sure to call XPLMUnloadObject once for each
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successful call to XPLMLoadObject.
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}
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PROCEDURE XPLMUnloadObject(
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inObject : XPLMObjectRef);
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{$IFDEF DELPHI}
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cdecl; external 'XPLM.DLL';
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{$ELSE}
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cdecl; external '';
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{$ENDIF}
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{$ENDIF}
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{$IFDEF XPLM200}
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{___________________________________________________________________________
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* Library Access
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___________________________________________________________________________}
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{
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The library access routines allow you to locate scenery objects via the
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X-Plane library system. Right now library access is only provided for
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objects, allowing plugin-drawn objects to be extended using the library
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system.
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}
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{
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XPLMLibraryEnumerator_f
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An XPLMLibraryEnumerator_f is a callback you provide that is called once
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for each library element that is located. The returned paths will be
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relative to the X-System folder.
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}
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TYPE
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XPLMLibraryEnumerator_f = PROCEDURE(
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inFilePath : Pchar;
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inRef : pointer); cdecl;
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{
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XPLMLookupObjects
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This routine looks up a virtual path in the library system and returns all
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matching elements. You provide a callback - one virtual path may match
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many objects in the library. XPLMLookupObjects returns the number of
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objects found.
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The latitude and longitude parameters specify the location the object will
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be used. The library system allows for scenery packages to only provide
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objects to certain local locations. Only objects that are allowed at the
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latitude/longitude you provide will be returned.
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}
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FUNCTION XPLMLookupObjects(
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inPath : Pchar;
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inLatitude : single;
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inLongitude : single;
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enumerator : XPLMLibraryEnumerator_f;
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ref : pointer) : integer;
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{$IFDEF DELPHI}
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cdecl; external 'XPLM.DLL';
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{$ELSE}
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cdecl; external '';
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{$ENDIF}
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{$ENDIF}
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IMPLEMENTATION
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END.
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Reference in New Issue
Block a user