1 // model.cxx - manage a 3D aircraft model.
2 // Written by David Megginson, started 2002.
4 // This file is in the Public Domain, and comes with no warranty.
7 #include <simgear_config.h>
10 #include <simgear/compiler.h>
12 #include <string.h> // for strcmp()
20 #include <simgear/misc/exception.hxx>
21 #include <simgear/misc/sg_path.hxx>
22 #include <simgear/props/props.hxx>
23 #include <simgear/props/props_io.hxx>
24 #include <simgear/scene/model/animation.hxx>
32 ////////////////////////////////////////////////////////////////////////
33 // Static utility functions.
34 ////////////////////////////////////////////////////////////////////////
37 * Callback to update an animation.
40 animation_callback (ssgEntity * entity, int mask)
42 ((Animation *)entity->getUserData())->update();
48 * Locate a named SSG node in a branch.
51 find_named_node (ssgEntity * node, const char * name)
53 char * node_name = node->getName();
54 if (node_name != 0 && !strcmp(name, node_name))
56 else if (node->isAKindOf(ssgTypeBranch())) {
57 int nKids = node->getNumKids();
58 for (int i = 0; i < nKids; i++) {
60 find_named_node(((ssgBranch*)node)->getKid(i), name);
69 * Splice a branch in between all child nodes and their parents.
72 splice_branch (ssgBranch * branch, ssgEntity * child)
74 int nParents = child->getNumParents();
75 branch->addKid(child);
76 for (int i = 0; i < nParents; i++) {
77 ssgBranch * parent = child->getParent(i);
78 parent->replaceKid(child, branch);
83 * Make an offset matrix from rotations and position offset.
86 fgMakeOffsetsMatrix( sgMat4 * result, double h_rot, double p_rot, double r_rot,
87 double x_off, double y_off, double z_off )
91 sgMakeRotMat4(rot_matrix, h_rot, p_rot, r_rot);
92 sgMakeTransMat4(pos_matrix, x_off, y_off, z_off);
93 sgMultMat4(*result, pos_matrix, rot_matrix);
98 fgMakeAnimation( ssgBranch * model,
100 vector<SGPropertyNode_ptr> &name_nodes,
101 SGPropertyNode *prop_root,
102 SGPropertyNode_ptr node,
103 double sim_time_sec )
105 Animation * animation = 0;
106 const char * type = node->getStringValue("type", "none");
107 if (!strcmp("none", type)) {
108 animation = new NullAnimation(node);
109 } else if (!strcmp("range", type)) {
110 animation = new RangeAnimation(node);
111 } else if (!strcmp("billboard", type)) {
112 animation = new BillboardAnimation(node);
113 } else if (!strcmp("select", type)) {
114 animation = new SelectAnimation(prop_root, node);
115 } else if (!strcmp("spin", type)) {
116 animation = new SpinAnimation(prop_root, node, sim_time_sec );
117 } else if (!strcmp("timed", type)) {
118 animation = new TimedAnimation(node);
119 } else if (!strcmp("rotate", type)) {
120 animation = new RotateAnimation(prop_root, node);
121 } else if (!strcmp("translate", type)) {
122 animation = new TranslateAnimation(prop_root, node);
124 animation = new NullAnimation(node);
125 SG_LOG(SG_INPUT, SG_WARN, "Unknown animation type " << type);
129 animation->setName((char *)name);
132 if (name_nodes.size() > 0) {
133 object = find_named_node(model, name_nodes[0]->getStringValue());
135 SG_LOG(SG_INPUT, SG_WARN, "Object " << name_nodes[0]->getStringValue()
144 ssgBranch * branch = animation->getBranch();
145 splice_branch(branch, object);
147 for (unsigned int i = 1; i < name_nodes.size(); i++) {
148 const char * name = name_nodes[i]->getStringValue();
149 object = find_named_node(model, name);
151 SG_LOG(SG_INPUT, SG_WARN, "Object " << name << " not found");
155 ssgBranch * oldParent = object->getParent(0);
156 branch->addKid(object);
157 oldParent->removeKid(object);
161 branch->setUserData(animation);
162 branch->setTravCallback(SSG_CALLBACK_PRETRAV, animation_callback);
168 ////////////////////////////////////////////////////////////////////////
170 ////////////////////////////////////////////////////////////////////////
173 fgLoad3DModel( const string &fg_root, const string &path,
174 SGPropertyNode *prop_root,
175 double sim_time_sec )
177 ssgBranch * model = 0;
178 SGPropertyNode props;
180 // Load the 3D aircraft object itself
182 SGPath modelpath = path;
183 if ( ulIsAbsolutePathName( path.c_str() ) ) {
188 xmlpath.append(modelpath.str());
191 // Check for an XML wrapper
192 if (xmlpath.str().substr(xmlpath.str().size() - 4, 4) == ".xml") {
193 readProperties(xmlpath.str(), &props);
194 if (props.hasValue("/path")) {
195 modelpath = modelpath.dir();
196 modelpath.append(props.getStringValue("/path"));
199 model = new ssgBranch;
203 // Assume that textures are in
204 // the same location as the XML file.
206 ssgTexturePath((char *)xmlpath.dir().c_str());
207 model = (ssgBranch *)ssgLoad((char *)modelpath.c_str());
209 throw sg_exception("Failed to load 3D model");
212 // Set up the alignment node
213 ssgTransform * alignmainmodel = new ssgTransform;
214 alignmainmodel->addKid(model);
216 fgMakeOffsetsMatrix(&res_matrix,
217 props.getFloatValue("/offsets/heading-deg", 0.0),
218 props.getFloatValue("/offsets/roll-deg", 0.0),
219 props.getFloatValue("/offsets/pitch-deg", 0.0),
220 props.getFloatValue("/offsets/x-m", 0.0),
221 props.getFloatValue("/offsets/y-m", 0.0),
222 props.getFloatValue("/offsets/z-m", 0.0));
223 alignmainmodel->setTransform(res_matrix);
228 vector<SGPropertyNode_ptr> animation_nodes = props.getChildren("animation");
229 for (i = 0; i < animation_nodes.size(); i++) {
230 const char * name = animation_nodes[i]->getStringValue("name", 0);
231 vector<SGPropertyNode_ptr> name_nodes =
232 animation_nodes[i]->getChildren("object-name");
233 fgMakeAnimation( model, name, name_nodes, prop_root, animation_nodes[i],
238 vector<SGPropertyNode_ptr> model_nodes = props.getChildren("model");
239 for (i = 0; i < model_nodes.size(); i++) {
240 SGPropertyNode_ptr node = model_nodes[i];
241 ssgTransform * align = new ssgTransform;
243 fgMakeOffsetsMatrix(&res_matrix,
244 node->getFloatValue("offsets/heading-deg", 0.0),
245 node->getFloatValue("offsets/roll-deg", 0.0),
246 node->getFloatValue("offsets/pitch-deg", 0.0),
247 node->getFloatValue("offsets/x-m", 0.0),
248 node->getFloatValue("offsets/y-m", 0.0),
249 node->getFloatValue("offsets/z-m", 0.0));
250 align->setTransform(res_matrix);
252 ssgBranch * kid = fgLoad3DModel( fg_root, node->getStringValue("path"),
253 prop_root, sim_time_sec );
255 model->addKid(align);
258 return alignmainmodel;