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 <string.h> // for strcmp()
19 #include <simgear/structure/exception.hxx>
20 #include <simgear/props/props.hxx>
21 #include <simgear/props/props_io.hxx>
23 #include "animation.hxx"
29 bool sgUseDisplayList = true;
31 ////////////////////////////////////////////////////////////////////////
33 ////////////////////////////////////////////////////////////////////////
38 ////////////////////////////////////////////////////////////////////////
39 // Static utility functions.
40 ////////////////////////////////////////////////////////////////////////
43 model_filter_callback (ssgEntity * entity, int mask)
45 return model_filter ? 1 : 0;
49 * Callback to update an animation.
52 animation_callback (ssgEntity * entity, int mask)
54 return ((SGAnimation *)entity->getUserData())->update();
58 * Callback to restore the state after an animation.
61 restore_callback (ssgEntity * entity, int mask)
63 ((SGAnimation *)entity->getUserData())->restore();
69 * Locate a named SSG node in a branch.
72 find_named_node (ssgEntity * node, const char * name)
74 char * node_name = node->getName();
75 if (node_name != 0 && !strcmp(name, node_name))
77 else if (node->isAKindOf(ssgTypeBranch())) {
78 int nKids = node->getNumKids();
79 for (int i = 0; i < nKids; i++) {
81 find_named_node(((ssgBranch*)node)->getKid(i), name);
90 * Splice a branch in between all child nodes and their parents.
93 splice_branch (ssgBranch * branch, ssgEntity * child)
95 int nParents = child->getNumParents();
96 branch->addKid(child);
97 for (int i = 0; i < nParents; i++) {
98 ssgBranch * parent = child->getParent(i);
99 parent->replaceKid(child, branch);
104 * Make an offset matrix from rotations and position offset.
107 sgMakeOffsetsMatrix( sgMat4 * result, double h_rot, double p_rot, double r_rot,
108 double x_off, double y_off, double z_off )
112 sgMakeRotMat4(rot_matrix, h_rot, p_rot, r_rot);
113 sgMakeTransMat4(pos_matrix, x_off, y_off, z_off);
114 sgMultMat4(*result, pos_matrix, rot_matrix);
119 sgMakeAnimation( ssgBranch * model,
121 vector<SGPropertyNode_ptr> &name_nodes,
122 SGPropertyNode *prop_root,
123 SGPropertyNode_ptr node,
125 SGPath &texture_path,
126 set<ssgBranch *> &ignore_branches )
129 SGAnimation * animation = 0;
130 const char * type = node->getStringValue("type", "none");
131 if (!strcmp("none", type)) {
132 animation = new SGNullAnimation(node);
133 } else if (!strcmp("range", type)) {
134 animation = new SGRangeAnimation(prop_root, node);
135 } else if (!strcmp("billboard", type)) {
136 animation = new SGBillboardAnimation(node);
137 } else if (!strcmp("select", type)) {
138 animation = new SGSelectAnimation(prop_root, node);
139 } else if (!strcmp("spin", type)) {
140 animation = new SGSpinAnimation(prop_root, node, sim_time_sec );
141 } else if (!strcmp("timed", type)) {
142 animation = new SGTimedAnimation(node);
143 } else if (!strcmp("rotate", type)) {
144 animation = new SGRotateAnimation(prop_root, node);
145 } else if (!strcmp("translate", type)) {
146 animation = new SGTranslateAnimation(prop_root, node);
147 } else if (!strcmp("scale", type)) {
148 animation = new SGScaleAnimation(prop_root, node);
149 } else if (!strcmp("texrotate", type)) {
150 animation = new SGTexRotateAnimation(prop_root, node);
151 } else if (!strcmp("textranslate", type)) {
152 animation = new SGTexTranslateAnimation(prop_root, node);
153 } else if (!strcmp("texmultiple", type)) {
154 animation = new SGTexMultipleAnimation(prop_root, node);
155 } else if (!strcmp("blend", type)) {
156 animation = new SGBlendAnimation(prop_root, node);
158 } else if (!strcmp("alpha-test", type)) {
159 animation = new SGAlphaTestAnimation(node);
160 } else if (!strcmp("material", type)) {
161 animation = new SGMaterialAnimation(prop_root, node, texture_path);
162 } else if (!strcmp("flash", type)) {
163 animation = new SGFlashAnimation(node);
164 } else if (!strcmp("dist-scale", type)) {
165 animation = new SGDistScaleAnimation(node);
166 } else if (!strcmp("noshadow", type)) {
167 animation = new SGShadowAnimation(prop_root, node);
168 } else if (!strcmp("shader", type)) {
169 animation = new SGShaderAnimation(prop_root, node);
171 animation = new SGNullAnimation(node);
172 SG_LOG(SG_INPUT, SG_WARN, "Unknown animation type " << type);
176 animation->setName((char *)name);
179 if (name_nodes.size() > 0) {
180 object = find_named_node(model, name_nodes[0]->getStringValue());
182 SG_LOG(SG_INPUT, SG_ALERT, "Object " << name_nodes[0]->getStringValue()
191 if ( animation == 0 )
194 ssgBranch * branch = animation->getBranch();
195 splice_branch(branch, object);
197 for (unsigned int i = 1; i < name_nodes.size(); i++) {
198 const char * name = name_nodes[i]->getStringValue();
199 object = find_named_node(model, name);
201 SG_LOG(SG_INPUT, SG_ALERT, "Object " << name << " not found");
205 ssgBranch * oldParent = object->getParent(0);
206 branch->addKid(object);
207 oldParent->removeKid(object);
211 if ( animation != 0 ) {
213 branch->setUserData(animation);
214 branch->setTravCallback(SSG_CALLBACK_PRETRAV, animation_callback);
215 branch->setTravCallback(SSG_CALLBACK_POSTTRAV, restore_callback);
217 ignore_branches.insert( branch );
223 static void makeDList( ssgBranch *b, const set<ssgBranch *> &ignore )
225 int nb = b->getNumKids();
226 for (int i = 0; i<nb; i++) {
227 ssgEntity *e = b->getKid(i);
228 if (e->isAKindOf(ssgTypeLeaf())) {
229 if( ((ssgLeaf*)e)->getNumVertices() > 0)
230 ((ssgLeaf*)e)->makeDList();
231 } else if (e->isAKindOf(ssgTypeBranch()) && ignore.find((ssgBranch *)e) == ignore.end()) {
232 makeDList( (ssgBranch*)e, ignore );
237 class sgLoaderOptions : public ssgLoaderOptions {
239 void endLoad() {} // Avoid clearing the texture cache after every model load
242 static sgLoaderOptions loaderOptions;
245 ////////////////////////////////////////////////////////////////////////
247 ////////////////////////////////////////////////////////////////////////
250 sgLoad3DModel( const string &fg_root, const string &path,
251 SGPropertyNode *prop_root,
252 double sim_time_sec, ssgEntity *(*load_panel)(SGPropertyNode *),
255 ssgBranch * model = 0;
256 SGPropertyNode props;
258 // Load the 3D aircraft object itself
259 SGPath modelpath = path, texturepath = path;
260 if ( !ulIsAbsolutePathName( path.c_str() ) ) {
261 SGPath tmp = fg_root;
262 tmp.append(modelpath.str());
263 modelpath = texturepath = tmp;
266 // Check for an XML wrapper
267 if (modelpath.str().substr(modelpath.str().size() - 4, 4) == ".xml") {
268 readProperties(modelpath.str(), &props);
269 if (props.hasValue("/path")) {
270 modelpath = modelpath.dir();
271 modelpath.append(props.getStringValue("/path"));
272 if (props.hasValue("/texture-path")) {
273 texturepath = texturepath.dir();
274 texturepath.append(props.getStringValue("/texture-path"));
278 model = new ssgBranch;
282 // Assume that textures are in
283 // the same location as the XML file.
285 if (texturepath.extension() != "")
286 texturepath = texturepath.dir();
288 ssgTexturePath((char *)texturepath.c_str());
289 model = (ssgBranch *)ssgLoad((char *)modelpath.c_str(), &loaderOptions);
291 throw sg_io_exception("Failed to load 3D model",
292 sg_location(modelpath.str()));
294 // Set up the alignment node
295 ssgTransform * alignmainmodel = new ssgTransform;
296 if ( load_panel == 0 )
297 alignmainmodel->setTravCallback( SSG_CALLBACK_PRETRAV, model_filter_callback );
298 alignmainmodel->addKid(model);
300 sgMakeOffsetsMatrix(&res_matrix,
301 props.getFloatValue("/offsets/heading-deg", 0.0),
302 props.getFloatValue("/offsets/roll-deg", 0.0),
303 props.getFloatValue("/offsets/pitch-deg", 0.0),
304 props.getFloatValue("/offsets/x-m", 0.0),
305 props.getFloatValue("/offsets/y-m", 0.0),
306 props.getFloatValue("/offsets/z-m", 0.0));
307 alignmainmodel->setTransform(res_matrix);
312 vector<SGPropertyNode_ptr> model_nodes = props.getChildren("model");
313 for (i = 0; i < model_nodes.size(); i++) {
314 SGPropertyNode_ptr node = model_nodes[i];
315 ssgTransform * align = new ssgTransform;
317 sgMakeOffsetsMatrix(&res_matrix,
318 node->getFloatValue("offsets/heading-deg", 0.0),
319 node->getFloatValue("offsets/roll-deg", 0.0),
320 node->getFloatValue("offsets/pitch-deg", 0.0),
321 node->getFloatValue("offsets/x-m", 0.0),
322 node->getFloatValue("offsets/y-m", 0.0),
323 node->getFloatValue("offsets/z-m", 0.0));
324 align->setTransform(res_matrix);
327 const char * submodel = node->getStringValue("path");
329 kid = sgLoad3DModel( fg_root, submodel, prop_root, sim_time_sec, load_panel );
331 } catch (const sg_throwable &t) {
332 SG_LOG(SG_INPUT, SG_ALERT, "Failed to load submodel: " << t.getFormattedMessage());
336 align->setName(node->getStringValue("name", ""));
337 model->addKid(align);
342 vector<SGPropertyNode_ptr> panel_nodes = props.getChildren("panel");
343 for (i = 0; i < panel_nodes.size(); i++) {
344 SG_LOG(SG_INPUT, SG_DEBUG, "Loading a panel");
345 ssgEntity * panel = load_panel(panel_nodes[i]);
346 if (panel_nodes[i]->hasValue("name"))
347 panel->setName((char *)panel_nodes[i]->getStringValue("name"));
348 model->addKid(panel);
353 alignmainmodel->setUserData(data);
354 data->modelLoaded(path, &props, alignmainmodel);
357 set<ssgBranch *> ignore_branches;
358 vector<SGPropertyNode_ptr> animation_nodes = props.getChildren("animation");
359 for (i = 0; i < animation_nodes.size(); i++) {
360 const char * name = animation_nodes[i]->getStringValue("name", 0);
361 vector<SGPropertyNode_ptr> name_nodes =
362 animation_nodes[i]->getChildren("object-name");
363 sgMakeAnimation( model, name, name_nodes, prop_root, animation_nodes[i],
364 sim_time_sec, texturepath, ignore_branches);
367 #if PLIB_VERSION > 183
368 if ( model != 0 && sgUseDisplayList ) {
369 makeDList( model, ignore_branches );
373 int m = props.getIntValue("dump", 0);
375 model->print(stderr, "", m - 1);
377 return alignmainmodel;
381 sgSetModelFilter( bool filter )
383 bool old = model_filter;
384 model_filter = filter;
389 sgCheckAnimationBranch (ssgEntity * entity)
391 return entity->getTravCallback(SSG_CALLBACK_PRETRAV) == animation_callback;