5 #include <simgear/compiler.h>
10 #include <Cockpit/panel.hxx>
11 #include <Cockpit/panel_io.hxx>
12 #include "panelnode.hxx"
17 // Static (!) handling for all 3D panels in the program.
18 // OSGFIXME: Put the panel as different elements in the scenegraph.
19 // Then just pick in that scenegraph.
20 vector<FGPanelNode*> all_3d_panels;
21 bool fgHandle3DPanelMouseEvent( int button, int updown, int x, int y )
23 for ( unsigned int i = 0; i < all_3d_panels.size(); i++ ) {
24 if ( all_3d_panels[i]->doMouseAction(button, updown, x, y) ) {
31 void fgUpdate3DPanels()
33 for ( unsigned int i = 0; i < all_3d_panels.size(); i++ ) {
34 all_3d_panels[i]->getPanel()->updateMouseDelay();
38 FGPanelNode::FGPanelNode(SGPropertyNode* props)
42 // Make an FGPanel object. But *don't* call init() or bind() on
43 // it -- those methods touch static state.
44 _panel = fgReadPanel(props->getStringValue("path"));
46 // Never mind. We *have* to call init to make sure the static
47 // state is initialized (it's not, if there aren't any 2D
48 // panels). This is a memory leak and should be fixed!`
52 _panel->setDepthTest( props->getBoolValue("depth-test") );
54 // Read out the pixel-space info
55 _xmax = _panel->getWidth();
56 _ymax = _panel->getHeight();
58 // And the corner points
59 SGPropertyNode* pt = props->getChild("bottom-left");
60 _bottomLeft[0] = pt->getFloatValue("x-m");
61 _bottomLeft[1] = pt->getFloatValue("y-m");
62 _bottomLeft[2] = pt->getFloatValue("z-m");
64 pt = props->getChild("top-left");
65 _topLeft[0] = pt->getFloatValue("x-m");
66 _topLeft[1] = pt->getFloatValue("y-m");
67 _topLeft[2] = pt->getFloatValue("z-m");
69 pt = props->getChild("bottom-right");
70 _bottomRight[0] = pt->getFloatValue("x-m");
71 _bottomRight[1] = pt->getFloatValue("y-m");
72 _bottomRight[2] = pt->getFloatValue("z-m");
74 // Now generate our transformation matrix. For shorthand, use
75 // "a", "b", and "c" as our corners and "m" as the matrix. The
76 // vector u goes from a to b, v from a to c, and w is a
77 // perpendicular cross product.
78 osg::Vec3 a = _bottomLeft;
79 osg::Vec3 b = _bottomRight;
80 osg::Vec3 c = _topLeft;
85 osg::Matrix& m = _xform;
86 // Now generate a trivial basis transformation matrix. If we want
87 // to map the three unit vectors to three arbitrary vectors U, V,
88 // and W, then those just become the columns of the 3x3 matrix.
89 m(0,0) = u[0]; m(1,0) = v[0]; m(2,0) = w[0]; m(3,0) = a[0];// |Ux Vx Wx|
90 m(0,1) = u[1]; m(1,1) = v[1]; m(2,1) = w[1]; m(3,1) = a[1];//m = |Uy Vy Wy|
91 m(0,2) = u[2]; m(1,2) = v[2]; m(2,2) = w[2]; m(3,2) = a[2];// |Uz Vz Wz|
92 m(0,3) = 0; m(1,3) = 0; m(2,3) = 0; m(3,3) = 1;
94 // The above matrix maps the unit (!) square to the panel
95 // rectangle. Postmultiply scaling factors that match the
96 // pixel-space size of the panel.
104 // All done. Add us to the list
105 all_3d_panels.push_back(this);
107 setUseDisplayList(false);
108 getOrCreateStateSet()->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
109 getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON);
112 FGPanelNode::~FGPanelNode()
118 FGPanelNode::drawImplementation(osg::State& state) const
120 osg::ref_ptr<osg::RefMatrix> mv = new osg::RefMatrix;
121 mv->set(_xform*state.getModelViewMatrix());
122 state.applyModelViewMatrix(mv.get());
124 // Grab the matrix state, so that we can get back from screen
125 // coordinates to panel coordinates when the user clicks the
127 // OSGFIXME: we don't need that when we can really pick
128 const_cast<osg::Matrix&>(_lastModelview) = state.getModelViewMatrix();
129 const_cast<osg::Matrix&>(_lastProjection) = state.getProjectionMatrix();
130 state.getCurrentViewport()->getViewport(const_cast<int&>(_lastViewport[0]),
131 const_cast<int&>(_lastViewport[1]),
132 const_cast<int&>(_lastViewport[2]),
133 const_cast<int&>(_lastViewport[3]));
139 FGPanelNode::computeBound() const
142 bb.expandBy(_bottomLeft);
143 bb.expandBy(_bottomRight);
144 bb.expandBy(_topLeft);
148 bool FGPanelNode::doMouseAction(int button, int updown, int x, int y)
150 // Covert the screen coordinates to viewport coordinates in the
151 // range [0:1], then transform to OpenGL "post projection" coords
152 // in [-1:1]. Remember the difference in Y direction!
153 float vx = (x + 0.5 - _lastViewport[0]) / _lastViewport[2];
154 float vy = (y + 0.5 - _lastViewport[1]) / _lastViewport[3];
158 // Make two vectors in post-projection coordinates at the given
159 // screen, one in the near field and one in the far field.
163 a[2] = 0.75; // "Near" Z value
164 b[2] = -0.75; // "Far" Z value
166 // Run both vectors "backwards" through the OpenGL matrix
167 // transformation. Remember to w-normalize the vectors!
168 osg::Matrix m = _lastModelview*_lastProjection;
169 m = osg::Matrix::inverse(m);
174 // And find their intersection on the z=0 plane. The resulting X
175 // and Y coordinates are the hit location in panel coordinates.
176 float dxdz = (b[0] - a[0]) / (b[2] - a[2]);
177 float dydz = (b[1] - a[1]) / (b[2] - a[2]);
178 int panelX = (int)(a[0] - a[2]*dxdz + 0.5);
179 int panelY = (int)(a[1] - a[2]*dydz + 0.5);
181 return _panel->doLocalMouseAction(button, updown, panelX, panelY);