5 #include <simgear/compiler.h>
11 #include <Main/fg_props.hxx>
12 #include <Cockpit/panel.hxx>
13 #include <Cockpit/panel_io.hxx>
14 #include "panelnode.hxx"
16 // Static (!) handling for all 3D panels in the program. Very
17 // clumsy. Replace with per-aircraft handling.
18 vector<FGPanelNode*> all_3d_panels;
19 bool fgHandle3DPanelMouseEvent( int button, int updown, int x, int y )
21 for ( unsigned int i = 0; i < all_3d_panels.size(); i++ ) {
22 if ( all_3d_panels[i]->doMouseAction(button, updown, x, y) ) {
29 void fgUpdate3DPanels()
31 for ( unsigned int i = 0; i < all_3d_panels.size(); i++ ) {
32 all_3d_panels[i]->getPanel()->updateMouseDelay();
36 FGPanelNode::FGPanelNode(SGPropertyNode* props)
40 // Make an FGPanel object. But *don't* call init() or bind() on
41 // it -- those methods touch static state.
42 _panel = fgReadPanel(props->getStringValue("path"));
44 // Never mind. We *have* to call init to make sure the static
45 // state is initialized (it's not, if there aren't any 2D
46 // panels). This is a memory leak and should be fixed!`
49 // Initialize the matrices to the identity. PLib prints warnings
50 // when trying to invert singular matrices (e.g. when not using a
53 for(int j=0; j<4; j++)
54 _lastModelview[4*i+j] = _lastProjection[4*i+j] = i==j ? 1 : 0;
56 // Read out the pixel-space info
57 _xmax = _panel->getWidth();
58 _ymax = _panel->getHeight();
60 // And the corner points
61 SGPropertyNode* pt = props->getChild("bottom-left");
62 _bottomLeft[0] = pt->getFloatValue("x-m");
63 _bottomLeft[1] = pt->getFloatValue("y-m");
64 _bottomLeft[2] = pt->getFloatValue("z-m");
66 pt = props->getChild("top-left");
67 _topLeft[0] = pt->getFloatValue("x-m");
68 _topLeft[1] = pt->getFloatValue("y-m");
69 _topLeft[2] = pt->getFloatValue("z-m");
71 pt = props->getChild("bottom-right");
72 _bottomRight[0] = pt->getFloatValue("x-m");
73 _bottomRight[1] = pt->getFloatValue("y-m");
74 _bottomRight[2] = pt->getFloatValue("z-m");
76 // Now generate our transformation matrix. For shorthand, use
77 // "a", "b", and "c" as our corners and "m" as the matrix. The
78 // vector u goes from a to b, v from a to c, and w is a
79 // perpendicular cross product.
80 float *a = _bottomLeft, *b = _bottomRight, *c = _topLeft, *m = _xform;
81 float u[3], v[3], w[3];
82 for(i=0; i<3; i++) u[i] = b[i] - a[i]; // U = B - A
83 for(i=0; i<3; i++) v[i] = c[i] - a[i]; // V = C - A
85 w[0] = u[1]*v[2] - v[1]*u[2]; // W = U x V
86 w[1] = u[2]*v[0] - v[2]*u[0];
87 w[2] = u[0]*v[1] - v[0]*u[1];
89 // Now generate a trivial basis transformation matrix. If we want
90 // to map the three unit vectors to three arbitrary vectors U, V,
91 // and W, then those just become the columns of the 3x3 matrix.
92 m[0] = u[0]; m[4] = v[0]; m[8] = w[0]; m[12] = a[0]; // |Ux Vx Wx|
93 m[1] = u[1]; m[5] = v[1]; m[9] = w[1]; m[13] = a[1]; // m = |Uy Vy Wy|
94 m[2] = u[2]; m[6] = v[2]; m[10] = w[2]; m[14] = a[2]; // |Uz Vz Wz|
95 m[3] = 0; m[7] = 0; m[11] = 0; m[15] = 1;
97 // The above matrix maps the unit (!) square to the panel
98 // rectangle. Postmultiply scaling factors that match the
99 // pixel-space size of the panel.
105 // Now plib initialization. The bounding sphere is defined nicely
106 // by our corner points:
107 float cx = (b[0]+c[0])/2;
108 float cy = (b[1]+c[1])/2;
109 float cz = (b[2]+c[2])/2;
110 float r = sqrt((cx-a[0])*(cx-a[0]) +
111 (cy-a[1])*(cy-a[1]) +
112 (cz-a[2])*(cz-a[2]));
113 bsphere.setCenter(cx, cy, cz);
114 bsphere.setRadius(r);
116 // All done. Add us to the list
117 all_3d_panels.push_back(this);
120 FGPanelNode::~FGPanelNode()
125 void FGPanelNode::draw()
127 // What's the difference?
131 void FGPanelNode::draw_geometry()
133 glMatrixMode(GL_MODELVIEW);
135 glMultMatrixf(_xform);
137 // Grab the matrix state, so that we can get back from screen
138 // coordinates to panel coordinates when the user clicks the
140 glGetFloatv(GL_MODELVIEW_MATRIX, _lastModelview);
141 glGetFloatv(GL_PROJECTION_MATRIX, _lastProjection);
142 glGetIntegerv(GL_VIEWPORT, _lastViewport);
150 bool FGPanelNode::doMouseAction(int button, int updown, int x, int y)
152 // Covert the screen coordinates to viewport coordinates in the
153 // range [0:1], then transform to OpenGL "post projection" coords
154 // in [-1:1]. Remember the difference in Y direction!
155 float vx = (x + 0.5 - _lastViewport[0]) / _lastViewport[2];
156 float vy = (y + 0.5 - _lastViewport[1]) / _lastViewport[3];
160 // Make two vectors in post-projection coordinates at the given
161 // screen, one in the near field and one in the far field.
165 a[2] = 0.75; // "Near" Z value
166 b[2] = -0.75; // "Far" Z value
168 // Run both vectors "backwards" through the OpenGL matrix
169 // transformation. Remember to w-normalize the vectors!
171 sgMultMat4(m, *(sgMat4*)_lastProjection, *(sgMat4*)_lastModelview);
174 sgFullXformPnt3(a, m);
175 sgFullXformPnt3(b, m);
177 // And find their intersection on the z=0 plane. The resulting X
178 // and Y coordinates are the hit location in panel coordinates.
179 float dxdz = (b[0] - a[0]) / (b[2] - a[2]);
180 float dydz = (b[1] - a[1]) / (b[2] - a[2]);
181 int panelX = (int)(a[0] - a[2]*dxdz + 0.5);
182 int panelY = (int)(a[1] - a[2]*dydz + 0.5);
184 return _panel->doLocalMouseAction(button, updown, panelX, panelY);
187 void FGPanelNode::die()
189 SG_LOG(SG_ALL,SG_ALERT,"Unimplemented function called on FGPanelNode");