5 #include <simgear/compiler.h>
6 #include <simgear/structure/exception.hxx>
12 #include <Cockpit/panel.hxx>
13 #include <Cockpit/panel_io.hxx>
14 #include "panelnode.hxx"
19 // Static (!) handling for all 3D panels in the program.
20 // OSGFIXME: Put the panel as different elements in the scenegraph.
21 // Then just pick in that scenegraph.
22 vector<FGPanelNode*> all_3d_panels;
23 bool fgHandle3DPanelMouseEvent( int button, int updown, int x, int y )
25 for ( unsigned int i = 0; i < all_3d_panels.size(); i++ ) {
26 if ( all_3d_panels[i]->doMouseAction(button, updown, x, y) ) {
33 void fgUpdate3DPanels()
35 for ( unsigned int i = 0; i < all_3d_panels.size(); i++ ) {
36 all_3d_panels[i]->getPanel()->updateMouseDelay();
40 FGPanelNode::FGPanelNode(SGPropertyNode* props)
44 // Make an FGPanel object. But *don't* call init() or bind() on
45 // it -- those methods touch static state.
46 const char *path = props->getStringValue("path");
47 _panel = fgReadPanel(path);
49 throw sg_io_exception(string("Failed to load panel ") + path);
51 // Never mind. We *have* to call init to make sure the static
52 // state is initialized (it's not, if there aren't any 2D
53 // panels). This is a memory leak and should be fixed!`
57 _panel->setDepthTest( props->getBoolValue("depth-test") );
59 // Read out the pixel-space info
60 _xmax = _panel->getWidth();
61 _ymax = _panel->getHeight();
63 // And the corner points
64 SGPropertyNode* pt = props->getChild("bottom-left");
65 _bottomLeft[0] = pt->getFloatValue("x-m");
66 _bottomLeft[1] = pt->getFloatValue("y-m");
67 _bottomLeft[2] = pt->getFloatValue("z-m");
69 pt = props->getChild("top-left");
70 _topLeft[0] = pt->getFloatValue("x-m");
71 _topLeft[1] = pt->getFloatValue("y-m");
72 _topLeft[2] = pt->getFloatValue("z-m");
74 pt = props->getChild("bottom-right");
75 _bottomRight[0] = pt->getFloatValue("x-m");
76 _bottomRight[1] = pt->getFloatValue("y-m");
77 _bottomRight[2] = pt->getFloatValue("z-m");
79 // Now generate our transformation matrix. For shorthand, use
80 // "a", "b", and "c" as our corners and "m" as the matrix. The
81 // vector u goes from a to b, v from a to c, and w is a
82 // perpendicular cross product.
83 osg::Vec3 a = _bottomLeft;
84 osg::Vec3 b = _bottomRight;
85 osg::Vec3 c = _topLeft;
90 osg::Matrix& m = _xform;
91 // Now generate a trivial basis transformation matrix. If we want
92 // to map the three unit vectors to three arbitrary vectors U, V,
93 // and W, then those just become the columns of the 3x3 matrix.
94 m(0,0) = u[0]; m(1,0) = v[0]; m(2,0) = w[0]; m(3,0) = a[0];// |Ux Vx Wx|
95 m(0,1) = u[1]; m(1,1) = v[1]; m(2,1) = w[1]; m(3,1) = a[1];//m = |Uy Vy Wy|
96 m(0,2) = u[2]; m(1,2) = v[2]; m(2,2) = w[2]; m(3,2) = a[2];// |Uz Vz Wz|
97 m(0,3) = 0; m(1,3) = 0; m(2,3) = 0; m(3,3) = 1;
99 // The above matrix maps the unit (!) square to the panel
100 // rectangle. Postmultiply scaling factors that match the
101 // pixel-space size of the panel.
109 // All done. Add us to the list
110 all_3d_panels.push_back(this);
112 setUseDisplayList(false);
113 getOrCreateStateSet()->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
114 getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON);
117 FGPanelNode::~FGPanelNode()
123 FGPanelNode::drawImplementation(osg::State& state) const
125 osg::ref_ptr<osg::RefMatrix> mv = new osg::RefMatrix;
126 mv->set(_xform*state.getModelViewMatrix());
127 state.applyModelViewMatrix(mv.get());
129 // Grab the matrix state, so that we can get back from screen
130 // coordinates to panel coordinates when the user clicks the
132 // OSGFIXME: we don't need that when we can really pick
133 _lastModelview = state.getModelViewMatrix();
134 _lastProjection = state.getProjectionMatrix();
136 const osg::Viewport* vp = state.getCurrentViewport();
137 _lastViewport[0] = vp->x();
138 _lastViewport[1] = vp->y();
139 _lastViewport[2] = vp->width();
140 _lastViewport[3] = vp->height();
146 FGPanelNode::computeBound() const
149 bb.expandBy(_bottomLeft);
150 bb.expandBy(_bottomRight);
151 bb.expandBy(_topLeft);
155 bool FGPanelNode::doMouseAction(int button, int updown, int x, int y)
157 // Covert the screen coordinates to viewport coordinates in the
158 // range [0:1], then transform to OpenGL "post projection" coords
159 // in [-1:1]. Remember the difference in Y direction!
160 float vx = (x + 0.5 - _lastViewport[0]) / _lastViewport[2];
161 float vy = (y + 0.5 - _lastViewport[1]) / _lastViewport[3];
165 // Make two vectors in post-projection coordinates at the given
166 // screen, one in the near field and one in the far field.
170 a[2] = 0.75; // "Near" Z value
171 b[2] = -0.75; // "Far" Z value
173 // Run both vectors "backwards" through the OpenGL matrix
174 // transformation. Remember to w-normalize the vectors!
175 osg::Matrix m = _lastModelview*_lastProjection;
176 m = osg::Matrix::inverse(m);
181 // And find their intersection on the z=0 plane. The resulting X
182 // and Y coordinates are the hit location in panel coordinates.
183 float dxdz = (b[0] - a[0]) / (b[2] - a[2]);
184 float dydz = (b[1] - a[1]) / (b[2] - a[2]);
185 int panelX = (int)(a[0] - a[2]*dxdz + 0.5);
186 int panelY = (int)(a[1] - a[2]*dydz + 0.5);
188 return _panel->doLocalMouseAction(button, updown, panelX, panelY);