5 #include <simgear/compiler.h>
6 #include <simgear/structure/exception.hxx>
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 const char *path = props->getStringValue("path");
45 _panel = fgReadPanel(path);
47 throw sg_io_exception(string("Failed to load panel ") + path);
49 // Never mind. We *have* to call init to make sure the static
50 // state is initialized (it's not, if there aren't any 2D
51 // panels). This is a memory leak and should be fixed!`
55 _panel->setDepthTest( props->getBoolValue("depth-test") );
57 // Read out the pixel-space info
58 _xmax = _panel->getWidth();
59 _ymax = _panel->getHeight();
61 // And the corner points
62 SGPropertyNode* pt = props->getChild("bottom-left");
63 _bottomLeft[0] = pt->getFloatValue("x-m");
64 _bottomLeft[1] = pt->getFloatValue("y-m");
65 _bottomLeft[2] = pt->getFloatValue("z-m");
67 pt = props->getChild("top-left");
68 _topLeft[0] = pt->getFloatValue("x-m");
69 _topLeft[1] = pt->getFloatValue("y-m");
70 _topLeft[2] = pt->getFloatValue("z-m");
72 pt = props->getChild("bottom-right");
73 _bottomRight[0] = pt->getFloatValue("x-m");
74 _bottomRight[1] = pt->getFloatValue("y-m");
75 _bottomRight[2] = pt->getFloatValue("z-m");
77 // Now generate our transformation matrix. For shorthand, use
78 // "a", "b", and "c" as our corners and "m" as the matrix. The
79 // vector u goes from a to b, v from a to c, and w is a
80 // perpendicular cross product.
81 osg::Vec3 a = _bottomLeft;
82 osg::Vec3 b = _bottomRight;
83 osg::Vec3 c = _topLeft;
88 osg::Matrix& m = _xform;
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(0,0) = u[0]; m(1,0) = v[0]; m(2,0) = w[0]; m(3,0) = a[0];// |Ux Vx Wx|
93 m(0,1) = u[1]; m(1,1) = v[1]; m(2,1) = w[1]; m(3,1) = a[1];//m = |Uy Vy Wy|
94 m(0,2) = u[2]; m(1,2) = v[2]; m(2,2) = w[2]; m(3,2) = a[2];// |Uz Vz Wz|
95 m(0,3) = 0; m(1,3) = 0; m(2,3) = 0; m(3,3) = 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 _lastViewport[0] = 0;
106 _lastViewport[1] = 0;
107 _lastViewport[2] = 0;
108 _lastViewport[3] = 0;
112 // All done. Add us to the list
113 all_3d_panels.push_back(this);
115 setUseDisplayList(false);
116 getOrCreateStateSet()->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
117 getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON);
120 FGPanelNode::~FGPanelNode()
126 FGPanelNode::drawImplementation(osg::State& state) const
128 osg::ref_ptr<osg::RefMatrix> mv = new osg::RefMatrix;
129 mv->set(_xform*state.getModelViewMatrix());
130 state.applyModelViewMatrix(mv.get());
132 // Grab the matrix state, so that we can get back from screen
133 // coordinates to panel coordinates when the user clicks the
135 // OSGFIXME: we don't need that when we can really pick
136 _lastModelview = state.getModelViewMatrix();
137 _lastProjection = state.getProjectionMatrix();
139 const osg::Viewport* vp = state.getCurrentViewport();
140 _lastViewport[0] = vp->x();
141 _lastViewport[1] = vp->y();
142 _lastViewport[2] = vp->width();
143 _lastViewport[3] = vp->height();
149 FGPanelNode::computeBound() const
152 bb.expandBy(_bottomLeft);
153 bb.expandBy(_bottomRight);
154 bb.expandBy(_topLeft);
158 bool FGPanelNode::doMouseAction(int button, int updown, int x, int y)
160 if (_lastViewport[2] == 0 || _lastViewport[3] == 0) {
161 // we haven't been drawn yet, presumably
165 // Covert the screen coordinates to viewport coordinates in the
166 // range [0:1], then transform to OpenGL "post projection" coords
167 // in [-1:1]. Remember the difference in Y direction!
168 float vx = (x + 0.5 - _lastViewport[0]) / _lastViewport[2];
169 float vy = (y + 0.5 - _lastViewport[1]) / _lastViewport[3];
173 // Make two vectors in post-projection coordinates at the given
174 // screen, one in the near field and one in the far field.
178 a[2] = 0.75; // "Near" Z value
179 b[2] = -0.75; // "Far" Z value
181 // Run both vectors "backwards" through the OpenGL matrix
182 // transformation. Remember to w-normalize the vectors!
183 osg::Matrix m = _lastModelview*_lastProjection;
184 m = osg::Matrix::inverse(m);
189 // And find their intersection on the z=0 plane. The resulting X
190 // and Y coordinates are the hit location in panel coordinates.
191 float dxdz = (b[0] - a[0]) / (b[2] - a[2]);
192 float dydz = (b[1] - a[1]) / (b[2] - a[2]);
193 int panelX = (int)(a[0] - a[2]*dxdz + 0.5);
194 int panelY = (int)(a[1] - a[2]*dydz + 0.5);
196 return _panel->doLocalMouseAction(button, updown, panelX, panelY);