5 #include <simgear/compiler.h>
11 #include <Cockpit/panel.hxx>
12 #include <Cockpit/panel_io.hxx>
13 #include "panelnode.hxx"
18 // Static (!) handling for all 3D panels in the program. Very
19 // clumsy. Replace with per-aircraft handling.
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!`
51 // Initialize the matrices to the identity. PLib prints warnings
52 // when trying to invert singular matrices (e.g. when not using a
55 for(int j=0; j<4; j++)
56 _lastModelview[4*i+j] = _lastProjection[4*i+j] = i==j ? 1 : 0;
58 // Read out the pixel-space info
59 _xmax = _panel->getWidth();
60 _ymax = _panel->getHeight();
62 // And the corner points
63 SGPropertyNode* pt = props->getChild("bottom-left");
64 _bottomLeft[0] = pt->getFloatValue("x-m");
65 _bottomLeft[1] = pt->getFloatValue("y-m");
66 _bottomLeft[2] = pt->getFloatValue("z-m");
68 pt = props->getChild("top-left");
69 _topLeft[0] = pt->getFloatValue("x-m");
70 _topLeft[1] = pt->getFloatValue("y-m");
71 _topLeft[2] = pt->getFloatValue("z-m");
73 pt = props->getChild("bottom-right");
74 _bottomRight[0] = pt->getFloatValue("x-m");
75 _bottomRight[1] = pt->getFloatValue("y-m");
76 _bottomRight[2] = pt->getFloatValue("z-m");
78 // Now generate our transformation matrix. For shorthand, use
79 // "a", "b", and "c" as our corners and "m" as the matrix. The
80 // vector u goes from a to b, v from a to c, and w is a
81 // perpendicular cross product.
82 float *a = _bottomLeft, *b = _bottomRight, *c = _topLeft, *m = _xform;
83 float u[3], v[3], w[3];
84 for(i=0; i<3; i++) u[i] = b[i] - a[i]; // U = B - A
85 for(i=0; i<3; i++) v[i] = c[i] - a[i]; // V = C - A
87 w[0] = u[1]*v[2] - v[1]*u[2]; // W = U x V
88 w[1] = u[2]*v[0] - v[2]*u[0];
89 w[2] = u[0]*v[1] - v[0]*u[1];
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] = u[0]; m[4] = v[0]; m[8] = w[0]; m[12] = a[0]; // |Ux Vx Wx|
95 m[1] = u[1]; m[5] = v[1]; m[9] = w[1]; m[13] = a[1]; // m = |Uy Vy Wy|
96 m[2] = u[2]; m[6] = v[2]; m[10] = w[2]; m[14] = a[2]; // |Uz Vz Wz|
97 m[3] = 0; m[7] = 0; m[11] = 0; m[15] = 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.
107 // Now plib initialization. The bounding sphere is defined nicely
108 // by our corner points:
109 float cx = (b[0]+c[0])/2;
110 float cy = (b[1]+c[1])/2;
111 float cz = (b[2]+c[2])/2;
112 float r = sqrt((cx-a[0])*(cx-a[0]) +
113 (cy-a[1])*(cy-a[1]) +
114 (cz-a[2])*(cz-a[2]));
115 bsphere.setCenter(cx, cy, cz);
116 bsphere.setRadius(r);
118 // All done. Add us to the list
119 all_3d_panels.push_back(this);
122 FGPanelNode::~FGPanelNode()
127 void FGPanelNode::draw()
129 // What's the difference?
133 void FGPanelNode::draw_geometry()
135 glMatrixMode(GL_MODELVIEW);
137 glMultMatrixf(_xform);
139 // Grab the matrix state, so that we can get back from screen
140 // coordinates to panel coordinates when the user clicks the
142 glGetFloatv(GL_MODELVIEW_MATRIX, _lastModelview);
143 glGetFloatv(GL_PROJECTION_MATRIX, _lastProjection);
144 glGetIntegerv(GL_VIEWPORT, _lastViewport);
152 bool FGPanelNode::doMouseAction(int button, int updown, int x, int y)
154 // Covert the screen coordinates to viewport coordinates in the
155 // range [0:1], then transform to OpenGL "post projection" coords
156 // in [-1:1]. Remember the difference in Y direction!
157 float vx = (x + 0.5 - _lastViewport[0]) / _lastViewport[2];
158 float vy = (y + 0.5 - _lastViewport[1]) / _lastViewport[3];
162 // Make two vectors in post-projection coordinates at the given
163 // screen, one in the near field and one in the far field.
167 a[2] = 0.75; // "Near" Z value
168 b[2] = -0.75; // "Far" Z value
170 // Run both vectors "backwards" through the OpenGL matrix
171 // transformation. Remember to w-normalize the vectors!
173 sgMultMat4(m, *(sgMat4*)_lastProjection, *(sgMat4*)_lastModelview);
176 sgFullXformPnt3(a, m);
177 sgFullXformPnt3(b, m);
179 // And find their intersection on the z=0 plane. The resulting X
180 // and Y coordinates are the hit location in panel coordinates.
181 float dxdz = (b[0] - a[0]) / (b[2] - a[2]);
182 float dydz = (b[1] - a[1]) / (b[2] - a[2]);
183 int panelX = (int)(a[0] - a[2]*dxdz + 0.5);
184 int panelY = (int)(a[1] - a[2]*dydz + 0.5);
186 return _panel->doLocalMouseAction(button, updown, panelX, panelY);
189 void FGPanelNode::die()
191 SG_LOG(SG_ALL,SG_ALERT,"Unimplemented function called on FGPanelNode");