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