}
+/**
+ * Make an offset matrix from rotations and position offset.
+ */
+static void
+make_offsets_matrix (sgMat4 * result, double h_rot, double p_rot, double r_rot,
+ double x_off, double y_off, double z_off)
+{
+ sgMat4 rot_matrix;
+ sgMat4 pos_matrix;
+ sgMakeRotMat4(rot_matrix, h_rot, p_rot, r_rot);
+ sgMakeTransMat4(pos_matrix, x_off, y_off, z_off);
+ sgMultMat4(*result, pos_matrix, rot_matrix);
+}
+
+
/**
* Read an interpolation table from properties.
*/
const SGPropertyNode * table_node = props->getNode("interpolation");
if (table_node != 0) {
SGInterpTable * table = new SGInterpTable();
- vector<const SGPropertyNode *> entries = table_node->getChildren("entry");
+ vector<SGPropertyNode_ptr> entries = table_node->getChildren("entry");
for (int i = 0; i < entries.size(); i++)
table->addEntry(entries[i]->getDoubleValue("ind", 0.0),
entries[i]->getDoubleValue("dep", 0.0));
////////////////////////////////////////////////////////////////////////
FG3DModel::FG3DModel ()
- : _model(0),
- _selector(new ssgSelector),
- _position(new ssgTransform)
+ : _model(0)
{
}
// Set up the alignment node
ssgTransform * align = new ssgTransform;
align->addKid(_model);
- sgMat4 rot_matrix;
- sgMat4 off_matrix;
sgMat4 res_matrix;
- float h_rot = props.getFloatValue("/offsets/heading-deg", 0.0);
- float p_rot = props.getFloatValue("/offsets/roll-deg", 0.0);
- float r_rot = props.getFloatValue("/offsets/pitch-deg", 0.0);
- float x_off = props.getFloatValue("/offsets/x-m", 0.0);
- float y_off = props.getFloatValue("/offsets/y-m", 0.0);
- float z_off = props.getFloatValue("/offsets/z-m", 0.0);
- sgMakeRotMat4(rot_matrix, h_rot, p_rot, r_rot);
- sgMakeTransMat4(off_matrix, x_off, y_off, z_off);
- sgMultMat4(res_matrix, off_matrix, rot_matrix);
+ make_offsets_matrix(&res_matrix,
+ props.getFloatValue("/offsets/heading-deg", 0.0),
+ props.getFloatValue("/offsets/roll-deg", 0.0),
+ props.getFloatValue("/offsets/pitch-deg", 0.0),
+ props.getFloatValue("/offsets/x-m", 0.0),
+ props.getFloatValue("/offsets/y-m", 0.0),
+ props.getFloatValue("/offsets/z-m", 0.0));
align->setTransform(res_matrix);
- // Set up the position node
- _position->addKid(align);
-
- // Set up the selector node
- _selector->addKid(_position);
- _selector->clrTraversalMaskBits(SSGTRAV_HOT);
-
- // Set up a location class
- _location = (FGLocation *) new FGLocation;
-
// Load animations
- vector<SGPropertyNode *> animation_nodes = props.getChildren("animation");
+ vector<SGPropertyNode_ptr> animation_nodes = props.getChildren("animation");
unsigned int i;
for (i = 0; i < animation_nodes.size(); i++) {
- vector<SGPropertyNode *> name_nodes =
+ vector<SGPropertyNode_ptr> name_nodes =
animation_nodes[i]->getChildren("object-name");
if (name_nodes.size() < 1) {
Animation * animation = make_animation(0, animation_nodes[i]);
+ if (animation != 0)
+ _animations.push_back(animation);
} else {
for (unsigned int j = 0; j < name_nodes.size(); j++) {
Animation * animation =
_animations.push_back(animation);
}
}
+ }
+
+ // Load sub-models
+ vector<SGPropertyNode_ptr> model_nodes = props.getChildren("model");
+ for (i = 0; i < model_nodes.size(); i++) {
+ SGPropertyNode_ptr node = model_nodes[i];
+ ssgTransform * align = new ssgTransform;
+ sgMat4 res_matrix;
+ make_offsets_matrix(&res_matrix,
+ node->getFloatValue("offsets/heading-deg", 0.0),
+ node->getFloatValue("offsets/roll-deg", 0.0),
+ node->getFloatValue("offsets/pitch-deg", 0.0),
+ node->getFloatValue("offsets/x-m", 0.0),
+ node->getFloatValue("offsets/y-m", 0.0),
+ node->getFloatValue("offsets/z-m", 0.0));
+ align->setTransform(res_matrix);
+ FG3DModel * kid = new FG3DModel;
+ kid->init(node->getStringValue("path"));
+ align->addKid(kid->getSceneGraph());
+ _model->addKid(align);
+ _children.push_back(kid);
}
}
void
-FG3DModel::update (int dt)
+FG3DModel::update (double dt)
{
unsigned int i;
+ for (i = 0; i < _children.size(); i++)
+ _children[i]->update(dt);
for (i = 0; i < _animations.size(); i++)
_animations[i]->update(dt);
-
- _location->setPosition( _lon_deg, _lat_deg, _elev_ft );
- _location->setOrientation( _roll_deg, _pitch_deg, _heading_deg );
-
- sgMat4 POS;
- sgCopyMat4(POS, _location->getTransformMatrix());
-
- sgVec3 trans;
- sgCopyVec3(trans, _location->get_view_pos());
-
- for(i = 0; i < 4; i++) {
- float tmp = POS[i][3];
- for( int j=0; j<3; j++ ) {
- POS[i][j] += (tmp * trans[j]);
- }
- }
- _position->setTransform(POS);
-}
-
-bool
-FG3DModel::getVisible () const
-{
- return _selector->getSelect();
-}
-
-void
-FG3DModel::setVisible (bool visible)
-{
- _selector->select(visible);
-}
-
-void
-FG3DModel::setLongitudeDeg (double lon_deg)
-{
- _lon_deg = lon_deg;
-}
-
-void
-FG3DModel::setLatitudeDeg (double lat_deg)
-{
- _lat_deg = lat_deg;
-}
-
-void
-FG3DModel::setElevationFt (double elev_ft)
-{
- _elev_ft = elev_ft;
-}
-
-void
-FG3DModel::setPosition (double lon_deg, double lat_deg, double elev_ft)
-{
- _lon_deg = lon_deg;
- _lat_deg = lat_deg;
- _elev_ft = elev_ft;
-}
-
-void
-FG3DModel::setRollDeg (double roll_deg)
-{
- _roll_deg = roll_deg;
-}
-
-void
-FG3DModel::setPitchDeg (double pitch_deg)
-{
- _pitch_deg = pitch_deg;
-}
-
-void
-FG3DModel::setHeadingDeg (double heading_deg)
-{
- _heading_deg = heading_deg;
-}
-
-void
-FG3DModel::setOrientation (double roll_deg, double pitch_deg,
- double heading_deg)
-{
- _roll_deg = roll_deg;
- _pitch_deg = pitch_deg;
- _heading_deg = heading_deg;
}
FG3DModel::Animation *
object = _model;
}
- animation->init(object, node);
+ if (animation != 0)
+ animation->init(object, node);
return animation;
}
}
void
-FG3DModel::NullAnimation::update (int dt)
+FG3DModel::NullAnimation::update (double dt)
{
}
}
void
-FG3DModel::RangeAnimation::update (int dt)
+FG3DModel::RangeAnimation::update (double dt)
{
}
}
void
-FG3DModel::BillboardAnimation::update (int dt)
+FG3DModel::BillboardAnimation::update (double dt)
{
}
}
void
-FG3DModel::SelectAnimation::update (int dt)
+FG3DModel::SelectAnimation::update (double dt)
{
if (_condition != 0 && _condition->test())
_selector->select(0xffff);
}
void
-FG3DModel::SpinAnimation::update (int dt)
+FG3DModel::SpinAnimation::update (double dt)
{
- float velocity_rpms = (_prop->getDoubleValue() * _factor / 60000.0);
+ float velocity_rpms = (_prop->getDoubleValue() * _factor / 60.0);
_position_deg += (dt * velocity_rpms * 360);
while (_position_deg < 0)
_position_deg += 360.0;
}
void
-FG3DModel::RotateAnimation::update (int dt)
+FG3DModel::RotateAnimation::update (double dt)
{
if (_table == 0) {
_position_deg = (_prop->getDoubleValue() + _offset_deg) * _factor;
}
void
-FG3DModel::TranslateAnimation::update (int dt)
+FG3DModel::TranslateAnimation::update (double dt)
{
if (_table == 0) {
_position_m = (_prop->getDoubleValue() + _offset_m) * _factor;
}
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGModelPlacement.
+////////////////////////////////////////////////////////////////////////
+
+FGModelPlacement::FGModelPlacement ()
+ : _model(new FG3DModel),
+ _lon_deg(0),
+ _lat_deg(0),
+ _elev_ft(0),
+ _roll_deg(0),
+ _pitch_deg(0),
+ _heading_deg(0),
+ _selector(new ssgSelector),
+ _position(new ssgTransform),
+ _location(new FGLocation)
+{
+}
+
+FGModelPlacement::~FGModelPlacement ()
+{
+ delete _model;
+ delete _selector;
+}
+
+void
+FGModelPlacement::init (const string &path)
+{
+ _model->init(path);
+ _position->addKid(_model->getSceneGraph());
+ _selector->addKid(_position);
+ _selector->clrTraversalMaskBits(SSGTRAV_HOT);
+}
+
+void
+FGModelPlacement::update (double dt)
+{
+ _model->update(dt);
+
+ _location->setPosition( _lon_deg, _lat_deg, _elev_ft );
+ _location->setOrientation( _roll_deg, _pitch_deg, _heading_deg );
+
+ sgMat4 POS;
+ sgCopyMat4(POS, _location->getTransformMatrix());
+
+ sgVec3 trans;
+ sgCopyVec3(trans, _location->get_view_pos());
+
+ for(int i = 0; i < 4; i++) {
+ float tmp = POS[i][3];
+ for( int j=0; j<3; j++ ) {
+ POS[i][j] += (tmp * trans[j]);
+ }
+ }
+ _position->setTransform(POS);
+}
+
+bool
+FGModelPlacement::getVisible () const
+{
+ return (_selector->getSelect() != 0);
+}
+
+void
+FGModelPlacement::setVisible (bool visible)
+{
+ _selector->select(visible);
+}
+
+void
+FGModelPlacement::setLongitudeDeg (double lon_deg)
+{
+ _lon_deg = lon_deg;
+}
+
+void
+FGModelPlacement::setLatitudeDeg (double lat_deg)
+{
+ _lat_deg = lat_deg;
+}
+
+void
+FGModelPlacement::setElevationFt (double elev_ft)
+{
+ _elev_ft = elev_ft;
+}
+
+void
+FGModelPlacement::setPosition (double lon_deg, double lat_deg, double elev_ft)
+{
+ _lon_deg = lon_deg;
+ _lat_deg = lat_deg;
+ _elev_ft = elev_ft;
+}
+
+void
+FGModelPlacement::setRollDeg (double roll_deg)
+{
+ _roll_deg = roll_deg;
+}
+
+void
+FGModelPlacement::setPitchDeg (double pitch_deg)
+{
+ _pitch_deg = pitch_deg;
+}
+
+void
+FGModelPlacement::setHeadingDeg (double heading_deg)
+{
+ _heading_deg = heading_deg;
+}
+
+void
+FGModelPlacement::setOrientation (double roll_deg, double pitch_deg,
+ double heading_deg)
+{
+ _roll_deg = roll_deg;
+ _pitch_deg = pitch_deg;
+ _heading_deg = heading_deg;
+}
+
// end of model.cxx