//
// This file is in the Public Domain, and comes with no warranty.
+#ifdef HAVE_CONFIG_H
+# include <simgear_config.h>
+#endif
#include <string.h> // for strcmp()
#include <math.h>
SGPersonalityBranch *SGAnimation::current_object = 0;
SGAnimation::SGAnimation (SGPropertyNode_ptr props, ssgBranch * branch)
- : _branch(branch)
+ : _branch(branch),
+ animation_type(0)
{
_branch->setName(props->getStringValue("name", 0));
+ if ( props->getBoolValue( "enable-hot", true ) ) {
+ _branch->setTraversalMaskBits( SSGTRAV_HOT );
+ } else {
+ _branch->clrTraversalMaskBits( SSGTRAV_HOT );
+ }
}
SGAnimation::~SGAnimation ()
ranges[1] = 1000000000.f;
}
((ssgRangeSelector *)_branch)->setRanges(ranges, 2);
- return 1;
+ return 2;
}
((ssgSelector *)_branch)->select(0xffff);
else
((ssgSelector *)_branch)->select(0x0000);
- return 1;
+ return 2;
}
SGPropertyNode_ptr props,
double sim_time_sec )
: SGAnimation(props, new ssgTransform),
+ _use_personality( props->getBoolValue("use-personality",false) ),
_prop((SGPropertyNode *)prop_root->getNode(props->getStringValue("property", "/null"), true)),
- _factor(props->getDoubleValue("factor", 1.0)),
- _position_deg(props->getDoubleValue("starting-position-deg", 0)),
_last_time_sec( sim_time_sec ),
_condition(0)
{
_center[2] = props->getFloatValue("center/z-m", 0);
}
sgNormalizeVec3(_axis);
+
+ //_factor(props->getDoubleValue("factor", 1.0)),
+ _factor = 1.0;
+ _factor_min = 1.0;
+ _factor_max = 1.0;
+ SGPropertyNode_ptr factor_n = props->getNode( "factor" );
+ if ( factor_n != 0 ) {
+ SGPropertyNode_ptr rand_n = factor_n->getNode( "random" );
+ if ( rand_n != 0 ) {
+ _factor_min = rand_n->getDoubleValue( "min", 0.0 );
+ _factor_max = rand_n->getDoubleValue( "max", 1.0 );
+ _factor = _factor_min + sg_random() * ( _factor_max - _factor_min );
+ } else {
+ _factor = _factor_min = _factor_max = props->getDoubleValue("factor", 1.0);
+ }
+ }
+ //_position_deg(props->getDoubleValue("starting-position-deg", 0)),
+ _position_deg = 0.0;
+ _position_deg_min = 0.0;
+ _position_deg_max = 0.0;
+ SGPropertyNode_ptr position_deg_n = props->getNode( "starting-position-deg" );
+ if ( position_deg_n != 0 ) {
+ SGPropertyNode_ptr rand_n = position_deg_n->getNode( "random" );
+ if ( rand_n != 0 ) {
+ _position_deg_min = rand_n->getDoubleValue( "min", 0.0 );
+ _position_deg_max = rand_n->getDoubleValue( "max", 1.0 );
+ _position_deg = _position_deg_min + sg_random() * ( _position_deg_max - _position_deg_min );
+ } else {
+ _position_deg = _position_deg_min = _position_deg_max =
+ props->getDoubleValue("starting-position-deg", 1.0);
+ }
+ }
}
SGSpinAnimation::~SGSpinAnimation ()
SGSpinAnimation::update()
{
if ( _condition == 0 || _condition->test() ) {
- double dt = sim_time_sec - _last_time_sec;
- _last_time_sec = sim_time_sec;
-
- float velocity_rpms = (_prop->getDoubleValue() * _factor / 60.0);
- _position_deg += (dt * velocity_rpms * 360);
- while (_position_deg < 0)
- _position_deg += 360.0;
- while (_position_deg >= 360.0)
- _position_deg -= 360.0;
+ double dt;
+ float velocity_rpms;
+ if ( _use_personality ) {
+ SGPersonalityBranch *key = current_object;
+ if ( !key->getIntValue( this, INIT_SPIN ) ) {
+ double v = _factor_min + sg_random() * ( _factor_max - _factor_min );
+ key->setDoubleValue( v, this, FACTOR_SPIN );
+
+ key->setDoubleValue( sim_time_sec, this, LAST_TIME_SEC_SPIN );
+ key->setIntValue( 1, this, INIT_SPIN );
+
+ v = _position_deg_min + sg_random() * ( _position_deg_max - _position_deg_min );
+ key->setDoubleValue( v, this, POSITION_DEG_SPIN );
+ }
+
+ _factor = key->getDoubleValue( this, FACTOR_SPIN );
+ _position_deg = key->getDoubleValue( this, POSITION_DEG_SPIN );
+ _last_time_sec = key->getDoubleValue( this, LAST_TIME_SEC_SPIN );
+ dt = sim_time_sec - _last_time_sec;
+ _last_time_sec = sim_time_sec;
+ key->setDoubleValue( _last_time_sec, this, LAST_TIME_SEC_SPIN );
+
+ velocity_rpms = (_prop->getDoubleValue() * _factor / 60.0);
+ _position_deg += (dt * velocity_rpms * 360);
+ while (_position_deg < 0)
+ _position_deg += 360.0;
+ while (_position_deg >= 360.0)
+ _position_deg -= 360.0;
+ key->setDoubleValue( _position_deg, this, POSITION_DEG_SPIN );
+ } else {
+ dt = sim_time_sec - _last_time_sec;
+ _last_time_sec = sim_time_sec;
+
+ velocity_rpms = (_prop->getDoubleValue() * _factor / 60.0);
+ _position_deg += (dt * velocity_rpms * 360);
+ while (_position_deg < 0)
+ _position_deg += 360.0;
+ while (_position_deg >= 360.0)
+ _position_deg -= 360.0;
+ }
+
set_rotation(_matrix, _position_deg, _center, _axis);
((ssgTransform *)_branch)->setTransform(_matrix);
}
SGTimedAnimation::init()
{
if ( !_use_personality ) {
- for ( size_t i = 0; i < getBranch()->getNumKids(); i++ ) {
+ for ( int i = 0; i < getBranch()->getNumKids(); i++ ) {
double v;
- if ( i < _branch_duration_specs.size() ) {
+ if ( i < (int)_branch_duration_specs.size() ) {
DurationSpec &sp = _branch_duration_specs[ i ];
v = sp._min + sg_random() * ( sp._max - sp._min );
} else {
{
if ( _use_personality ) {
SGPersonalityBranch *key = current_object;
- if ( !key->getIntValue( this, INIT ) ) {
+ if ( !key->getIntValue( this, INIT_TIMED ) ) {
double total = 0;
double offset = 1.0;
for ( size_t i = 0; i < _branch_duration_specs.size(); i++ ) {
DurationSpec &sp = _branch_duration_specs[ i ];
double v = sp._min + sg_random() * ( sp._max - sp._min );
- key->setDoubleValue( v, this, BRANCH_DURATION_SEC, i );
+ key->setDoubleValue( v, this, BRANCH_DURATION_SEC_TIMED, i );
if ( i == 0 )
offset = v;
total += v;
total = 0.01;
}
offset *= sg_random();
- key->setDoubleValue( sim_time_sec - offset, this, LAST_TIME_SEC );
- key->setDoubleValue( total, this, TOTAL_DURATION_SEC );
- key->setIntValue( 0, this, STEP );
- key->setIntValue( 1, this, INIT );
+ key->setDoubleValue( sim_time_sec - offset, this, LAST_TIME_SEC_TIMED );
+ key->setDoubleValue( total, this, TOTAL_DURATION_SEC_TIMED );
+ key->setIntValue( 0, this, STEP_TIMED );
+ key->setIntValue( 1, this, INIT_TIMED );
}
- _step = key->getIntValue( this, STEP );
- _last_time_sec = key->getDoubleValue( this, LAST_TIME_SEC );
- _total_duration_sec = key->getDoubleValue( this, TOTAL_DURATION_SEC );
+ _step = key->getIntValue( this, STEP_TIMED );
+ _last_time_sec = key->getDoubleValue( this, LAST_TIME_SEC_TIMED );
+ _total_duration_sec = key->getDoubleValue( this, TOTAL_DURATION_SEC_TIMED );
while ( ( sim_time_sec - _last_time_sec ) >= _total_duration_sec ) {
_last_time_sec += _total_duration_sec;
}
double duration = _duration_sec;
if ( _step < (int)_branch_duration_specs.size() ) {
- duration = key->getDoubleValue( this, BRANCH_DURATION_SEC, _step );
+ duration = key->getDoubleValue( this, BRANCH_DURATION_SEC_TIMED, _step );
}
if ( ( sim_time_sec - _last_time_sec ) >= duration ) {
_last_time_sec += duration;
_step = 0;
}
((ssgSelector *)getBranch())->selectStep( _step );
- key->setDoubleValue( _last_time_sec, this, LAST_TIME_SEC );
- key->setIntValue( _step, this, STEP );
+ key->setDoubleValue( _last_time_sec, this, LAST_TIME_SEC_TIMED );
+ key->setIntValue( _step, this, STEP_TIMED );
} else {
while ( ( sim_time_sec - _last_time_sec ) >= _total_duration_sec ) {
_last_time_sec += _total_duration_sec;
_center[0] = 0;
_center[1] = 0;
_center[2] = 0;
- if (props->hasValue("axis/x1-m")) {
+ if (props->hasValue("axis/x") || props->hasValue("axis/y") || props->hasValue("axis/z")) {
+ _axis[0] = props->getFloatValue("axis/x", 0);
+ _axis[1] = props->getFloatValue("axis/y", 0);
+ _axis[2] = props->getFloatValue("axis/z", 0);
+ } else {
double x1,y1,z1,x2,y2,z2;
- x1 = props->getFloatValue("axis/x1-m");
- y1 = props->getFloatValue("axis/y1-m");
- z1 = props->getFloatValue("axis/z1-m");
- x2 = props->getFloatValue("axis/x2-m");
- y2 = props->getFloatValue("axis/y2-m");
- z2 = props->getFloatValue("axis/z2-m");
+ x1 = props->getFloatValue("axis/x1-m", 0);
+ y1 = props->getFloatValue("axis/y1-m", 0);
+ z1 = props->getFloatValue("axis/z1-m", 0);
+ x2 = props->getFloatValue("axis/x2-m", 0);
+ y2 = props->getFloatValue("axis/y2-m", 0);
+ z2 = props->getFloatValue("axis/z2-m", 0);
_center[0] = (x1+x2)/2;
_center[1]= (y1+y2)/2;
_center[2] = (z1+z2)/2;
_axis[0] = (x2-x1)/vector_length;
_axis[1] = (y2-y1)/vector_length;
_axis[2] = (z2-z1)/vector_length;
- } else {
- _axis[0] = props->getFloatValue("axis/x", 0);
- _axis[1] = props->getFloatValue("axis/y", 0);
- _axis[2] = props->getFloatValue("axis/z", 0);
}
- if (props->hasValue("center/x-m")) {
- _center[0] = props->getFloatValue("center/x-m", 0);
- _center[1] = props->getFloatValue("center/y-m", 0);
- _center[2] = props->getFloatValue("center/z-m", 0);
+ if (props->hasValue("center/x-m") || props->hasValue("center/y-m")
+ || props->hasValue("center/z-m")) {
+ _center[0] = props->getFloatValue("center/x-m", 0);
+ _center[1] = props->getFloatValue("center/y-m", 0);
+ _center[2] = props->getFloatValue("center/z-m", 0);
}
sgNormalizeVec3(_axis);
}
set_rotation(_matrix, _position_deg, _center, _axis);
((ssgTransform *)_branch)->setTransform(_matrix);
}
- return 1;
+ return 2;
}
\f
{
if (_condition == 0 || _condition->test()) {
if (_table == 0) {
- _position_m = (_prop->getDoubleValue() + _offset_m) * _factor;
+ _position_m = (_prop->getDoubleValue() * _factor) + _offset_m;
if (_has_min && _position_m < _min_m)
_position_m = _min_m;
if (_has_max && _position_m > _max_m)
set_translation(_matrix, _position_m, _axis);
((ssgTransform *)_branch)->setTransform(_matrix);
}
- return 1;
+ return 2;
}
set_scale(_matrix, _x_scale, _y_scale, _z_scale );
((ssgTransform *)_branch)->setTransform(_matrix);
- return 1;
+ return 2;
}
}
set_rotation(_matrix, _position_deg, _center, _axis);
((ssgTexTrans *)_branch)->setTransform(_matrix);
- return 1;
+ return 2;
}
}
set_translation(_matrix, _position, _axis);
((ssgTexTrans *)_branch)->setTransform(_matrix);
- return 1;
+ return 2;
}
SGTexMultipleAnimation::~SGTexMultipleAnimation ()
{
- // delete _table;
- delete _transform;
+ delete [] _transform;
}
int
}
}
((ssgTexTrans *)_branch)->setTransform(tmatrix);
- return 1;
+ return 2;
}
}
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of SGMaterialAnimation
+////////////////////////////////////////////////////////////////////////
+
+SGMaterialAnimation::SGMaterialAnimation( SGPropertyNode *prop_root,
+ SGPropertyNode_ptr props, const SGPath &texture_path)
+ : SGAnimation(props, new ssgBranch),
+ _prop_root(prop_root),
+ _last_condition(false),
+ _prop_base(""),
+ _texture_base(texture_path),
+ _cached_material(0),
+ _cloned_material(0),
+ _read(0),
+ _update(0),
+ _global(props->getBoolValue("global", false))
+{
+ SGPropertyNode_ptr n;
+ n = props->getChild("condition");
+ _condition = n ? sgReadCondition(_prop_root, n) : 0;
+ n = props->getChild("property-base");
+ if (n) {
+ _prop_base = n->getStringValue();
+ if (!_prop_base.empty() && _prop_base.end()[-1] != '/')
+ _prop_base += '/';
+ }
+
+ initColorGroup(props->getChild("diffuse"), &_diff, DIFFUSE);
+ initColorGroup(props->getChild("ambient"), &_amb, AMBIENT);
+ initColorGroup(props->getChild("emission"), &_emis, EMISSION);
+ initColorGroup(props->getChild("specular"), &_spec, SPECULAR);
+
+ _shi = props->getFloatValue("shininess", -1.0);
+ if (_shi >= 0.0)
+ _update |= SHININESS;
+
+ SGPropertyNode_ptr group = props->getChild("transparency");
+ if (group) {
+ _trans.value = group->getFloatValue("alpha", -1.0);
+ _trans.factor = group->getFloatValue("factor", 1.0);
+ _trans.offset = group->getFloatValue("offset", 0.0);
+ _trans.min = group->getFloatValue("min", 0.0);
+ if (_trans.min < 0.0)
+ _trans.min = 0.0;
+ _trans.max = group->getFloatValue("max", 1.0);
+ if (_trans.max > 1.0)
+ _trans.max = 1.0;
+ if (_trans.dirty())
+ _update |= TRANSPARENCY;
+
+ n = group->getChild("alpha-prop");
+ _trans.value_prop = n ? _prop_root->getNode(path(n->getStringValue()), true) : 0;
+ n = group->getChild("factor-prop");
+ _trans.factor_prop = n ? _prop_root->getNode(path(n->getStringValue()), true) : 0;
+ n = group->getChild("offset-prop");
+ _trans.offset_prop = n ? _prop_root->getNode(path(n->getStringValue()), true) : 0;
+ if (_trans.live())
+ _read |= TRANSPARENCY;
+ }
+
+ _thresh = props->getFloatValue("threshold", -1.0);
+ if (_thresh >= 0.0)
+ _update |= THRESHOLD;
+
+ string _texture_str = props->getStringValue("texture", "");
+ if (!_texture_str.empty()) {
+ _texture = _texture_base;
+ _texture.append(_texture_str);
+ _update |= TEXTURE;
+ }
+
+ n = props->getChild("shininess-prop");
+ _shi_prop = n ? _prop_root->getNode(path(n->getStringValue()), true) : 0;
+ n = props->getChild("threshold-prop");
+ _thresh_prop = n ? _prop_root->getNode(path(n->getStringValue()), true) : 0;
+ n = props->getChild("texture-prop");
+ _tex_prop = n ? _prop_root->getNode(path(n->getStringValue()), true) : 0;
+
+ _static_update = _update;
+}
+
+void SGMaterialAnimation::initColorGroup(SGPropertyNode_ptr group, ColorSpec *col, int flag)
+{
+ if (!group)
+ return;
+
+ col->red = group->getFloatValue("red", -1.0);
+ col->green = group->getFloatValue("green", -1.0);
+ col->blue = group->getFloatValue("blue", -1.0);
+ col->factor = group->getFloatValue("factor", 1.0);
+ col->offset = group->getFloatValue("offset", 0.0);
+ if (col->dirty())
+ _update |= flag;
+
+ SGPropertyNode *n;
+ n = group->getChild("red-prop");
+ col->red_prop = n ? _prop_root->getNode(path(n->getStringValue()), true) : 0;
+ n = group->getChild("green-prop");
+ col->green_prop = n ? _prop_root->getNode(path(n->getStringValue()), true) : 0;
+ n = group->getChild("blue-prop");
+ col->blue_prop = n ? _prop_root->getNode(path(n->getStringValue()), true) : 0;
+ n = group->getChild("factor-prop");
+ col->factor_prop = n ? _prop_root->getNode(path(n->getStringValue()), true) : 0;
+ n = group->getChild("offset-prop");
+ col->offset_prop = n ? _prop_root->getNode(path(n->getStringValue()), true) : 0;
+ if (col->live())
+ _read |= flag;
+}
+
+void SGMaterialAnimation::init()
+{
+ if (!_global)
+ cloneMaterials(_branch);
+}
+
+int SGMaterialAnimation::update()
+{
+ if (_condition) {
+ bool cond = _condition->test();
+ if (cond && !_last_condition)
+ _update |= _static_update;
+
+ _last_condition = cond;
+ if (!cond)
+ return 2;
+ }
+
+ if (_read & DIFFUSE)
+ updateColorGroup(&_diff, DIFFUSE);
+ if (_read & AMBIENT)
+ updateColorGroup(&_amb, AMBIENT);
+ if (_read & EMISSION)
+ updateColorGroup(&_emis, EMISSION);
+ if (_read & SPECULAR)
+ updateColorGroup(&_spec, SPECULAR);
+
+ float f;
+ if (_shi_prop) {
+ f = _shi;
+ _shi = _shi_prop->getFloatValue();
+ if (_shi != f)
+ _update |= SHININESS;
+ }
+ if (_read & TRANSPARENCY) {
+ PropSpec tmp = _trans;
+ if (_trans.value_prop)
+ _trans.value = _trans.value_prop->getFloatValue();
+ if (_trans.factor_prop)
+ _trans.factor = _trans.factor_prop->getFloatValue();
+ if (_trans.offset_prop)
+ _trans.offset = _trans.offset_prop->getFloatValue();
+ if (_trans != tmp)
+ _update |= TRANSPARENCY;
+ }
+ if (_thresh_prop) {
+ f = _thresh;
+ _thresh = _thresh_prop->getFloatValue();
+ if (_thresh != f)
+ _update |= THRESHOLD;
+ }
+ if (_tex_prop) {
+ string t = _tex_prop->getStringValue();
+ if (!t.empty() && t != _texture_str) {
+ _texture_str = t;
+ _texture = _texture_base;
+ _texture.append(t);
+ _update |= TEXTURE;
+ }
+ }
+ if (_update) {
+ setMaterialBranch(_branch);
+ _update = 0;
+ }
+ return 2;
+}
+
+void SGMaterialAnimation::updateColorGroup(ColorSpec *col, int flag)
+{
+ ColorSpec tmp = *col;
+ if (col->red_prop)
+ col->red = col->red_prop->getFloatValue();
+ if (col->green_prop)
+ col->green = col->green_prop->getFloatValue();
+ if (col->blue_prop)
+ col->blue = col->blue_prop->getFloatValue();
+ if (col->factor_prop)
+ col->factor = col->factor_prop->getFloatValue();
+ if (col->offset_prop)
+ col->offset = col->offset_prop->getFloatValue();
+ if (*col != tmp)
+ _update |= flag;
+}
+
+void SGMaterialAnimation::cloneMaterials(ssgBranch *b)
+{
+ for (int i = 0; i < b->getNumKids(); i++)
+ cloneMaterials((ssgBranch *)b->getKid(i));
+
+ if (!b->isAKindOf(ssgTypeLeaf()) || !((ssgLeaf *)b)->hasState())
+ return;
+
+ ssgSimpleState *s = (ssgSimpleState *)((ssgLeaf *)b)->getState();
+ if (!_cached_material || _cached_material != s) {
+ _cached_material = s;
+ _cloned_material = (ssgSimpleState *)s->clone(SSG_CLONE_STATE);
+ }
+ ((ssgLeaf *)b)->setState(_cloned_material);
+}
+
+void SGMaterialAnimation::setMaterialBranch(ssgBranch *b)
+{
+ for (int i = 0; i < b->getNumKids(); i++)
+ setMaterialBranch((ssgBranch *)b->getKid(i));
+
+ if (!b->isAKindOf(ssgTypeLeaf()) || !((ssgLeaf *)b)->hasState())
+ return;
+
+ ssgSimpleState *s = (ssgSimpleState *)((ssgLeaf *)b)->getState();
+
+ if (_update & DIFFUSE) {
+ float *v = _diff.rgba();
+ SGfloat alpha = s->getMaterial(GL_DIFFUSE)[3];
+ s->setColourMaterial(GL_DIFFUSE);
+ s->enable(GL_COLOR_MATERIAL);
+ s->setMaterial(GL_DIFFUSE, v[0], v[1], v[2], alpha);
+ s->disable(GL_COLOR_MATERIAL);
+ }
+ if (_update & AMBIENT) {
+ s->setColourMaterial(GL_AMBIENT);
+ s->enable(GL_COLOR_MATERIAL);
+ s->setMaterial(GL_AMBIENT, _amb.rgba());
+ s->disable(GL_COLOR_MATERIAL);
+ }
+ if (_update & EMISSION)
+ s->setMaterial(GL_EMISSION, _emis.rgba());
+ if (_update & SPECULAR)
+ s->setMaterial(GL_SPECULAR, _spec.rgba());
+ if (_update & SHININESS)
+ s->setShininess(clamp(_shi, 0.0, 128.0));
+ if (_update & TRANSPARENCY) {
+ SGfloat *v = s->getMaterial(GL_DIFFUSE);
+ float trans = _trans.value * _trans.factor + _trans.offset;
+ trans = trans < _trans.min ? _trans.min : trans > _trans.max ? _trans.max : trans;
+ s->setMaterial(GL_DIFFUSE, v[0], v[1], v[2], trans);
+ }
+ if (_update & THRESHOLD)
+ s->setAlphaClamp(clamp(_thresh));
+ if (_update & TEXTURE)
+ s->setTexture(_texture.c_str());
+ if (_update & (TEXTURE|TRANSPARENCY)) {
+ SGfloat alpha = s->getMaterial(GL_DIFFUSE)[3];
+ ssgTexture *tex = s->getTexture();
+ if ((tex && tex->hasAlpha()) || alpha < 0.999) {
+ s->setColourMaterial(GL_DIFFUSE);
+ s->enable(GL_COLOR_MATERIAL);
+ s->enable(GL_BLEND);
+ s->enable(GL_ALPHA_TEST);
+ s->setTranslucent();
+ s->disable(GL_COLOR_MATERIAL);
+ } else {
+ s->disable(GL_BLEND);
+ s->disable(GL_ALPHA_TEST);
+ s->setOpaque();
+ }
+ }
+ s->force();
+}
+
+
\f
////////////////////////////////////////////////////////////////////////
// Implementation of SGFlashAnimation
sgPreMultMat4( r, transform );
}
+////////////////////////////////////////////////////////////////////////
+// Implementation of SGShadowAnimation
+////////////////////////////////////////////////////////////////////////
+
+SGShadowAnimation::SGShadowAnimation ( SGPropertyNode *prop_root,
+ SGPropertyNode_ptr props )
+ : SGAnimation(props, new ssgBranch),
+ _condition(0),
+ _condition_value(true)
+{
+ animation_type = 1;
+ SGPropertyNode_ptr node = props->getChild("condition");
+ if (node != 0) {
+ _condition = sgReadCondition(prop_root, node);
+ _condition_value = false;
+ }
+}
+
+SGShadowAnimation::~SGShadowAnimation ()
+{
+ delete _condition;
+}
+
+int
+SGShadowAnimation::update()
+{
+ if (_condition)
+ _condition_value = _condition->test();
+ return 2;
+}
+
+bool SGShadowAnimation::get_condition_value(void) {
+ return _condition_value;
+}
+
// end of animation.cxx