#include <simgear_config.h>
#endif
-#include <simgear/compiler.h>
-
-#include <string.h> // for strcmp()
-
-#include <plib/sg.h>
-#include <plib/ssg.h>
-#include <plib/ul.h>
-
-#include "location.hxx"
-#include "placementtrans.hxx"
-
#include "placement.hxx"
+#include <simgear/compiler.h>
+#include <simgear/scene/util/SGSceneUserData.hxx>
\f
////////////////////////////////////////////////////////////////////////
// Implementation of SGModelPlacement.
////////////////////////////////////////////////////////////////////////
-SGModelPlacement::SGModelPlacement ()
- : _lon_deg(0),
- _lat_deg(0),
- _elev_ft(0),
+SGModelPlacement::SGModelPlacement () :
+ _position(SGGeod::fromRad(0, 0)),
_roll_deg(0),
_pitch_deg(0),
_heading_deg(0),
- _selector(new ssgSelector),
- _position(new ssgPlacementTransform),
- _location(new SGLocation)
+ _selector(new osg::Switch),
+ _transform(new osg::PositionAttitudeTransform)
{
}
}
void
-SGModelPlacement::init( ssgBranch * model )
+SGModelPlacement::init( osg::Node * model )
{
if (model != 0) {
- _position->addKid(model);
+ _transform->addChild(model);
}
- _selector->addKid(_position);
- _selector->clrTraversalMaskBits(SSGTRAV_HOT);
+ _selector->addChild(_transform.get());
+ _selector->setValue(0, 1);
}
void
-SGModelPlacement::update( const Point3D scenery_center )
+SGModelPlacement::update()
{
- _location->setPosition( _lon_deg, _lat_deg, _elev_ft );
- _location->setOrientation( _roll_deg, _pitch_deg, _heading_deg );
-
- sgCopyMat4( POS, _location->getTransformMatrix(scenery_center) );
-
- 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);
- _position->setTransform(_location->get_absolute_view_pos(scenery_center), POS);
- sgdVec3 center;
- sgdSetVec3(center,
- scenery_center.x(), scenery_center.y(), scenery_center.z());
- _position->setSceneryCenter(center);
+ // The cartesian position
+ SGVec3d position = SGVec3d::fromGeod(_position);
+ _transform->setPosition(toOsg(position));
+
+ // The orientation, composed from the horizontal local orientation and the
+ // orientation wrt the horizontal local frame
+ SGQuatd orient = SGQuatd::fromLonLat(_position);
+ orient *= SGQuatd::fromYawPitchRollDeg(_heading_deg, _pitch_deg, _roll_deg);
+ // Convert to the scenegraph orientation where we just rotate around
+ // the y axis 180 degrees.
+ orient *= SGQuatd::fromRealImag(0, SGVec3d(0, 1, 0));
+
+ _transform->setAttitude(toOsg(orient));
}
bool
SGModelPlacement::getVisible () const
{
- return (_selector->getSelect() != 0);
+ return _selector->getValue(0);
}
void
SGModelPlacement::setVisible (bool visible)
{
- _selector->select(visible);
+ _selector->setValue(0, visible);
}
void
SGModelPlacement::setLongitudeDeg (double lon_deg)
{
- _lon_deg = lon_deg;
+ _position.setLongitudeDeg(lon_deg);
}
void
SGModelPlacement::setLatitudeDeg (double lat_deg)
{
- _lat_deg = lat_deg;
+ _position.setLatitudeDeg(lat_deg);
}
void
SGModelPlacement::setElevationFt (double elev_ft)
{
- _elev_ft = elev_ft;
+ _position.setElevationFt(elev_ft);
}
void
SGModelPlacement::setPosition (double lon_deg, double lat_deg, double elev_ft)
{
- _lon_deg = lon_deg;
- _lat_deg = lat_deg;
- _elev_ft = elev_ft;
+ _position = SGGeod::fromDegFt(lon_deg, lat_deg, elev_ft);
+}
+
+void
+SGModelPlacement::setPosition(const SGGeod& position)
+{
+ _position = position;
}
void
_heading_deg = heading_deg;
}
+void
+SGModelPlacement::setOrientation (const SGQuatd& orientation)
+{
+ orientation.getEulerDeg(_heading_deg, _pitch_deg, _roll_deg);
+}
+
+void
+SGModelPlacement::setReferenceTime(const double& referenceTime)
+{
+ SGSceneUserData* userData;
+ userData = SGSceneUserData::getOrCreateSceneUserData(_transform);
+ SGSceneUserData::Velocity* vel = userData->getOrCreateVelocity();
+ vel->referenceTime = referenceTime;
+}
+
+void
+SGModelPlacement::setBodyLinearVelocity(const SGVec3d& linear)
+{
+ SGSceneUserData* userData;
+ userData = SGSceneUserData::getOrCreateSceneUserData(_transform);
+ SGSceneUserData::Velocity* vel = userData->getOrCreateVelocity();
+ vel->linear = SGVec3d(-linear[0], linear[1], -linear[2]);
+}
+
+void
+SGModelPlacement::setBodyAngularVelocity(const SGVec3d& angular)
+{
+ SGSceneUserData* userData;
+ userData = SGSceneUserData::getOrCreateSceneUserData(_transform);
+ SGSceneUserData::Velocity* vel = userData->getOrCreateVelocity();
+ vel->angular = SGVec3d(-angular[0], angular[1], -angular[2]);
+}
+
// end of model.cxx