# include <config.h>
#endif
-#include <string.h> // for strcmp()
+#include <string.h> // for strcmp()
#include <plib/sg.h>
#include <plib/ssg.h>
+#include <plib/ul.h>
#include <simgear/compiler.h>
#include <simgear/debug/logstream.hxx>
+#include <simgear/math/interpolater.hxx>
#include <simgear/math/point3d.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/misc/exception.hxx>
#include <simgear/misc/sg_path.hxx>
+#include <Main/fg_props.hxx>
#include <Main/globals.hxx>
+#include <Main/location.hxx>
#include <Scenery/scenery.hxx>
#include "model.hxx"
+#include "panelnode.hxx"
\f
// Static utility functions.
////////////////////////////////////////////////////////////////////////
+/**
+ * Callback to update an animation.
+ */
+static int
+animation_callback (ssgEntity * entity, int mask)
+{
+ ((Animation *)entity->getUserData())->update();
+ return true;
+}
+
+
/**
* Locate a named SSG node in a branch.
*/
int nKids = node->getNumKids();
for (int i = 0; i < nKids; i++) {
ssgEntity * result =
- find_named_node(((ssgBranch*)node)->getKid(i), name);
+ find_named_node(((ssgBranch*)node)->getKid(i), name);
if (result != 0)
- return result;
+ return result;
}
}
return 0;
*/
static void
set_rotation (sgMat4 &matrix, double position_deg,
- sgVec3 ¢er, sgVec3 &axis)
+ sgVec3 ¢er, sgVec3 &axis)
{
float temp_angle = -position_deg * SG_DEGREES_TO_RADIANS ;
}
-// TODO: once this is working, look at Norm's optimized version
+/**
+ * Make an offset matrix from rotations and position offset.
+ */
static void
-world_coordinate( sgCoord *obj_pos,
- double lat_deg, double lon_deg, double elev_ft,
- double roll_deg, double pitch_deg, double hdg_deg)
-{
- // setup translation
- double sea_level_radius_m;
- double lat_geoc_rad;
-
- // Convert from geodetic to geocentric
- // coordinates.
- sgGeodToGeoc(lat_deg * SGD_DEGREES_TO_RADIANS,
- elev_ft * SG_FEET_TO_METER,
- &sea_level_radius_m,
- &lat_geoc_rad);
-
- Point3D center = scenery.get_center();
-
- Point3D geod = Point3D(lon_deg * SG_DEGREES_TO_RADIANS,
- lat_geoc_rad,
- sea_level_radius_m);
- geod.setz(geod.radius() + elev_ft * SG_FEET_TO_METER);
-
- Point3D world_pos = sgPolarToCart3d( geod );
- Point3D offset = world_pos - center;
-
- sgMat4 POS;
- sgMakeTransMat4( POS, offset.x(), offset.y(), offset.z() );
-
- // setup transforms
- sgVec3 obj_bk, obj_rt, obj_up;
- sgSetVec3( obj_bk, 1.0, 0.0, 0.0); // X axis
- sgSetVec3( obj_rt, 0.0, 1.0, 0.0); // Y axis
- sgSetVec3( obj_up, 0.0, 0.0, 1.0); // Z axis
-
- sgMat4 ROT_lon, ROT_lat, ROT_hdg, ROT_pitch, ROT_roll;
- sgMakeRotMat4( ROT_lon, lon_deg, obj_up );
- sgMakeRotMat4( ROT_lat, 90 - lat_deg, obj_rt );
- sgMakeRotMat4( ROT_hdg, -hdg_deg, obj_up );
- sgMakeRotMat4( ROT_pitch, pitch_deg, obj_rt );
- sgMakeRotMat4( ROT_roll, -roll_deg, obj_bk );
-
- sgMat4 TRANS;
- sgCopyMat4( TRANS, ROT_roll );
- sgPostMultMat4( TRANS, ROT_pitch );
- sgPostMultMat4( TRANS, ROT_hdg );
- sgPostMultMat4( TRANS, ROT_lat );
- sgPostMultMat4( TRANS, ROT_lon );
- sgPostMultMat4( TRANS, POS );
-
- sgSetCoord( obj_pos, TRANS );
+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);
}
-\f
-////////////////////////////////////////////////////////////////////////
-// Implementation of FG3DModel
-////////////////////////////////////////////////////////////////////////
-
-FG3DModel::FG3DModel ()
- : _model(0),
- _selector(new ssgSelector),
- _position(new ssgTransform)
-{
+/**
+ * Read an interpolation table from properties.
+ */
+static SGInterpTable *
+read_interpolation_table (SGPropertyNode_ptr props)
+{
+ SGPropertyNode_ptr table_node = props->getNode("interpolation");
+ if (table_node != 0) {
+ SGInterpTable * table = new SGInterpTable();
+ vector<SGPropertyNode_ptr> entries = table_node->getChildren("entry");
+ for (unsigned int i = 0; i < entries.size(); i++)
+ table->addEntry(entries[i]->getDoubleValue("ind", 0.0),
+ entries[i]->getDoubleValue("dep", 0.0));
+ return table;
+ } else {
+ return 0;
+ }
}
-FG3DModel::~FG3DModel ()
+
+static void
+make_animation (ssgBranch * model,
+ const char * name,
+ vector<SGPropertyNode_ptr> &name_nodes,
+ SGPropertyNode_ptr node)
{
- // since the nodes are attached to the scene graph, they'll be
- // deleted automatically
+ Animation * animation = 0;
+ const char * type = node->getStringValue("type", "none");
+ if (!strcmp("none", type)) {
+ animation = new NullAnimation(node);
+ } else if (!strcmp("range", type)) {
+ animation = new RangeAnimation(node);
+ } else if (!strcmp("billboard", type)) {
+ animation = new BillboardAnimation(node);
+ } else if (!strcmp("select", type)) {
+ animation = new SelectAnimation(node);
+ } else if (!strcmp("spin", type)) {
+ animation = new SpinAnimation(node);
+ } else if (!strcmp("timed", type)) {
+ animation = new TimedAnimation(node);
+ } else if (!strcmp("rotate", type)) {
+ animation = new RotateAnimation(node);
+ } else if (!strcmp("translate", type)) {
+ animation = new TranslateAnimation(node);
+ } else {
+ animation = new NullAnimation(node);
+ SG_LOG(SG_INPUT, SG_WARN, "Unknown animation type " << type);
+ }
- for (int i = 0; i < _animations.size(); i++) {
- Animation * tmp = _animations[i];
- _animations[i] = 0;
- delete tmp;
+ if (name != 0)
+ animation->setName((char *)name);
+
+ ssgEntity * object;
+ if (name_nodes.size() > 0) {
+ object = find_named_node(model, name_nodes[0]->getStringValue());
+ if (object == 0) {
+ SG_LOG(SG_INPUT, SG_WARN, "Object " << name_nodes[0]->getStringValue()
+ << " not found");
+ delete animation;
+ animation = 0;
+ }
+ } else {
+ object = model;
+ }
+
+ ssgBranch * branch = animation->getBranch();
+ splice_branch(branch, object);
+
+ for (int i = 1; i < name_nodes.size(); i++) {
+ const char * name = name_nodes[i]->getStringValue();
+ object = find_named_node(model, name);
+ if (object == 0) {
+ SG_LOG(SG_INPUT, SG_WARN, "Object " << name << " not found");
+ delete animation;
+ animation = 0;
+ }
+ ssgBranch * oldParent = object->getParent(0);
+ branch->addKid(object);
+ oldParent->removeKid(object);
}
+ animation->init();
+ branch->setUserData(animation);
+ branch->setTravCallback(SSG_CALLBACK_PRETRAV, animation_callback);
}
-void
-FG3DModel::init (const string &path)
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Global functions.
+////////////////////////////////////////////////////////////////////////
+
+ssgBranch *
+fgLoad3DModel (const string &path)
{
+ ssgBranch * model = 0;
SGPropertyNode props;
- // Load the 3D aircraft object itself
- SGPath xmlpath = globals->get_fg_root();
+ // Load the 3D aircraft object itself
+ SGPath xmlpath;
SGPath modelpath = path;
- xmlpath.append(modelpath.str());
+ if ( ulIsAbsolutePathName( path.c_str() ) ) {
+ xmlpath = modelpath;
+ }
+ else {
+ xmlpath = globals->get_fg_root();
+ xmlpath.append(modelpath.str());
+ }
- // Check for an XML wrapper
+ // Check for an XML wrapper
if (xmlpath.str().substr(xmlpath.str().size() - 4, 4) == ".xml") {
readProperties(xmlpath.str(), &props);
if (props.hasValue("/path")) {
modelpath = modelpath.dir();
modelpath.append(props.getStringValue("/path"));
} else {
- throw sg_exception("No path for model");
+ if (model == 0)
+ model = new ssgBranch;
}
}
- // Assume that textures are in
- // the same location as the XML file.
- ssgTexturePath((char *)xmlpath.dir().c_str());
- _model = ssgLoad((char *)modelpath.c_str());
- if (_model == 0)
- throw sg_exception("Failed to load 3D model");
-
- // Load animations
- vector<SGPropertyNode *> animation_nodes = props.getChildren("animation");
- for (unsigned int i = 0; i < animation_nodes.size(); i++) {
- vector<SGPropertyNode *> name_nodes =
- animation_nodes[i]->getChildren("object-name");
- if (name_nodes.size() < 1) {
- SG_LOG(SG_INPUT, SG_ALERT, "No object-name given for transformation");
- } else {
- for (unsigned int j = 0; j < name_nodes.size(); j++) {
- Animation * animation =
- make_animation(name_nodes[j]->getStringValue(), animation_nodes[i]);
- if (animation != 0)
- _animations.push_back(animation);
- }
- }
+ // Assume that textures are in
+ // the same location as the XML file.
+ if (model == 0) {
+ ssgTexturePath((char *)xmlpath.dir().c_str());
+ model = (ssgBranch *)ssgLoad((char *)modelpath.c_str());
+ if (model == 0)
+ throw sg_exception("Failed to load 3D model");
}
- // Set up the alignment node
- ssgTransform * align = new ssgTransform;
- align->addKid(_model);
- sgMat4 rot_matrix;
- sgMat4 off_matrix;
+ // Set up the alignment node
+ ssgTransform * alignmainmodel = new ssgTransform;
+ alignmainmodel->addKid(model);
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);
- align->setTransform(res_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));
+ alignmainmodel->setTransform(res_matrix);
+
+ // Load panels
+ unsigned int i;
+ vector<SGPropertyNode_ptr> panel_nodes = props.getChildren("panel");
+ for (i = 0; i < panel_nodes.size(); i++) {
+ SG_LOG(SG_INPUT, SG_DEBUG, "Loading a panel");
+ FGPanelNode * panel = new FGPanelNode(panel_nodes[i]);
+ if (panel_nodes[i]->hasValue("name"))
+ panel->setName((char *)panel_nodes[i]->getStringValue("name"));
+ model->addKid(panel);
+ }
- // Set up the position node
- _position->addKid(align);
+ // Load animations
+ vector<SGPropertyNode_ptr> animation_nodes = props.getChildren("animation");
+ for (i = 0; i < animation_nodes.size(); i++) {
+ const char * name = animation_nodes[i]->getStringValue("name", 0);
+ vector<SGPropertyNode_ptr> name_nodes =
+ animation_nodes[i]->getChildren("object-name");
+ make_animation(model, name, name_nodes, animation_nodes[i]);
+ }
- // Set up the selector node
- _selector->addKid(_position);
- _selector->clrTraversalMaskBits(SSGTRAV_HOT);
-}
+ // 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);
+
+ ssgBranch * kid = fgLoad3DModel(node->getStringValue("path"));
+ align->addKid(kid);
+ model->addKid(align);
+ }
-void
-FG3DModel::update (int dt)
-{
- for (unsigned int i = 0; i < _animations.size(); i++)
- _animations[i]->update(dt);
+ return alignmainmodel;
+}
- _selector->select(true);
- sgCoord obj_pos;
- world_coordinate(&obj_pos, _lat_deg, _lon_deg, _elev_ft,
- _roll_deg, _pitch_deg, _heading_deg);
- _position->setTransform(&obj_pos);
-}
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of Animation
+////////////////////////////////////////////////////////////////////////
-bool
-FG3DModel::getVisible () const
+Animation::Animation (SGPropertyNode_ptr props, ssgBranch * branch)
+ : _branch(branch)
{
- return _selector->getSelect();
+ _branch->setName(props->getStringValue("name", 0));
}
-void
-FG3DModel::setVisible (bool visible)
+Animation::~Animation ()
{
- _selector->select(visible);
}
void
-FG3DModel::setPosition (double lon_deg, double lat_deg, double elev_ft)
+Animation::init ()
{
- _lon_deg = lon_deg;
- _lat_deg = lat_deg;
- _elev_ft = elev_ft;
}
void
-FG3DModel::setOrientation (double roll_deg, double pitch_deg,
- double heading_deg)
+Animation::update ()
{
- _roll_deg = roll_deg;
- _pitch_deg = pitch_deg;
- _heading_deg = heading_deg;
-}
-
-FG3DModel::Animation *
-FG3DModel::make_animation (const char * object_name,
- SGPropertyNode * node)
-{
- Animation * animation = 0;
- const char * type = node->getStringValue("type");
- if (!strcmp("none", type)) {
- animation = new NullAnimation();
- } else if (!strcmp("select", type)) {
- animation = new SelectAnimation();
- } else if (!strcmp("spin", type)) {
- animation = new SpinAnimation();
- } else if (!strcmp("rotate", type)) {
- animation = new RotateAnimation();
- } else if (!strcmp("translate", type)) {
- animation = new TranslateAnimation();
- } else {
- animation = new NullAnimation();
- SG_LOG(SG_INPUT, SG_WARN, "Unknown animation type " << type);
- }
-
- ssgEntity * object = find_named_node(_model, object_name);
- if (object == 0) {
- SG_LOG(SG_INPUT, SG_WARN, "Object " << object_name << " not found");
- delete animation;
- animation = 0;
- } else {
- animation->init(object, node);
- }
-
- return animation;
}
\f
////////////////////////////////////////////////////////////////////////
-// Implementation of FG3DModel::Animation
+// Implementation of NullAnimation
////////////////////////////////////////////////////////////////////////
-FG3DModel::Animation::Animation ()
+NullAnimation::NullAnimation (SGPropertyNode_ptr props)
+ : Animation(props, new ssgBranch)
{
}
-FG3DModel::Animation::~Animation ()
+NullAnimation::~NullAnimation ()
{
}
\f
////////////////////////////////////////////////////////////////////////
-// Implementation of FG3DModel::NullAnimation
+// Implementation of RangeAnimation
////////////////////////////////////////////////////////////////////////
-FG3DModel::NullAnimation::NullAnimation ()
- : _branch(new ssgBranch)
+RangeAnimation::RangeAnimation (SGPropertyNode_ptr props)
+ : Animation(props, new ssgRangeSelector)
{
+ float ranges[] = { props->getFloatValue("min-m", 0),
+ props->getFloatValue("max-m", 5000) };
+ ((ssgRangeSelector *)_branch)->setRanges(ranges, 2);
+
}
-FG3DModel::NullAnimation::~NullAnimation ()
+RangeAnimation::~RangeAnimation ()
{
- _branch = 0;
}
-void
-FG3DModel::NullAnimation::init (ssgEntity * object,
- SGPropertyNode * props)
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of BillboardAnimation
+////////////////////////////////////////////////////////////////////////
+
+BillboardAnimation::BillboardAnimation (SGPropertyNode_ptr props)
+ : Animation(props, new ssgCutout(props->getBoolValue("spherical", true)))
{
- splice_branch(_branch, object);
- _branch->setName(props->getStringValue("name", 0));
}
-void
-FG3DModel::NullAnimation::update (int dt)
+BillboardAnimation::~BillboardAnimation ()
{
}
\f
////////////////////////////////////////////////////////////////////////
-// Implementation of FG3DModel::SelectAnimation
+// Implementation of SelectAnimation
////////////////////////////////////////////////////////////////////////
-FG3DModel::SelectAnimation::SelectAnimation ()
- : _condition(0),
- _selector(new ssgSelector)
+SelectAnimation::SelectAnimation (SGPropertyNode_ptr props)
+ : Animation(props, new ssgSelector),
+ _condition(0)
{
+ SGPropertyNode_ptr node = props->getChild("condition");
+ if (node != 0)
+ _condition = fgReadCondition(node);
}
-FG3DModel::SelectAnimation::~SelectAnimation ()
+SelectAnimation::~SelectAnimation ()
{
delete _condition;
- _selector = 0;
}
void
-FG3DModel::SelectAnimation::init (ssgEntity * object,
- SGPropertyNode * props)
-{
- splice_branch(_selector, object);
- _selector->setName(props->getStringValue("name", 0));
- SGPropertyNode * node = props->getChild("condition");
- if (node != 0) {
- _condition = fgReadCondition(node);
- }
-}
-
-void
-FG3DModel::SelectAnimation::update (int dt)
+SelectAnimation::update ()
{
if (_condition != 0 && _condition->test())
- _selector->select(0xffff);
+ ((ssgSelector *)_branch)->select(0xffff);
else
- _selector->select(0x0000);
+ ((ssgSelector *)_branch)->select(0x0000);
}
\f
////////////////////////////////////////////////////////////////////////
-// Implementation of FG3DModel::SpinAnimation
+// Implementation of SpinAnimation
////////////////////////////////////////////////////////////////////////
-FG3DModel::SpinAnimation::SpinAnimation ()
- : _prop(0),
- _factor(0),
- _position_deg(0),
- _transform(new ssgTransform)
+SpinAnimation::SpinAnimation (SGPropertyNode_ptr props)
+ : Animation(props, new ssgTransform),
+ _prop(fgGetNode(props->getStringValue("property", "/null"), true)),
+ _factor(props->getDoubleValue("factor", 1.0)),
+ _position_deg(props->getDoubleValue("starting-position-deg", 0)),
+ _last_time_sec(globals->get_sim_time_sec())
{
+ _center[0] = props->getFloatValue("center/x-m", 0);
+ _center[1] = props->getFloatValue("center/y-m", 0);
+ _center[2] = props->getFloatValue("center/z-m", 0);
+ _axis[0] = props->getFloatValue("axis/x", 0);
+ _axis[1] = props->getFloatValue("axis/y", 0);
+ _axis[2] = props->getFloatValue("axis/z", 0);
+ sgNormalizeVec3(_axis);
}
-FG3DModel::SpinAnimation::~SpinAnimation ()
+SpinAnimation::~SpinAnimation ()
{
- _transform = 0;
}
void
-FG3DModel::SpinAnimation::init (ssgEntity * object,
- SGPropertyNode * props)
-{
- // Splice in the new transform node
- splice_branch(_transform, object);
- _transform->setName(props->getStringValue("name", 0));
- _prop = fgGetNode(props->getStringValue("property", "/null"), true);
- _factor = props->getDoubleValue("factor", 1.0);
- _position_deg = props->getDoubleValue("starting-position-deg", 0);
- _center[0] = props->getFloatValue("center/x-m", 0);
- _center[1] = props->getFloatValue("center/y-m", 0);
- _center[2] = props->getFloatValue("center/z-m", 0);
- _axis[0] = props->getFloatValue("axis/x", 0);
- _axis[1] = props->getFloatValue("axis/y", 0);
- _axis[2] = props->getFloatValue("axis/z", 0);
- sgNormalizeVec3(_axis);
-}
-
-void
-FG3DModel::SpinAnimation::update (int dt)
+SpinAnimation::update ()
{
- float velocity_rpms = (_prop->getDoubleValue() * _factor / 60000.0);
+ double sim_time = globals->get_sim_time_sec();
+ double dt = sim_time - _last_time_sec;
+ _last_time_sec = sim_time;
+
+ 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;
set_rotation(_matrix, _position_deg, _center, _axis);
- _transform->setTransform(_matrix);
+ ((ssgTransform *)_branch)->setTransform(_matrix);
}
\f
////////////////////////////////////////////////////////////////////////
-// Implementation of FG3DModel::RotateAnimation
+// Implementation of TimedAnimation
////////////////////////////////////////////////////////////////////////
-FG3DModel::RotateAnimation::RotateAnimation ()
- : _prop(0),
- _offset_deg(0.0),
- _factor(1.0),
- _has_min(false),
- _min_deg(0.0),
- _has_max(false),
- _max_deg(1.0),
- _position_deg(0.0),
- _transform(new ssgTransform)
+TimedAnimation::TimedAnimation (SGPropertyNode_ptr props)
+ : Animation(props, new ssgSelector),
+ _duration_sec(props->getDoubleValue("duration-sec", 1.0)),
+ _last_time_sec(0),
+ _step(-1)
{
}
-FG3DModel::RotateAnimation::~RotateAnimation ()
+TimedAnimation::~TimedAnimation ()
{
- _transform = 0;
}
void
-FG3DModel::RotateAnimation::init (ssgEntity * object,
- SGPropertyNode * props)
-{
- // Splice in the new transform node
- splice_branch(_transform, object);
- _transform->setName(props->getStringValue("name", 0));
- _prop = fgGetNode(props->getStringValue("property", "/null"), true);
- _offset_deg = props->getDoubleValue("offset-deg", 0.0);
- _factor = props->getDoubleValue("factor", 1.0);
- if (props->hasValue("min-deg")) {
- _has_min = true;
- _min_deg = props->getDoubleValue("min-deg");
- }
- if (props->hasValue("max-deg")) {
- _has_max = true;
- _max_deg = props->getDoubleValue("max-deg");
- }
- _position_deg = props->getDoubleValue("starting-position-deg", 0);
+TimedAnimation::update ()
+{
+ float sim_time_sec = globals->get_sim_time_sec();
+ if ((sim_time_sec - _last_time_sec) >= _duration_sec) {
+ _last_time_sec = sim_time_sec;
+ _step++;
+ if (_step >= getBranch()->getNumKids())
+ _step = 0;
+ ((ssgSelector *)getBranch())->selectStep(_step);
+ }
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of RotateAnimation
+////////////////////////////////////////////////////////////////////////
+
+RotateAnimation::RotateAnimation (SGPropertyNode_ptr props)
+ : Animation(props, new ssgTransform),
+ _prop(fgGetNode(props->getStringValue("property", "/null"), true)),
+ _offset_deg(props->getDoubleValue("offset-deg", 0.0)),
+ _factor(props->getDoubleValue("factor", 1.0)),
+ _table(read_interpolation_table(props)),
+ _has_min(props->hasValue("min-deg")),
+ _min_deg(props->getDoubleValue("min-deg")),
+ _has_max(props->hasValue("max-deg")),
+ _max_deg(props->getDoubleValue("max-deg")),
+ _position_deg(props->getDoubleValue("starting-position-deg", 0))
+{
_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);
}
-void
-FG3DModel::RotateAnimation::update (int dt)
+RotateAnimation::~RotateAnimation ()
{
- _position_deg = ((_prop->getDoubleValue() + _offset_deg) * _factor);
- if (_has_min && _position_deg < _min_deg)
- _position_deg = _min_deg;
- if (_has_max && _position_deg > _max_deg)
- _position_deg = _max_deg;
+ delete _table;
+}
+
+void
+RotateAnimation::update ()
+{
+ if (_table == 0) {
+ _position_deg = _prop->getDoubleValue() * _factor + _offset_deg;
+ if (_has_min && _position_deg < _min_deg)
+ _position_deg = _min_deg;
+ if (_has_max && _position_deg > _max_deg)
+ _position_deg = _max_deg;
+ } else {
+ _position_deg = _table->interpolate(_prop->getDoubleValue());
+ }
set_rotation(_matrix, _position_deg, _center, _axis);
- _transform->setTransform(_matrix);
+ ((ssgTransform *)_branch)->setTransform(_matrix);
}
\f
////////////////////////////////////////////////////////////////////////
-// Implementation of FG3DModel::TranslateAnimation
+// Implementation of TranslateAnimation
////////////////////////////////////////////////////////////////////////
-FG3DModel::TranslateAnimation::TranslateAnimation ()
- : _prop(0),
- _offset_m(0.0),
- _factor(1.0),
- _has_min(false),
- _min_m(0.0),
- _has_max(false),
- _max_m(1.0),
- _position_m(0.0),
- _transform(new ssgTransform)
+TranslateAnimation::TranslateAnimation (SGPropertyNode_ptr props)
+ : Animation(props, new ssgTransform),
+ _prop(fgGetNode(props->getStringValue("property", "/null"), true)),
+ _offset_m(props->getDoubleValue("offset-m", 0.0)),
+ _factor(props->getDoubleValue("factor", 1.0)),
+ _table(read_interpolation_table(props)),
+ _has_min(props->hasValue("min-m")),
+ _min_m(props->getDoubleValue("min-m")),
+ _has_max(props->hasValue("max-m")),
+ _max_m(props->getDoubleValue("max-m")),
+ _position_m(props->getDoubleValue("starting-position-m", 0))
{
+ _axis[0] = props->getFloatValue("axis/x", 0);
+ _axis[1] = props->getFloatValue("axis/y", 0);
+ _axis[2] = props->getFloatValue("axis/z", 0);
+ sgNormalizeVec3(_axis);
}
-FG3DModel::TranslateAnimation::~TranslateAnimation ()
+TranslateAnimation::~TranslateAnimation ()
{
- _transform = 0;
+ delete _table;
}
void
-FG3DModel::TranslateAnimation::init (ssgEntity * object,
- SGPropertyNode * props)
-{
- // Splice in the new transform node
- splice_branch(_transform, object);
- _transform->setName(props->getStringValue("name", 0));
- _prop = fgGetNode(props->getStringValue("property", "/null"), true);
- _offset_m = props->getDoubleValue("offset-m", 0.0);
- _factor = props->getDoubleValue("factor", 1.0);
- if (props->hasValue("min-m")) {
- _has_min = true;
- _min_m = props->getDoubleValue("min-m");
+TranslateAnimation::update ()
+{
+ if (_table == 0) {
+ _position_m = (_prop->getDoubleValue() + _offset_m) * _factor;
+ if (_has_min && _position_m < _min_m)
+ _position_m = _min_m;
+ if (_has_max && _position_m > _max_m)
+ _position_m = _max_m;
+ } else {
+ _position_m = _table->interpolate(_prop->getDoubleValue());
}
- if (props->hasValue("max-m")) {
- _has_max = true;
- _max_m = props->getDoubleValue("max-m");
+ set_translation(_matrix, _position_m, _axis);
+ ((ssgTransform *)_branch)->setTransform(_matrix);
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGModelPlacement.
+////////////////////////////////////////////////////////////////////////
+
+FGModelPlacement::FGModelPlacement ()
+ : _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 ()
+{
+}
+
+void
+FGModelPlacement::init (const string &path)
+{
+ ssgBranch * model = fgLoad3DModel(path);
+ if (model != 0)
+ _position->addKid(model);
+ _selector->addKid(_position);
+ _selector->clrTraversalMaskBits(SSGTRAV_HOT);
+}
+
+void
+FGModelPlacement::update ()
+{
+ _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_m = props->getDoubleValue("starting-position-m", 0);
- _axis[0] = props->getFloatValue("axis/x", 0);
- _axis[1] = props->getFloatValue("axis/y", 0);
- _axis[2] = props->getFloatValue("axis/z", 0);
- sgNormalizeVec3(_axis);
+ _position->setTransform(POS);
+}
+
+bool
+FGModelPlacement::getVisible () const
+{
+ return (_selector->getSelect() != 0);
}
void
-FG3DModel::TranslateAnimation::update (int dt)
+FGModelPlacement::setVisible (bool visible)
{
- _position_m = ((_prop->getDoubleValue() + _offset_m) * _factor);
- if (_has_min && _position_m < _min_m)
- _position_m = _min_m;
- if (_has_max && _position_m > _max_m)
- _position_m = _max_m;
- set_translation(_matrix, _position_m, _axis);
- _transform->setTransform(_matrix);
+ _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