# include <config.h>
#endif
-#include <string.h> // for strcmp()
+#include <string.h> // for strcmp()
#include <plib/sg.h>
#include <plib/ssg.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
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 ;
}
+/**
+ * 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.
+ */
+static SGInterpTable *
+read_interpolation_table (const SGPropertyNode * props)
+{
+ const SGPropertyNode * table_node = props->getNode("interpolation");
+ if (table_node != 0) {
+ SGInterpTable * table = new SGInterpTable();
+ 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));
+ return table;
+ } else {
+ return 0;
+ }
+}
+
+
\f
////////////////////////////////////////////////////////////////////////
// Implementation of FG3DModel
////////////////////////////////////////////////////////////////////////
FG3DModel::FG3DModel ()
- : _model(0),
- _selector(new ssgSelector),
- _position(new ssgTransform)
+ : _model(0)
{
}
// since the nodes are attached to the scene graph, they'll be
// deleted automatically
- for (int i = 0; i < _animations.size(); i++) {
- Animation * tmp = _animations[i];
- _animations[i] = 0;
- delete tmp;
- }
-
+ int i;
+ for (i = 0; i < _animations.size(); i++)
+ delete _animations[i];
}
void
{
SGPropertyNode props;
- // Load the 3D aircraft object itself
+ // Load the 3D aircraft object itself
SGPath xmlpath = globals->get_fg_root();
SGPath modelpath = path;
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
+ // 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;
-
-}
-
-void
-FG3DModel::update (int dt)
-{
- for (unsigned int i = 0; i < _animations.size(); i++)
- _animations[i]->update(dt);
-
- sgCoord obj_pos;
-
- sgMat4 POS, TRANS;
-
- _location->setPosition( _lon_deg, _lat_deg, _elev_ft );
- _location->setOrientation( _roll_deg, _pitch_deg, _heading_deg );
- sgCopyMat4(TRANS, _location->getTransformMatrix());
- sgMakeTransMat4( POS, _location->get_view_pos() );
-
- sgPostMultMat4( TRANS, POS );
-
- sgSetCoord( &obj_pos, TRANS );
-
- _position->setTransform(&obj_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;
-}
+ // Load animations
+ vector<SGPropertyNode_ptr> animation_nodes = props.getChildren("animation");
+ unsigned int i;
+ for (i = 0; i < animation_nodes.size(); i++) {
+ 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 =
+ make_animation(name_nodes[j]->getStringValue(), animation_nodes[i]);
+ if (animation != 0)
+ _animations.push_back(animation);
+ }
+ }
+ }
-void
-FG3DModel::setRollDeg (double roll_deg)
-{
- _roll_deg = roll_deg;
-}
+ // Load panels
+ vector<SGPropertyNode_ptr> panel_nodes = props.getChildren("panel");
+ for (i = 0; i < panel_nodes.size(); i++) {
+ printf("Reading a panel in model.cxx\n");
+ FGPanelNode * panel = new FGPanelNode(panel_nodes[i]);
+ _model->addKid(panel);
+ }
-void
-FG3DModel::setPitchDeg (double pitch_deg)
-{
- _pitch_deg = pitch_deg;
+ // 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::setHeadingDeg (double heading_deg)
+FG3DModel::update (double dt)
{
- _heading_deg = heading_deg;
-}
+ unsigned int i;
-void
-FG3DModel::setOrientation (double roll_deg, double pitch_deg,
- double heading_deg)
-{
- _roll_deg = roll_deg;
- _pitch_deg = pitch_deg;
- _heading_deg = heading_deg;
+ for (i = 0; i < _children.size(); i++)
+ _children[i]->update(dt);
+ for (i = 0; i < _animations.size(); i++)
+ _animations[i]->update(dt);
}
FG3DModel::Animation *
FG3DModel::make_animation (const char * object_name,
- SGPropertyNode * node)
+ SGPropertyNode * node)
{
Animation * animation = 0;
const char * type = node->getStringValue("type");
if (!strcmp("none", type)) {
animation = new NullAnimation();
+ } else if (!strcmp("range", type)) {
+ animation = new RangeAnimation();
+ } else if (!strcmp("billboard", type)) {
+ animation = new BillboardAnimation();
} else if (!strcmp("select", type)) {
animation = new SelectAnimation();
} else if (!strcmp("spin", type)) {
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;
+ ssgEntity * object;
+ if (object_name != 0) {
+ 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);
+ object = _model;
}
+ if (animation != 0)
+ animation->init(object, node);
return animation;
}
void
FG3DModel::NullAnimation::init (ssgEntity * object,
- SGPropertyNode * props)
+ SGPropertyNode * props)
+{
+ splice_branch(_branch, object);
+ _branch->setName(props->getStringValue("name", 0));
+}
+
+void
+FG3DModel::NullAnimation::update (double dt)
+{
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FG3DModel::RangeAnimation
+////////////////////////////////////////////////////////////////////////
+
+FG3DModel::RangeAnimation::RangeAnimation ()
+ : _branch(new ssgRangeSelector)
+{
+}
+
+FG3DModel::RangeAnimation::~RangeAnimation ()
{
+ _branch = 0;
+}
+
+void
+FG3DModel::RangeAnimation::init (ssgEntity * object,
+ SGPropertyNode * props)
+{
+ float ranges[2];
splice_branch(_branch, object);
_branch->setName(props->getStringValue("name", 0));
+ ranges[0] = props->getFloatValue("min-m", 0);
+ ranges[1] = props->getFloatValue("max-m", 5000);
+ _branch->setRanges(ranges, 2);
}
void
-FG3DModel::NullAnimation::update (int dt)
+FG3DModel::RangeAnimation::update (double dt)
+{
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FG3DModel::BillboardAnimation
+////////////////////////////////////////////////////////////////////////
+
+FG3DModel::BillboardAnimation::BillboardAnimation ()
+ : _branch(0)
+{
+ // Note: we cannot allocate the branch until we know whether
+ // it can rotate around the x axis as well as the z axis.
+}
+
+FG3DModel::BillboardAnimation::~BillboardAnimation ()
+{
+ _branch = 0;
+}
+
+void
+FG3DModel::BillboardAnimation::init (ssgEntity * object,
+ SGPropertyNode * props)
+{
+ _branch = new ssgCutout(props->getBoolValue("spherical", true));
+ splice_branch(_branch, object);
+ _branch->setName(props->getStringValue("name", 0));
+}
+
+void
+FG3DModel::BillboardAnimation::update (double dt)
{
}
void
FG3DModel::SelectAnimation::init (ssgEntity * object,
- SGPropertyNode * props)
+ SGPropertyNode * props)
{
splice_branch(_selector, object);
_selector->setName(props->getStringValue("name", 0));
}
void
-FG3DModel::SelectAnimation::update (int dt)
+FG3DModel::SelectAnimation::update (double dt)
{
if (_condition != 0 && _condition->test())
_selector->select(0xffff);
void
FG3DModel::SpinAnimation::init (ssgEntity * object,
- SGPropertyNode * props)
+ SGPropertyNode * props)
{
- // Splice in the new transform node
+ // Splice in the new transform node
splice_branch(_transform, object);
_transform->setName(props->getStringValue("name", 0));
_prop = fgGetNode(props->getStringValue("property", "/null"), true);
}
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;
: _prop(0),
_offset_deg(0.0),
_factor(1.0),
+ _table(0),
_has_min(false),
_min_deg(0.0),
_has_max(false),
FG3DModel::RotateAnimation::~RotateAnimation ()
{
+ delete _table;
_transform = 0;
}
void
FG3DModel::RotateAnimation::init (ssgEntity * object,
- SGPropertyNode * props)
+ SGPropertyNode * props)
{
- // Splice in the new transform node
+ // 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);
+ _table = read_interpolation_table(props);
if (props->hasValue("min-deg")) {
_has_min = true;
_min_deg = props->getDoubleValue("min-deg");
}
void
-FG3DModel::RotateAnimation::update (int dt)
-{
- _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;
+FG3DModel::RotateAnimation::update (double dt)
+{
+ if (_table == 0) {
+ _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;
+ } else {
+ _position_deg = _table->interpolate(_prop->getDoubleValue());
+ }
set_rotation(_matrix, _position_deg, _center, _axis);
_transform->setTransform(_matrix);
}
: _prop(0),
_offset_m(0.0),
_factor(1.0),
+ _table(0),
_has_min(false),
_min_m(0.0),
_has_max(false),
FG3DModel::TranslateAnimation::~TranslateAnimation ()
{
+ delete _table;
_transform = 0;
}
void
FG3DModel::TranslateAnimation::init (ssgEntity * object,
- SGPropertyNode * props)
+ SGPropertyNode * props)
{
- // Splice in the new transform node
+ // 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);
+ _table = read_interpolation_table(props);
if (props->hasValue("min-m")) {
_has_min = true;
_min_m = props->getDoubleValue("min-m");
}
void
-FG3DModel::TranslateAnimation::update (int dt)
-{
- _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;
+FG3DModel::TranslateAnimation::update (double dt)
+{
+ 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());
+ }
set_translation(_matrix, _position_m, _axis);
_transform->setTransform(_matrix);
}
-// end of model.cxx
+\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