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));
// 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
// Assume that textures are in
// the same location as the XML file.
ssgTexturePath((char *)xmlpath.dir().c_str());
- _model = ssgLoad((char *)modelpath.c_str());
+ _model = (ssgBranch *)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);
- }
- }
- }
-
- // Set up the range selector node
- float ranges[2];
- ssgRangeSelector * lod = new ssgRangeSelector;
- lod->addKid(_model);
- ranges[0] = props.getFloatValue("range/min-m", 0);
- ranges[1] = props.getFloatValue("range/max-m", 5000);
- lod->setRanges(ranges, 2);
-
-
// Set up the alignment node
ssgTransform * align = new ssgTransform;
- align->addKid(lod);
+ align->addKid(_model);
sgMat4 rot_matrix;
sgMat4 off_matrix;
sgMat4 res_matrix;
// Set up a location class
_location = (FGLocation *) new FGLocation;
+ // 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]);
+ } 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::update (int dt)
+FG3DModel::update (double dt)
{
unsigned int i;
bool
FG3DModel::getVisible () const
{
- return _selector->getSelect();
+ return (_selector->getSelect() != 0);
}
void
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;
}
+ 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)
+{
+}
+
+
+\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::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;