#endif
#include <vector>
-#include <plib/ssg.h>
SG_USING_STD(vector);
-#include <Main/fg_props.hxx>
-#include <Main/location.hxx>
+#include <plib/sg.h>
+#include <plib/ssg.h>
+
+#include <simgear/props/props.hxx>
+
// Has anyone done anything *really* stupid, like making min and max macros?
#ifdef min
#undef max
#endif
-class FG3DModel
-{
-public:
-
- FG3DModel ();
- virtual ~FG3DModel ();
-
- virtual void init (const string &path);
- virtual void update (int dt);
-
- virtual bool getVisible () const;
- virtual void setVisible (bool visible);
-
- virtual double getLongitudeDeg () const { return _lon_deg; }
- virtual double getLatitudeDeg () const { return _lat_deg; }
- virtual double getElevationFt () const { return _elev_ft; }
-
- virtual void setPosition (double lon_deg, double lat_deg, double elev_ft);
-
- virtual double getRoll () const { return _roll_deg; }
- virtual double getPitch () const { return _pitch_deg; }
- virtual double getHeading () const { return _heading_deg; }
-
- virtual void setOrientation (double roll_deg, double pitch_deg,
- double heading_deg);
-
- virtual ssgEntity * getSceneGraph () const { return _selector; }
-
- virtual FGLocation * getFGLocation () const { return _location; }
-
-private:
-
- class Animation;
- Animation * make_animation (const char * object_name, SGPropertyNode * node);
-
- // Geodetic position
- double _lon_deg;
- double _lat_deg;
- double _elev_ft;
-
- // Orientation
- double _roll_deg;
- double _pitch_deg;
- double _heading_deg;
-
- // Animations
-
- vector <Animation *> _animations;
-
-
- // Scene graph
- ssgEntity * _model;
- ssgSelector * _selector;
- ssgTransform * _position;
- // Location
- FGLocation * _location;
+/**
+ * Load a 3D model with or without XML wrapper. Note, this version
+ * Does not know about or load the panel/cockpit information. Use the
+ * "model_panel.hxx" version if you want to load an aircraft
+ * (i.e. ownship) with a panel.
+ *
+ * If the path ends in ".xml", then it will be used as a property-
+ * list wrapper to add animations to the model.
+ *
+ * Subsystems should not normally invoke this function directly;
+ * instead, they should use the FGModelLoader declared in loader.hxx.
+ */
+ssgBranch * fgLoad3DModel( const string& fg_root, const string &path,
+ SGPropertyNode *prop_root, double sim_time_sec );
+
+
+/**
+ * Make an offset matrix from rotations and position offset.
+ */
+void
+fgMakeOffsetsMatrix( sgMat4 * result, double h_rot, double p_rot, double r_rot,
+ double x_off, double y_off, double z_off );
+
+/**
+ * Make the animation
+ */
+void
+fgMakeAnimation( ssgBranch * model,
+ const char * name,
+ vector<SGPropertyNode_ptr> &name_nodes,
+ SGPropertyNode *prop_root,
+ SGPropertyNode_ptr node,
+ double sim_time_sec );
- \f
- //////////////////////////////////////////////////////////////////////
- // Internal classes for individual animations.
- //////////////////////////////////////////////////////////////////////
-
- /**
- * Abstract base class for all animations.
- */
- class Animation
- {
- public:
-
- Animation ();
-
- virtual ~Animation ();
-
- /**
- * Initialize the animation.
- *
- * @param object The object to animate.
- * @param props The property node with configuration information.
- */
- virtual void init (ssgEntity * object, SGPropertyNode * props) = 0;
-
-
- /**
- * Update the animation.
- *
- * @param dt The elapsed time in milliseconds since the last call.
- */
- virtual void update (int dt) = 0;
-
- };
-
-
- /**
- * A no-op animation.
- */
- class NullAnimation : public Animation
- {
- public:
- NullAnimation ();
- virtual ~NullAnimation ();
- virtual void init (ssgEntity * object, SGPropertyNode * props);
- virtual void update (int dt);
- private:
- ssgBranch * _branch;
- };
-
-
- /**
- * Animation to select alternative versions of the same object.
- */
- class SelectAnimation : public Animation
- {
- public:
- SelectAnimation ();
- virtual ~SelectAnimation ();
- virtual void init (ssgEntity * object, SGPropertyNode * props);
- virtual void update (int dt);
- private:
- FGCondition * _condition;
- ssgSelector * _selector;
- };
-
-
- /**
- * Animation to spin an object around a center point.
- *
- * This animation rotates at a specific velocity.
- */
- class SpinAnimation : public Animation
- {
- public:
- SpinAnimation ();
- virtual ~SpinAnimation ();
- virtual void init (ssgEntity * object, SGPropertyNode * props);
- virtual void update (int dt);
- private:
- SGPropertyNode * _prop;
- double _factor;
- double _position_deg;
- sgMat4 _matrix;
- sgVec3 _center;
- sgVec3 _axis;
- ssgTransform * _transform;
- };
-
-
- /**
- * Animation to rotate an object around a center point.
- *
- * This animation rotates to a specific position.
- */
- class RotateAnimation : public Animation
- {
- public:
- RotateAnimation ();
- virtual ~RotateAnimation ();
- virtual void init (ssgEntity * object, SGPropertyNode * props);
- virtual void update (int dt);
- private:
- SGPropertyNode * _prop;
- double _offset_deg;
- double _factor;
- bool _has_min;
- double _min_deg;
- bool _has_max;
- double _max_deg;
- double _position_deg;
- sgMat4 _matrix;
- sgVec3 _center;
- sgVec3 _axis;
- ssgTransform * _transform;
- };
-
-
- /**
- * Animation to slide along an axis.
- */
- class TranslateAnimation : public Animation
- {
- public:
- TranslateAnimation ();
- virtual ~TranslateAnimation ();
- virtual void init (ssgEntity * object, SGPropertyNode * props);
- virtual void update (int dt);
- private:
- SGPropertyNode * _prop;
- double _offset_m;
- double _factor;
- bool _has_min;
- double _min_m;
- bool _has_max;
- double _max_m;
- double _position_m;
- sgMat4 _matrix;
- sgVec3 _axis;
- ssgTransform * _transform;
- };
-
-};
#endif // __MODEL_HXX
-
-
-