# include <config.h>
#endif
+#include "panelnode.hxx"
+
#include <vector>
+#include <algorithm>
+
+#include <osg/Geode>
-#include <GL/gl.h>
-#include <plib/sg.h>
+#include <simgear/compiler.h>
+#include <simgear/structure/exception.hxx>
+#include <simgear/debug/logstream.hxx>
-#include <Main/fg_props.hxx>
+#include <simgear/scene/util/OsgMath.hxx>
+#include <simgear/scene/util/SGPickCallback.hxx>
+#include <simgear/scene/util/SGSceneUserData.hxx>
+#include <simgear/scene/util/SGNodeMasks.hxx>
+
+#include <Main/fg_os.hxx>
#include <Cockpit/panel.hxx>
#include <Cockpit/panel_io.hxx>
-#include "panelnode.hxx"
-
-// Static (!) handling for all 3D panels in the program. Very
-// clumsy. Replace with per-aircraft handling.
-vector<FGPanelNode*> all_3d_panels;
-bool fgHandle3DPanelMouseEvent(int button, int updown, int x, int y)
-{
- for(int i=0; i<all_3d_panels.size(); i++)
- if(all_3d_panels[i]->doMouseAction(button, updown, x, y))
- return true;
- return false;
-}
-void fgUpdate3DPanels()
-{
- for(int i=0; i<all_3d_panels.size(); i++)
- all_3d_panels[i]->getPanel()->updateMouseDelay();
-}
-FGPanelNode::FGPanelNode(SGPropertyNode* props)
-{
+using std::vector;
+
+class FGPanelPickCallback : public SGPickCallback {
+public:
+ FGPanelPickCallback(FGPanelNode* p) :
+ panel(p)
+ {}
+
+ virtual bool buttonPressed(int b, const Info& info)
+ {
+ button = b;
+ // convert to panel coordinates
+ osg::Matrixd m = osg::Matrixd::inverse(panel->transformMatrix());
+ picked = toOsg(info.local) * m;
+ SG_LOG( SG_INSTR, SG_DEBUG, "panel pick: " << toSG(picked) );
+
+ // send to the panel
+ return panel->getPanel()->doLocalMouseAction(button, MOUSE_BUTTON_DOWN,
+ picked.x(), picked.y());
+ }
+
+ virtual void update(double /* dt */)
+ {
+ panel->getPanel()->updateMouseDelay();
+ }
+
+ virtual void buttonReleased(void)
+ {
+ panel->getPanel()->doLocalMouseAction(button, MOUSE_BUTTON_UP,
+ picked.x(), picked.y());
+ }
+
+private:
+ FGPanelNode* panel;
+ int button;
+ osg::Vec3 picked;
+};
+
+FGPanelNode::FGPanelNode(SGPropertyNode* props) :
+ _resizeToViewport(false)
+{
// Make an FGPanel object. But *don't* call init() or bind() on
// it -- those methods touch static state.
- _panel = fgReadPanel(props->getStringValue("path"));
-
- // Never mind. We *have* to call init to make sure the static
- // state is initialized (it's not, if there aren't any 2D
- // panels). This is a memory leak and should be fixed!`
- _panel->init();
-
- // Initialize the matrices to the identity. PLib prints warnings
- // when trying to invert singular matrices (e.g. when not using a
- // 3D panel).
- for(int i=0; i<4; i++)
- for(int j=0; j<4; j++)
- _lastModelview[4*i+j] = _lastProjection[4*i+j] = i==j ? 1 : 0;
-
- // Read out the pixel-space info
- _xmax = _panel->getWidth();
- _ymax = _panel->getHeight();
+ const char *path = props->getStringValue("path");
+ _panel = fgReadPanel(path);
+ if (!_panel)
+ throw sg_io_exception(string("Failed to load panel ") + path);
// And the corner points
SGPropertyNode* pt = props->getChild("bottom-left");
_bottomLeft[0] = pt->getFloatValue("x-m");
_bottomLeft[1] = pt->getFloatValue("y-m");
_bottomLeft[2] = pt->getFloatValue("z-m");
-
+
pt = props->getChild("top-left");
_topLeft[0] = pt->getFloatValue("x-m");
_topLeft[1] = pt->getFloatValue("y-m");
_topLeft[2] = pt->getFloatValue("z-m");
-
+
pt = props->getChild("bottom-right");
_bottomRight[0] = pt->getFloatValue("x-m");
_bottomRight[1] = pt->getFloatValue("y-m");
_bottomRight[2] = pt->getFloatValue("z-m");
+
+ _panel->setDepthTest( props->getBoolValue("depth-test") );
+
+ initWithPanel();
+}
+FGPanelNode::FGPanelNode(FGPanel* p) :
+ _panel(p),
+ _resizeToViewport(true)
+{
+ initWithPanel();
+}
+
+void FGPanelNode::initWithPanel()
+{
+ int i;
+
+ // Never mind. We *have* to call init to make sure the static
+ // state is initialized (it's not, if there aren't any 2D
+ // panels). This is a memory leak and should be fixed!`
+ // FIXME
+ _panel->init();
+
+ // Read out the pixel-space info
+ float panelWidth = _panel->getWidth();
+ float panelHeight = _panel->getHeight();
+
+ _panel->getLogicalExtent(_xmin, _ymin, _xmax, _ymax);
+
// Now generate our transformation matrix. For shorthand, use
// "a", "b", and "c" as our corners and "m" as the matrix. The
// vector u goes from a to b, v from a to c, and w is a
// perpendicular cross product.
- float *a = _bottomLeft, *b = _bottomRight, *c = _topLeft, *m = _xform;
- float u[3], v[3], w[3];
- int i;
- for(i=0; i<3; i++) u[i] = b[i] - a[i]; // U = B - A
- for(i=0; i<3; i++) v[i] = c[i] - a[i]; // V = C - A
-
- w[0] = u[1]*v[2] - v[1]*u[2]; // W = U x V
- w[1] = u[2]*v[0] - v[2]*u[0];
- w[2] = u[0]*v[1] - v[0]*u[1];
-
+ osg::Vec3 a = _bottomLeft;
+ osg::Vec3 b = _bottomRight;
+ osg::Vec3 c = _topLeft;
+ osg::Vec3 u = b - a;
+ osg::Vec3 v = c - a;
+ osg::Vec3 w = u^v;
+
+ osg::Matrix& m = _xform;
// Now generate a trivial basis transformation matrix. If we want
// to map the three unit vectors to three arbitrary vectors U, V,
// and W, then those just become the columns of the 3x3 matrix.
- m[0] = u[0]; m[4] = v[0]; m[8] = w[0]; m[12] = a[0]; // |Ux Vx Wx|
- m[1] = u[1]; m[5] = v[1]; m[9] = w[1]; m[13] = a[1]; // m = |Uy Vy Wy|
- m[2] = u[2]; m[6] = v[2]; m[10] = w[2]; m[14] = a[2]; // |Uz Vz Wz|
- m[3] = 0; m[7] = 0; m[11] = 0; m[15] = 1;
+ m(0,0) = u[0]; m(1,0) = v[0]; m(2,0) = w[0]; m(3,0) = a[0];// |Ux Vx Wx|
+ m(0,1) = u[1]; m(1,1) = v[1]; m(2,1) = w[1]; m(3,1) = a[1];//m = |Uy Vy Wy|
+ m(0,2) = u[2]; m(1,2) = v[2]; m(2,2) = w[2]; m(3,2) = a[2];// |Uz Vz Wz|
+ m(0,3) = 0; m(1,3) = 0; m(2,3) = 0; m(3,3) = 1;
// The above matrix maps the unit (!) square to the panel
// rectangle. Postmultiply scaling factors that match the
// pixel-space size of the panel.
- for(i=0; i<4; i++) {
- m[0+i] *= 1.0/_xmax;
- m[4+i] *= 1.0/_ymax;
+ for(i=0; i<4; ++i) {
+ m(0,i) *= 1.0/panelWidth;
+ m(1,i) *= 1.0/panelHeight;
}
- // Now plib initialization. The bounding sphere is defined nicely
- // by our corner points:
- float cx = (b[0]+c[0])/2;
- float cy = (b[1]+c[1])/2;
- float cz = (b[2]+c[2])/2;
- float r = sqrt((cx-a[0])*(cx-a[0]) +
- (cy-a[1])*(cy-a[1]) +
- (cz-a[2])*(cz-a[2]));
- bsphere.setCenter(cx, cy, cz);
- bsphere.setRadius(r);
-
- // All done. Add us to the list
- all_3d_panels.push_back(this);
+ dirtyBound();
+ setUseDisplayList(false);
+ setDataVariance(Object::DYNAMIC);
+
+ getOrCreateStateSet()->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
+ getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON);
}
FGPanelNode::~FGPanelNode()
{
- delete _panel;
}
-void FGPanelNode::draw()
+osg::Matrix FGPanelNode::transformMatrix() const
{
- // What's the difference?
- draw_geometry();
+ if (!_resizeToViewport) {
+ return _xform;
+ }
+
+ double s = _panel->getAspectScale();
+ osg::Matrix m = osg::Matrix::scale(s, s, 1.0);
+ m *= osg::Matrix::translate(_panel->getXOffset(), _panel->getYOffset(), 0.0);
+
+ return m;
}
-void FGPanelNode::draw_geometry()
-{
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glMultMatrixf(_xform);
-
- // Grab the matrix state, so that we can get back from screen
- // coordinates to panel coordinates when the user clicks the
- // mouse.
- glGetFloatv(GL_MODELVIEW_MATRIX, _lastModelview);
- glGetFloatv(GL_PROJECTION_MATRIX, _lastProjection);
- glGetIntegerv(GL_VIEWPORT, _lastViewport);
+void
+FGPanelNode::drawImplementation(osg::State& state) const
+{
+ osg::ref_ptr<osg::RefMatrix> mv = new osg::RefMatrix;
+ mv->set(transformMatrix() * state.getModelViewMatrix());
+ state.applyModelViewMatrix(mv.get());
+
+ _panel->draw(state);
+}
- _panel->draw();
+osg::BoundingBox
+FGPanelNode::computeBound() const
+{
+ osg::Vec3 coords[3];
+ osg::Matrix m(transformMatrix());
+ coords[0] = m.preMult(osg::Vec3(_xmin,_ymin,0));
+ coords[1] = m.preMult(osg::Vec3(_xmax,_ymin,0));
+ coords[2] = m.preMult(osg::Vec3(_xmin,_ymax,0));
+
+ osg::BoundingBox bb;
+ bb.expandBy(coords[0]);
+ bb.expandBy(coords[1]);
+ bb.expandBy(coords[2]);
+ return bb;
+}
- glPopMatrix();
+void FGPanelNode::accept(osg::PrimitiveFunctor& functor) const
+{
+ osg::Vec3 coords[4];
+ osg::Matrix m(transformMatrix());
+
+ coords[0] = m.preMult(osg::Vec3(_xmin,_ymin,0));
+ coords[1] = m.preMult(osg::Vec3(_xmax,_ymin,0));
+ coords[2] = m.preMult(osg::Vec3(_xmax, _ymax, 0));
+ coords[3] = m.preMult(osg::Vec3(_xmin,_ymax,0));
+
+ functor.setVertexArray(4, coords);
+ functor.drawArrays( GL_QUADS, 0, 4);
}
-bool FGPanelNode::doMouseAction(int button, int updown, int x, int y)
+static osg::Node* createGeode(FGPanelNode* panel)
{
- // Covert the screen coordinates to viewport coordinates in the
- // range [0:1], then transform to OpenGL "post projection" coords
- // in [-1:1]. Remember the difference in Y direction!
- float vx = (x + 0.5 - _lastViewport[0]) / _lastViewport[2];
- float vy = (y + 0.5 - _lastViewport[1]) / _lastViewport[3];
- vx = 2*vx - 1;
- vy = 1 - 2*vy;
-
- // Make two vectors in post-projection coordinates at the given
- // screen, one in the near field and one in the far field.
- sgVec3 a, b;
- a[0] = b[0] = vx;
- a[1] = b[1] = vy;
- a[2] = 0.75; // "Near" Z value
- b[2] = -0.75; // "Far" Z value
-
- // Run both vectors "backwards" through the OpenGL matrix
- // transformation. Remember to w-normalize the vectors!
- sgMat4 m;
- sgMultMat4(m, *(sgMat4*)_lastProjection, *(sgMat4*)_lastModelview);
- sgInvertMat4(m);
-
- sgFullXformPnt3(a, m);
- sgFullXformPnt3(b, m);
-
- // And find their intersection on the z=0 plane. The resulting X
- // and Y coordinates are the hit location in panel coordinates.
- float dxdz = (b[0] - a[0]) / (b[2] - a[2]);
- float dydz = (b[1] - a[1]) / (b[2] - a[2]);
- int panelX = (int)(a[0] - a[2]*dxdz + 0.5);
- int panelY = (int)(a[1] - a[2]*dydz + 0.5);
-
- return _panel->doLocalMouseAction(button, updown, panelX, panelY);
+ osg::Geode* geode = new osg::Geode;
+ geode->addDrawable(panel);
+
+ geode->setNodeMask(SG_NODEMASK_PICK_BIT | SG_NODEMASK_2DPANEL_BIT);
+
+ SGSceneUserData* userData;
+ userData = SGSceneUserData::getOrCreateSceneUserData(geode);
+ userData->setPickCallback(new FGPanelPickCallback(panel));
+ return geode;
}
-void FGPanelNode::die()
+osg::Node* FGPanelNode::createNode(FGPanel* p)
{
- SG_LOG(SG_ALL,SG_ALERT,"Unimplemented function called on FGPanelNode");
- exit(1);
+ FGPanelNode* drawable = new FGPanelNode(p);
+ return createGeode(drawable);
}
+osg::Node* FGPanelNode::load(SGPropertyNode *n)
+{
+ FGPanelNode* drawable = new FGPanelNode(n);
+ return createGeode(drawable);
+}