-#include <GL/gl.h>
-#include <Main/fg_props.hxx>
+#ifdef HAVE_CONFIG_H
+# include <config.h>
+#endif
+
+#include <simgear/compiler.h>
+#include <simgear/structure/exception.hxx>
+
+#include <vector>
+#include <algorithm>
+
#include <Cockpit/panel.hxx>
#include <Cockpit/panel_io.hxx>
#include "panelnode.hxx"
+using std::vector;
+
+
+// Static (!) handling for all 3D panels in the program.
+// OSGFIXME: Put the panel as different elements in the scenegraph.
+// Then just pick in that scenegraph.
+vector<FGPanelNode*> all_3d_panels;
+bool fgHandle3DPanelMouseEvent( int button, int updown, int x, int y )
+{
+ for ( unsigned 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 ( unsigned int i = 0; i < all_3d_panels.size(); i++ ) {
+ all_3d_panels[i]->getPanel()->updateMouseDelay();
+ }
+}
+
FGPanelNode::FGPanelNode(SGPropertyNode* props)
{
+ int i;
+
// Make an FGPanel object. But *don't* call init() or bind() on
// it -- those methods touch static state.
- _panel = fgReadPanel(props->getStringValue("path"));
+ const char *path = props->getStringValue("path");
+ _panel = fgReadPanel(path);
+ if (!_panel)
+ throw sg_io_exception(string("Failed to load panel ") + 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!`
+ // FIXME
+ _panel->init();
+
+ _panel->setDepthTest( props->getBoolValue("depth-test") );
// Read out the pixel-space info
_xmax = _panel->getWidth();
_bottomRight[1] = pt->getFloatValue("y-m");
_bottomRight[2] = pt->getFloatValue("z-m");
- // Now generate out transformation matrix. For shorthand, use
+ // 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/_xmax;
+ m(1,i) *= 1.0/_ymax;
}
- // 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);
+ _lastViewport[0] = 0;
+ _lastViewport[1] = 0;
+ _lastViewport[2] = 0;
+ _lastViewport[3] = 0;
+
+ dirtyBound();
+
+ // All done. Add us to the list
+ all_3d_panels.push_back(this);
+
+ setUseDisplayList(false);
+ getOrCreateStateSet()->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
+ getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON);
}
FGPanelNode::~FGPanelNode()
{
+ vector<FGPanelNode*>::iterator i =
+ find(all_3d_panels.begin(), all_3d_panels.end(), this);
+ if (i != all_3d_panels.end()) {
+ all_3d_panels.erase(i);
+ }
delete _panel;
}
-void FGPanelNode::draw()
+void
+FGPanelNode::drawImplementation(osg::State& state) const
{
- // What's the difference?
- draw_geometry();
+ osg::ref_ptr<osg::RefMatrix> mv = new osg::RefMatrix;
+ mv->set(_xform*state.getModelViewMatrix());
+ state.applyModelViewMatrix(mv.get());
+
+ // Grab the matrix state, so that we can get back from screen
+ // coordinates to panel coordinates when the user clicks the
+ // mouse.
+ // OSGFIXME: we don't need that when we can really pick
+ _lastModelview = state.getModelViewMatrix();
+ _lastProjection = state.getProjectionMatrix();
+
+ const osg::Viewport* vp = state.getCurrentViewport();
+ _lastViewport[0] = vp->x();
+ _lastViewport[1] = vp->y();
+ _lastViewport[2] = vp->width();
+ _lastViewport[3] = vp->height();
+
+ _panel->draw(state);
}
-void FGPanelNode::draw_geometry()
+osg::BoundingBox
+FGPanelNode::computeBound() const
{
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glMultMatrixf(_xform);
- _panel->draw();
- glPopMatrix();
+ osg::BoundingBox bb;
+ bb.expandBy(_bottomLeft);
+ bb.expandBy(_bottomRight);
+ bb.expandBy(_topLeft);
+ return bb;
}
-void FGPanelNode::die()
+bool FGPanelNode::doMouseAction(int button, int updown, int x, int y)
{
- SG_LOG(SG_ALL,SG_ALERT,"Unimplemented function called on FGPanelNode");
- *(int*)0=0;
+ if (_lastViewport[2] == 0 || _lastViewport[3] == 0) {
+ // we haven't been drawn yet, presumably
+ return false;
+ }
+
+ // 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.
+ osg::Vec3 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!
+ osg::Matrix m = _lastModelview*_lastProjection;
+ m = osg::Matrix::inverse(m);
+
+ a = m.preMult(a);
+ b = m.preMult(b);
+
+ // 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);
}