// Static utility functions.
////////////////////////////////////////////////////////////////////////
+/**
+ * Callback to update an animation.
+ */
+static int
+animation_callback (ssgEntity * entity, int mask)
+{
+ ((Animation *)entity->getUserData())->update();
+ return true;
+}
+
+
/**
* Locate a named SSG node in a branch.
*/
}
-\f
-////////////////////////////////////////////////////////////////////////
-// Implementation of FG3DModel
-////////////////////////////////////////////////////////////////////////
-
-FG3DModel::FG3DModel ()
- : _model(0)
+static void
+make_animation (ssgBranch * model,
+ const char * object_name,
+ SGPropertyNode * node)
{
+ Animation * animation = 0;
+ const char * type = node->getStringValue("type");
+ if (!strcmp("none", type)) {
+ animation = new NullAnimation(node);
+ } else if (!strcmp("range", type)) {
+ animation = new RangeAnimation(node);
+ } else if (!strcmp("billboard", type)) {
+ animation = new BillboardAnimation(node);
+ } else if (!strcmp("select", type)) {
+ animation = new SelectAnimation(node);
+ } else if (!strcmp("spin", type)) {
+ animation = new SpinAnimation(node);
+ } else if (!strcmp("rotate", type)) {
+ animation = new RotateAnimation(node);
+ } else if (!strcmp("translate", type)) {
+ animation = new TranslateAnimation(node);
+ } else {
+ animation = new NullAnimation(node);
+ SG_LOG(SG_INPUT, SG_WARN, "Unknown animation type " << type);
+ }
+
+ 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 {
+ object = model;
+ }
+
+ ssgBranch * branch = animation->getBranch();
+ splice_branch(branch, object);
+ branch->setUserData(animation);
+ branch->setTravCallback(SSG_CALLBACK_PRETRAV, animation_callback);
}
-FG3DModel::~FG3DModel ()
-{
- // since the nodes are attached to the scene graph, they'll be
- // deleted automatically
- unsigned int i;
- for (i = 0; i < _animations.size(); i++)
- delete _animations[i];
-}
+\f
+////////////////////////////////////////////////////////////////////////
+// Global functions.
+////////////////////////////////////////////////////////////////////////
-void
-FG3DModel::init (const string &path)
+ssgBranch *
+fgLoad3DModel (const string &path)
{
+ ssgBranch * model = 0;
SGPropertyNode props;
// Load the 3D aircraft object itself
modelpath = modelpath.dir();
modelpath.append(props.getStringValue("/path"));
} else {
- if (_model == 0)
- _model = new ssgBranch;
+ if (model == 0)
+ model = new ssgBranch;
}
}
// Assume that textures are in
// the same location as the XML file.
- if (_model == 0) {
+ if (model == 0) {
ssgTexturePath((char *)xmlpath.dir().c_str());
- _model = (ssgBranch *)ssgLoad((char *)modelpath.c_str());
- if (_model == 0)
+ model = (ssgBranch *)ssgLoad((char *)modelpath.c_str());
+ if (model == 0)
throw sg_exception("Failed to load 3D model");
}
// Set up the alignment node
ssgTransform * align = new ssgTransform;
- align->addKid(_model);
+ align->addKid(model);
sgMat4 res_matrix;
make_offsets_matrix(&res_matrix,
props.getFloatValue("/offsets/heading-deg", 0.0),
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);
+ make_animation(model, 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);
+ make_animation(model, name_nodes[j]->getStringValue(), animation_nodes[i]);
}
}
}
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);
+ model->addKid(panel);
}
// Load sub-models
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::update (double dt)
-{
- unsigned int i;
-
- 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)
-{
- 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)) {
- animation = new SpinAnimation();
- } else if (!strcmp("rotate", type)) {
- animation = new RotateAnimation();
- } else if (!strcmp("translate", type)) {
- animation = new TranslateAnimation();
- } else {
- animation = new NullAnimation();
- SG_LOG(SG_INPUT, SG_WARN, "Unknown animation type " << type);
+ ssgBranch * kid = fgLoad3DModel(node->getStringValue("path"));
+ align->addKid(kid);
+ model->addKid(align);
}
- 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 {
- object = _model;
- }
-
- if (animation != 0)
- animation->init(object, node);
- return animation;
+ return model;
}
\f
////////////////////////////////////////////////////////////////////////
-// Implementation of FG3DModel::Animation
+// Implementation of Animation
////////////////////////////////////////////////////////////////////////
-FG3DModel::Animation::Animation ()
+Animation::Animation (SGPropertyNode_ptr props, ssgBranch * branch)
+ : _branch(branch)
{
+ _branch->setName(props->getStringValue("name", 0));
}
-FG3DModel::Animation::~Animation ()
+Animation::~Animation ()
{
}
\f
////////////////////////////////////////////////////////////////////////
-// Implementation of FG3DModel::NullAnimation
+// Implementation of NullAnimation
////////////////////////////////////////////////////////////////////////
-FG3DModel::NullAnimation::NullAnimation ()
- : _branch(new ssgBranch)
-{
-}
-
-FG3DModel::NullAnimation::~NullAnimation ()
+NullAnimation::NullAnimation (SGPropertyNode_ptr props)
+ : Animation(props, new ssgBranch)
{
- _branch = 0;
}
-void
-FG3DModel::NullAnimation::init (ssgEntity * object,
- SGPropertyNode * props)
+NullAnimation::~NullAnimation ()
{
- splice_branch(_branch, object);
- _branch->setName(props->getStringValue("name", 0));
}
void
-FG3DModel::NullAnimation::update (double dt)
+NullAnimation::update ()
{
}
\f
////////////////////////////////////////////////////////////////////////
-// Implementation of FG3DModel::RangeAnimation
+// Implementation of RangeAnimation
////////////////////////////////////////////////////////////////////////
-FG3DModel::RangeAnimation::RangeAnimation ()
- : _branch(new ssgRangeSelector)
-{
-}
-
-FG3DModel::RangeAnimation::~RangeAnimation ()
+RangeAnimation::RangeAnimation (SGPropertyNode_ptr props)
+ : Animation(props, new ssgRangeSelector)
{
- _branch = 0;
+ float ranges[] = { props->getFloatValue("min-m", 0),
+ props->getFloatValue("max-m", 5000) };
+ ((ssgRangeSelector *)_branch)->setRanges(ranges, 2);
+
}
-void
-FG3DModel::RangeAnimation::init (ssgEntity * object,
- SGPropertyNode * props)
+RangeAnimation::~RangeAnimation ()
{
- 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::RangeAnimation::update (double dt)
+RangeAnimation::update ()
{
}
\f
////////////////////////////////////////////////////////////////////////
-// Implementation of FG3DModel::BillboardAnimation
+// Implementation of 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 ()
+BillboardAnimation::BillboardAnimation (SGPropertyNode_ptr props)
+ : Animation(props, new ssgCutout(props->getBoolValue("spherical", true)))
{
- _branch = 0;
}
-void
-FG3DModel::BillboardAnimation::init (ssgEntity * object,
- SGPropertyNode * props)
+BillboardAnimation::~BillboardAnimation ()
{
- _branch = new ssgCutout(props->getBoolValue("spherical", true));
- splice_branch(_branch, object);
- _branch->setName(props->getStringValue("name", 0));
}
void
-FG3DModel::BillboardAnimation::update (double dt)
+BillboardAnimation::update ()
{
}
\f
////////////////////////////////////////////////////////////////////////
-// Implementation of FG3DModel::SelectAnimation
+// Implementation of SelectAnimation
////////////////////////////////////////////////////////////////////////
-FG3DModel::SelectAnimation::SelectAnimation ()
- : _condition(0),
- _selector(new ssgSelector)
+SelectAnimation::SelectAnimation (SGPropertyNode_ptr props)
+ : Animation(props, new ssgSelector),
+ _condition(0)
{
+ SGPropertyNode * node = props->getChild("condition");
+ if (node != 0)
+ _condition = fgReadCondition(node);
}
-FG3DModel::SelectAnimation::~SelectAnimation ()
+SelectAnimation::~SelectAnimation ()
{
delete _condition;
- _selector = 0;
-}
-
-void
-FG3DModel::SelectAnimation::init (ssgEntity * object,
- SGPropertyNode * props)
-{
- splice_branch(_selector, object);
- _selector->setName(props->getStringValue("name", 0));
- SGPropertyNode * node = props->getChild("condition");
- if (node != 0) {
- _condition = fgReadCondition(node);
- }
}
void
-FG3DModel::SelectAnimation::update (double dt)
+SelectAnimation::update ()
{
if (_condition != 0 && _condition->test())
- _selector->select(0xffff);
+ ((ssgSelector *)_branch)->select(0xffff);
else
- _selector->select(0x0000);
+ ((ssgSelector *)_branch)->select(0x0000);
}
\f
////////////////////////////////////////////////////////////////////////
-// Implementation of FG3DModel::SpinAnimation
+// Implementation of SpinAnimation
////////////////////////////////////////////////////////////////////////
-FG3DModel::SpinAnimation::SpinAnimation ()
- : _prop(0),
- _factor(0),
- _position_deg(0),
- _transform(new ssgTransform)
+SpinAnimation::SpinAnimation (SGPropertyNode_ptr props)
+ : Animation(props, new ssgTransform),
+ _prop(fgGetNode(props->getStringValue("property", "/null"), true)),
+ _factor(props->getDoubleValue("factor", 1.0)),
+ _position_deg(props->getDoubleValue("starting-position-deg", 0)),
+ _last_time_sec(globals->get_sim_time_sec())
{
+ _center[0] = props->getFloatValue("center/x-m", 0);
+ _center[1] = props->getFloatValue("center/y-m", 0);
+ _center[2] = props->getFloatValue("center/z-m", 0);
+ _axis[0] = props->getFloatValue("axis/x", 0);
+ _axis[1] = props->getFloatValue("axis/y", 0);
+ _axis[2] = props->getFloatValue("axis/z", 0);
+ sgNormalizeVec3(_axis);
}
-FG3DModel::SpinAnimation::~SpinAnimation ()
+SpinAnimation::~SpinAnimation ()
{
- _transform = 0;
-}
-
-void
-FG3DModel::SpinAnimation::init (ssgEntity * object,
- SGPropertyNode * props)
-{
- // Splice in the new transform node
- splice_branch(_transform, object);
- _transform->setName(props->getStringValue("name", 0));
- _prop = fgGetNode(props->getStringValue("property", "/null"), true);
- _factor = props->getDoubleValue("factor", 1.0);
- _position_deg = props->getDoubleValue("starting-position-deg", 0);
- _center[0] = props->getFloatValue("center/x-m", 0);
- _center[1] = props->getFloatValue("center/y-m", 0);
- _center[2] = props->getFloatValue("center/z-m", 0);
- _axis[0] = props->getFloatValue("axis/x", 0);
- _axis[1] = props->getFloatValue("axis/y", 0);
- _axis[2] = props->getFloatValue("axis/z", 0);
- sgNormalizeVec3(_axis);
}
void
-FG3DModel::SpinAnimation::update (double dt)
+SpinAnimation::update ()
{
+ double sim_time = globals->get_sim_time_sec();
+ double dt = sim_time - _last_time_sec;
+ _last_time_sec = sim_time;
+
float velocity_rpms = (_prop->getDoubleValue() * _factor / 60.0);
_position_deg += (dt * velocity_rpms * 360);
while (_position_deg < 0)
while (_position_deg >= 360.0)
_position_deg -= 360.0;
set_rotation(_matrix, _position_deg, _center, _axis);
- _transform->setTransform(_matrix);
+ ((ssgTransform *)_branch)->setTransform(_matrix);
}
\f
////////////////////////////////////////////////////////////////////////
-// Implementation of FG3DModel::RotateAnimation
+// Implementation of RotateAnimation
////////////////////////////////////////////////////////////////////////
-FG3DModel::RotateAnimation::RotateAnimation ()
- : _prop(0),
- _offset_deg(0.0),
- _factor(1.0),
- _table(0),
- _has_min(false),
- _min_deg(0.0),
- _has_max(false),
- _max_deg(1.0),
- _position_deg(0.0),
- _transform(new ssgTransform)
-{
-}
-
-FG3DModel::RotateAnimation::~RotateAnimation ()
+RotateAnimation::RotateAnimation (SGPropertyNode_ptr props)
+ : Animation(props, new ssgTransform),
+ _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)),
+ _has_min(props->hasValue("min-deg")),
+ _min_deg(props->getDoubleValue("min-deg")),
+ _has_max(props->hasValue("max-deg")),
+ _max_deg(props->getDoubleValue("max-deg")),
+ _position_deg(props->getDoubleValue("starting-position-deg", 0))
{
- delete _table;
- _transform = 0;
-}
-
-void
-FG3DModel::RotateAnimation::init (ssgEntity * object,
- SGPropertyNode * props)
-{
- // 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");
- }
- if (props->hasValue("max-deg")) {
- _has_max = true;
- _max_deg = props->getDoubleValue("max-deg");
- }
- _position_deg = props->getDoubleValue("starting-position-deg", 0);
_center[0] = props->getFloatValue("center/x-m", 0);
_center[1] = props->getFloatValue("center/y-m", 0);
_center[2] = props->getFloatValue("center/z-m", 0);
sgNormalizeVec3(_axis);
}
+RotateAnimation::~RotateAnimation ()
+{
+ delete _table;
+}
+
void
-FG3DModel::RotateAnimation::update (double dt)
+RotateAnimation::update ()
{
if (_table == 0) {
_position_deg = (_prop->getDoubleValue() + _offset_deg) * _factor;
_position_deg = _table->interpolate(_prop->getDoubleValue());
}
set_rotation(_matrix, _position_deg, _center, _axis);
- _transform->setTransform(_matrix);
+ ((ssgTransform *)_branch)->setTransform(_matrix);
}
\f
////////////////////////////////////////////////////////////////////////
-// Implementation of FG3DModel::TranslateAnimation
+// Implementation of TranslateAnimation
////////////////////////////////////////////////////////////////////////
-FG3DModel::TranslateAnimation::TranslateAnimation ()
- : _prop(0),
- _offset_m(0.0),
- _factor(1.0),
- _table(0),
- _has_min(false),
- _min_m(0.0),
- _has_max(false),
- _max_m(1.0),
- _position_m(0.0),
- _transform(new ssgTransform)
-{
-}
-
-FG3DModel::TranslateAnimation::~TranslateAnimation ()
+TranslateAnimation::TranslateAnimation (SGPropertyNode_ptr props)
+ : Animation(props, new ssgTransform),
+ _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)),
+ _has_min(props->hasValue("min-m")),
+ _min_m(props->getDoubleValue("min-m")),
+ _has_max(props->hasValue("max-m")),
+ _max_m(props->getDoubleValue("max-m")),
+ _position_m(props->getDoubleValue("starting-position-m", 0))
{
- delete _table;
- _transform = 0;
-}
-
-void
-FG3DModel::TranslateAnimation::init (ssgEntity * object,
- SGPropertyNode * props)
-{
- // 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");
- }
- if (props->hasValue("max-m")) {
- _has_max = true;
- _max_m = props->getDoubleValue("max-m");
- }
- _position_m = props->getDoubleValue("starting-position-m", 0);
_axis[0] = props->getFloatValue("axis/x", 0);
_axis[1] = props->getFloatValue("axis/y", 0);
_axis[2] = props->getFloatValue("axis/z", 0);
sgNormalizeVec3(_axis);
}
+TranslateAnimation::~TranslateAnimation ()
+{
+ delete _table;
+}
+
void
-FG3DModel::TranslateAnimation::update (double dt)
+TranslateAnimation::update ()
{
if (_table == 0) {
_position_m = (_prop->getDoubleValue() + _offset_m) * _factor;
_position_m = _table->interpolate(_prop->getDoubleValue());
}
set_translation(_matrix, _position_m, _axis);
- _transform->setTransform(_matrix);
+ ((ssgTransform *)_branch)->setTransform(_matrix);
}
////////////////////////////////////////////////////////////////////////
FGModelPlacement::FGModelPlacement ()
- : _model(new FG3DModel),
- _lon_deg(0),
+ : _lon_deg(0),
_lat_deg(0),
_elev_ft(0),
_roll_deg(0),
FGModelPlacement::~FGModelPlacement ()
{
- delete _model;
- delete _selector;
}
void
FGModelPlacement::init (const string &path)
{
- _model->init(path);
- _position->addKid(_model->getSceneGraph());
+ ssgBranch * model = fgLoad3DModel(path);
+ if (model != 0)
+ _position->addKid(model);
_selector->addKid(_position);
_selector->clrTraversalMaskBits(SSGTRAV_HOT);
}
void
-FGModelPlacement::update (double dt)
+FGModelPlacement::update ()
{
- _model->update(dt);
-
_location->setPosition( _lon_deg, _lat_deg, _elev_ft );
_location->setOrientation( _roll_deg, _pitch_deg, _heading_deg );
SG_USING_STD(vector);
#include <plib/sg.h>
+#include <plib/ssg.h>
// Don't pull in the headers, since we don't need them here.
#endif
-class FG3DModel
-{
-public:
-
- FG3DModel ();
- virtual ~FG3DModel ();
-
- virtual void init (const string &path);
- virtual void update (double dt);
-
- virtual ssgEntity * getSceneGraph () const { return (ssgEntity *)_model; }
-
-private:
+/**
+ * Load a 3D model with or without XML wrapper.
+ *
+ * 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 &path);
- class Animation;
- Animation * make_animation (const char * object_name, SGPropertyNode * node);
- // Child models.
- vector<FG3DModel *> _children;
+\f
+//////////////////////////////////////////////////////////////////////
+// Animation classes
+//////////////////////////////////////////////////////////////////////
- // Animations
- vector <Animation *> _animations;
-
- // Scene graph
- ssgBranch * _model;
+/**
+ * Abstract base class for all animations.
+ */
+class Animation : public ssgBase
+{
+public:
+ Animation (SGPropertyNode_ptr props, ssgBranch * branch);
- \f
- //////////////////////////////////////////////////////////////////////
- // Internal classes for individual animations.
- //////////////////////////////////////////////////////////////////////
+ virtual ~Animation ();
/**
- * Abstract base class for all animations.
+ * Get the SSG branch holding the animation.
*/
- 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;
+ virtual ssgBranch * getBranch () { return _branch; }
+ /**
+ * Update the animation.
+ */
+ virtual void update () = 0;
- /**
- * Update the animation.
- *
- * @param dt The elapsed time in seconds since the last call.
- */
- virtual void update (double dt) = 0;
+protected:
- };
+ ssgBranch * _branch;
+};
- /**
- * A no-op animation.
- */
- class NullAnimation : public Animation
- {
- public:
- NullAnimation ();
- virtual ~NullAnimation ();
- virtual void init (ssgEntity * object, SGPropertyNode * props);
- virtual void update (double dt);
- private:
- ssgBranch * _branch;
- };
-
- /**
- * A range, or level-of-detail (LOD) animation.
- */
- class RangeAnimation : public Animation
- {
- public:
- RangeAnimation ();
- virtual ~RangeAnimation ();
- virtual void init (ssgEntity * object, SGPropertyNode * props);
- virtual void update (double dt);
- private:
- ssgRangeSelector * _branch;
- };
+/**
+ * A no-op animation.
+ */
+class NullAnimation : public Animation
+{
+public:
+ NullAnimation (SGPropertyNode_ptr props);
+ virtual ~NullAnimation ();
+ virtual void update ();
+};
- /**
- * Animation to turn and face the screen.
- */
- class BillboardAnimation : public Animation
- {
- public:
- BillboardAnimation ();
- virtual ~BillboardAnimation ();
- virtual void init (ssgEntity * object, SGPropertyNode * props);
- virtual void update (double dt);
- private:
- ssgCutout * _branch;
- };
+/**
+ * A range, or level-of-detail (LOD) animation.
+ */
+class RangeAnimation : public Animation
+{
+public:
+ RangeAnimation (SGPropertyNode_ptr props);
+ virtual ~RangeAnimation ();
+ virtual void update ();
+};
- /**
- * 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 (double dt);
- private:
- FGCondition * _condition;
- ssgSelector * _selector;
- };
+/**
+ * Animation to turn and face the screen.
+ */
+class BillboardAnimation : public Animation
+{
+public:
+ BillboardAnimation (SGPropertyNode_ptr props);
+ virtual ~BillboardAnimation ();
+ virtual void update ();
+};
- /**
- * 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 (double dt);
- private:
- SGPropertyNode * _prop;
- double _factor;
- double _position_deg;
- sgMat4 _matrix;
- sgVec3 _center;
- sgVec3 _axis;
- ssgTransform * _transform;
- };
+/**
+ * Animation to select alternative versions of the same object.
+ */
+class SelectAnimation : public Animation
+{
+public:
+ SelectAnimation (SGPropertyNode_ptr props);
+ virtual ~SelectAnimation ();
+ virtual void update ();
+private:
+ FGCondition * _condition;
+};
- /**
- * 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 (double dt);
- private:
- SGPropertyNode * _prop;
- double _offset_deg;
- double _factor;
- SGInterpTable * _table;
- 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 spin an object around a center point.
+ *
+ * This animation rotates at a specific velocity.
+ */
+class SpinAnimation : public Animation
+{
+public:
+ SpinAnimation (SGPropertyNode_ptr props);
+ virtual ~SpinAnimation ();
+ virtual void update ();
+private:
+ SGPropertyNode * _prop;
+ double _factor;
+ double _position_deg;
+ double _last_time_sec;
+ sgMat4 _matrix;
+ sgVec3 _center;
+ sgVec3 _axis;
+};
- /**
- * Animation to slide along an axis.
- */
- class TranslateAnimation : public Animation
- {
- public:
- TranslateAnimation ();
- virtual ~TranslateAnimation ();
- virtual void init (ssgEntity * object, SGPropertyNode * props);
- virtual void update (double dt);
- private:
- SGPropertyNode * _prop;
- double _offset_m;
- double _factor;
- SGInterpTable * _table;
- bool _has_min;
- double _min_m;
- bool _has_max;
- double _max_m;
- double _position_m;
- sgMat4 _matrix;
- 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 (SGPropertyNode_ptr props);
+ virtual ~RotateAnimation ();
+ virtual void update ();
+private:
+ SGPropertyNode * _prop;
+ double _offset_deg;
+ double _factor;
+ SGInterpTable * _table;
+ bool _has_min;
+ double _min_deg;
+ bool _has_max;
+ double _max_deg;
+ double _position_deg;
+ sgMat4 _matrix;
+ sgVec3 _center;
+ sgVec3 _axis;
+};
+/**
+ * Animation to slide along an axis.
+ */
+class TranslateAnimation : public Animation
+{
+public:
+ TranslateAnimation (SGPropertyNode_ptr props);
+ virtual ~TranslateAnimation ();
+ virtual void update ();
+private:
+ SGPropertyNode * _prop;
+ double _offset_m;
+ double _factor;
+ SGInterpTable * _table;
+ bool _has_min;
+ double _min_m;
+ bool _has_max;
+ double _max_m;
+ double _position_m;
+ sgMat4 _matrix;
+ sgVec3 _axis;
};
+\f
+////////////////////////////////////////////////////////////////////////
+// Model placement.
+////////////////////////////////////////////////////////////////////////
+
+/**
+ * A wrapper for a model with a definite placement.
+ */
class FGModelPlacement
{
public:
virtual ~FGModelPlacement ();
virtual void init (const string &path);
- virtual void update (double dt);
+ virtual void update ();
virtual ssgEntity * getSceneGraph () { return (ssgEntity *)_selector; }
virtual void setPitchDeg (double pitch_deg);
virtual void setHeadingDeg (double heading_deg);
virtual void setOrientation (double roll_deg, double pitch_deg,
- double heading_deg);
+ double heading_deg);
private:
- FG3DModel * _model;
-
- // Geodetic position
+ // Geodetic position
double _lon_deg;
double _lat_deg;
double _elev_ft;
- // Orientation
+ // Orientation
double _roll_deg;
double _pitch_deg;
double _heading_deg;
ssgSelector * _selector;
ssgTransform * _position;
- // Location
+ // Location
FGLocation * _location;
};