]> git.mxchange.org Git - simgear.git/commitdiff
Moved loader.[ch]xx and model.[ch]xx from fgfs/src/Model/ to
authorcurt <curt>
Fri, 9 May 2003 20:19:36 +0000 (20:19 +0000)
committercurt <curt>
Fri, 9 May 2003 20:19:36 +0000 (20:19 +0000)
simgear/scene/model.

simgear/scene/model/Makefile.am
simgear/scene/model/loader.cxx [new file with mode: 0644]
simgear/scene/model/loader.hxx [new file with mode: 0644]
simgear/scene/model/model.cxx [new file with mode: 0644]
simgear/scene/model/model.hxx [new file with mode: 0644]

index f0dcd8e5acd34ec84630eb17e9171a1f1d15da06..360d6c605f32d6d1970dcd44e2445bf77b9be2cf 100644 (file)
@@ -4,8 +4,18 @@ lib_LIBRARIES = libsgmodel.a
 
 noinst_HEADERS =
 
-include_HEADERS = animation.hxx location.hxx placement.hxx
+include_HEADERS = \
+       animation.hxx \
+       loader.hxx \
+       location.hxx \
+       model.hxx \
+       placement.hxx
 
-libsgmodel_a_SOURCES = animation.cxx location.cxx placement.cxx
+libsgmodel_a_SOURCES = \
+       animation.cxx \
+       loader.cxx \
+       location.cxx \
+       model.cxx \
+       placement.cxx
 
 INCLUDES = -I$(top_srcdir)
diff --git a/simgear/scene/model/loader.cxx b/simgear/scene/model/loader.cxx
new file mode 100644 (file)
index 0000000..e43b02f
--- /dev/null
@@ -0,0 +1,77 @@
+// loader.cxx - implement SSG model and texture loaders.
+
+#include <simgear/compiler.h>
+#include <simgear/props/props.hxx>
+
+#include "loader.hxx"
+#include "model.hxx"
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGSSGLoader.
+////////////////////////////////////////////////////////////////////////
+
+FGSSGLoader::FGSSGLoader ()
+{
+    // no op
+}
+
+FGSSGLoader::~FGSSGLoader ()
+{
+    std::map<string, ssgBase *>::iterator it = _table.begin();
+    while (it != _table.end()) {
+        it->second->deRef();
+        _table.erase(it);
+    }
+}
+
+void
+FGSSGLoader::flush ()
+{
+    std::map<string, ssgBase *>::iterator it = _table.begin();
+    while (it != _table.end()) {
+        ssgBase * item = it->second;
+                                // If there is only one reference, it's
+                                // ours; no one else is using the item.
+        if (item->getRef() == 1) {
+            item->deRef();
+            _table.erase(it);
+        }
+        it++;
+    }
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGModelLoader.
+////////////////////////////////////////////////////////////////////////
+
+FGModelLoader::FGModelLoader ()
+{
+}
+
+FGModelLoader::~FGModelLoader ()
+{
+}
+
+ssgEntity *
+FGModelLoader::load_model( const string &fg_root,
+                           const string &path,
+                           SGPropertyNode *prop_root,
+                           double sim_time_sec )
+{
+                                // FIXME: normalize path to
+                                // avoid duplicates.
+    std::map<string, ssgBase *>::iterator it = _table.find(path);
+    if (it == _table.end()) {
+        _table[path] = fgLoad3DModel( fg_root, path, prop_root, sim_time_sec );
+        it = _table.find(path);
+        it->second->ref();      // add one reference to keep it around
+    }
+    return (ssgEntity *)it->second;
+}
+
+
+// end of loader.cxx
diff --git a/simgear/scene/model/loader.hxx b/simgear/scene/model/loader.hxx
new file mode 100644 (file)
index 0000000..293d651
--- /dev/null
@@ -0,0 +1,51 @@
+#ifndef __MODEL_LOADER_HXX
+#define __MODEL_LOADER_HXX 1
+
+#ifndef __cplusplus
+# error This library requires C++
+#endif
+
+#include <simgear/compiler.h>  // for SG_USING_STD
+
+#include <map>
+#include STL_STRING
+
+#include <plib/ssg.h>
+
+#include <simgear/props/props.hxx>
+
+SG_USING_STD(map);
+SG_USING_STD(string);
+
+
+/**
+ * Base class for loading and managing SSG things.
+ */
+class FGSSGLoader
+{
+public:
+    FGSSGLoader ();
+    virtual ~FGSSGLoader ();
+    virtual void flush ();
+protected:
+    std::map<string,ssgBase *> _table;
+};
+
+
+/**
+ * Class for loading and managing models with XML wrappers.
+ */
+class FGModelLoader : public FGSSGLoader
+{
+public:
+    FGModelLoader ();
+    virtual ~FGModelLoader ();
+
+    virtual ssgEntity *load_model( const string &fg_root,
+                                   const string &path,
+                                   SGPropertyNode *prop_root,
+                                   double sim_time_sec );
+};
+
+
+#endif
diff --git a/simgear/scene/model/model.cxx b/simgear/scene/model/model.cxx
new file mode 100644 (file)
index 0000000..b3678ef
--- /dev/null
@@ -0,0 +1,258 @@
+// model.cxx - manage a 3D aircraft model.
+// Written by David Megginson, started 2002.
+//
+// This file is in the Public Domain, and comes with no warranty.
+
+#include <simgear/compiler.h>
+
+#include <string.h>             // for strcmp()
+
+#include <vector>
+
+#include <plib/sg.h>
+#include <plib/ssg.h>
+#include <plib/ul.h>
+
+#include <simgear/misc/exception.hxx>
+#include <simgear/misc/sg_path.hxx>
+#include <simgear/props/props.hxx>
+#include <simgear/props/props_io.hxx>
+#include <simgear/scene/model/animation.hxx>
+
+#include "model.hxx"
+
+SG_USING_STD(vector);
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// 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.
+ */
+static ssgEntity *
+find_named_node (ssgEntity * node, const char * name)
+{
+  char * node_name = node->getName();
+  if (node_name != 0 && !strcmp(name, node_name))
+    return node;
+  else if (node->isAKindOf(ssgTypeBranch())) {
+    int nKids = node->getNumKids();
+    for (int i = 0; i < nKids; i++) {
+      ssgEntity * result =
+        find_named_node(((ssgBranch*)node)->getKid(i), name);
+      if (result != 0)
+        return result;
+    }
+  } 
+  return 0;
+}
+
+/**
+ * Splice a branch in between all child nodes and their parents.
+ */
+static void
+splice_branch (ssgBranch * branch, ssgEntity * child)
+{
+  int nParents = child->getNumParents();
+  branch->addKid(child);
+  for (int i = 0; i < nParents; i++) {
+    ssgBranch * parent = child->getParent(i);
+    parent->replaceKid(child, branch);
+  }
+}
+
+/**
+ * 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 )
+{
+  sgMat4 rot_matrix;
+  sgMat4 pos_matrix;
+  sgMakeRotMat4(rot_matrix, h_rot, p_rot, r_rot);
+  sgMakeTransMat4(pos_matrix, x_off, y_off, z_off);
+  sgMultMat4(*result, pos_matrix, rot_matrix);
+}
+
+
+void
+fgMakeAnimation( ssgBranch * model,
+                 const char * name,
+                 vector<SGPropertyNode_ptr> &name_nodes,
+                 SGPropertyNode *prop_root,
+                 SGPropertyNode_ptr node,
+                 double sim_time_sec )
+{
+  Animation * animation = 0;
+  const char * type = node->getStringValue("type", "none");
+  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(prop_root, node);
+  } else if (!strcmp("spin", type)) {
+    animation = new SpinAnimation(prop_root, node, sim_time_sec );
+  } else if (!strcmp("timed", type)) {
+    animation = new TimedAnimation(node);
+  } else if (!strcmp("rotate", type)) {
+    animation = new RotateAnimation(prop_root, node);
+  } else if (!strcmp("translate", type)) {
+    animation = new TranslateAnimation(prop_root, node);
+  } else {
+    animation = new NullAnimation(node);
+    SG_LOG(SG_INPUT, SG_WARN, "Unknown animation type " << type);
+  }
+
+  if (name != 0)
+      animation->setName((char *)name);
+
+  ssgEntity * object;
+  if (name_nodes.size() > 0) {
+    object = find_named_node(model, name_nodes[0]->getStringValue());
+    if (object == 0) {
+      SG_LOG(SG_INPUT, SG_WARN, "Object " << name_nodes[0]->getStringValue()
+             << " not found");
+      delete animation;
+      animation = 0;
+    }
+  } else {
+    object = model;
+  }
+  
+  ssgBranch * branch = animation->getBranch();
+  splice_branch(branch, object);
+
+  for (unsigned int i = 1; i < name_nodes.size(); i++) {
+      const char * name = name_nodes[i]->getStringValue();
+      object = find_named_node(model, name);
+      if (object == 0) {
+          SG_LOG(SG_INPUT, SG_WARN, "Object " << name << " not found");
+          delete animation;
+          animation = 0;
+      }
+      ssgBranch * oldParent = object->getParent(0);
+      branch->addKid(object);
+      oldParent->removeKid(object);
+  }
+
+  animation->init();
+  branch->setUserData(animation);
+  branch->setTravCallback(SSG_CALLBACK_PRETRAV, animation_callback);
+}
+
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Global functions.
+////////////////////////////////////////////////////////////////////////
+
+ssgBranch *
+fgLoad3DModel( const string &fg_root, const string &path,
+               SGPropertyNode *prop_root,
+               double sim_time_sec )
+{
+  ssgBranch * model = 0;
+  SGPropertyNode props;
+
+                                // Load the 3D aircraft object itself
+  SGPath xmlpath;
+  SGPath modelpath = path;
+  if ( ulIsAbsolutePathName( path.c_str() ) ) {
+    xmlpath = modelpath;
+  }
+  else {
+    xmlpath = fg_root;
+    xmlpath.append(modelpath.str());
+  }
+
+                                // Check for an XML wrapper
+  if (xmlpath.str().substr(xmlpath.str().size() - 4, 4) == ".xml") {
+    readProperties(xmlpath.str(), &props);
+    if (props.hasValue("/path")) {
+      modelpath = modelpath.dir();
+      modelpath.append(props.getStringValue("/path"));
+    } else {
+      if (model == 0)
+        model = new ssgBranch;
+    }
+  }
+
+                                // Assume that textures are in
+                                // the same location as the XML file.
+  if (model == 0) {
+    ssgTexturePath((char *)xmlpath.dir().c_str());
+    model = (ssgBranch *)ssgLoad((char *)modelpath.c_str());
+    if (model == 0)
+      throw sg_exception("Failed to load 3D model");
+  }
+
+                                // Set up the alignment node
+  ssgTransform * alignmainmodel = new ssgTransform;
+  alignmainmodel->addKid(model);
+  sgMat4 res_matrix;
+  fgMakeOffsetsMatrix(&res_matrix,
+                      props.getFloatValue("/offsets/heading-deg", 0.0),
+                      props.getFloatValue("/offsets/roll-deg", 0.0),
+                      props.getFloatValue("/offsets/pitch-deg", 0.0),
+                      props.getFloatValue("/offsets/x-m", 0.0),
+                      props.getFloatValue("/offsets/y-m", 0.0),
+                      props.getFloatValue("/offsets/z-m", 0.0));
+  alignmainmodel->setTransform(res_matrix);
+
+  unsigned int i;
+
+                                // Load animations
+  vector<SGPropertyNode_ptr> animation_nodes = props.getChildren("animation");
+  for (i = 0; i < animation_nodes.size(); i++) {
+    const char * name = animation_nodes[i]->getStringValue("name", 0);
+    vector<SGPropertyNode_ptr> name_nodes =
+      animation_nodes[i]->getChildren("object-name");
+    fgMakeAnimation( model, name, name_nodes, prop_root, animation_nodes[i],
+                     sim_time_sec);
+  }
+
+                                // Load sub-models
+  vector<SGPropertyNode_ptr> model_nodes = props.getChildren("model");
+  for (i = 0; i < model_nodes.size(); i++) {
+    SGPropertyNode_ptr node = model_nodes[i];
+    ssgTransform * align = new ssgTransform;
+    sgMat4 res_matrix;
+    fgMakeOffsetsMatrix(&res_matrix,
+                        node->getFloatValue("offsets/heading-deg", 0.0),
+                        node->getFloatValue("offsets/roll-deg", 0.0),
+                        node->getFloatValue("offsets/pitch-deg", 0.0),
+                        node->getFloatValue("offsets/x-m", 0.0),
+                        node->getFloatValue("offsets/y-m", 0.0),
+                        node->getFloatValue("offsets/z-m", 0.0));
+    align->setTransform(res_matrix);
+
+    ssgBranch * kid = fgLoad3DModel( fg_root, node->getStringValue("path"),
+                                     prop_root, sim_time_sec );
+    align->addKid(kid);
+    model->addKid(align);
+  }
+
+  return alignmainmodel;
+}
+
+
+// end of model.cxx
diff --git a/simgear/scene/model/model.hxx b/simgear/scene/model/model.hxx
new file mode 100644 (file)
index 0000000..4102460
--- /dev/null
@@ -0,0 +1,67 @@
+// model.hxx - manage a 3D aircraft model.
+// Written by David Megginson, started 2002.
+//
+// This file is in the Public Domain, and comes with no warranty.
+
+#ifndef __MODEL_HXX
+#define __MODEL_HXX 1
+
+#ifndef __cplusplus
+# error This library requires C++
+#endif
+
+#include <vector>
+
+SG_USING_STD(vector);
+
+#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 min
+#endif
+#ifdef max
+#undef max
+#endif
+
+
+/**
+ * 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 );
+
+
+#endif // __MODEL_HXX