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flightgear/src/Main/model.cxx

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// 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.
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <plib/sg.h>
#include <plib/ssg.h>
#include <simgear/compiler.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/exception.hxx>
#include <simgear/misc/sg_path.hxx>
#include "globals.hxx"
#include "fg_props.hxx"
#include "viewmgr.hxx"
#include "model.hxx"
extern unsigned long int fgSimTime; // FIXME: this is ugly
extern ssgRoot * scene; // FIXME: from main.cxx
FGAircraftModel current_model; // FIXME: add to globals
static ssgEntity *
find_named_node (ssgEntity * node, const string &name)
{
char * node_name = node->getName();
if (node_name != 0 && 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;
}
FGAircraftModel::FGAircraftModel ()
: _model(0),
_selector(new ssgSelector),
_position(new ssgTransform)
{
}
FGAircraftModel::~FGAircraftModel ()
{
// since the nodes are attached to the scene graph, they'll be
// deleted automatically
}
void
FGAircraftModel::init ()
{
// TODO: optionally load an XML file with a pointer to the 3D object
// and placement and animation info
SGPropertyNode props;
SG_LOG(SG_INPUT, SG_INFO, "Initializing aircraft 3D model");
// Load the 3D aircraft object itself
SGPath path = globals->get_fg_root();
path.append(fgGetString("/sim/model/path", "Models/Geometry/glider.ac"));
if (path.str().substr(path.str().size() - 4, 4) == ".xml") {
readProperties(path.str(), &props);
if (props.hasValue("/path")) {
path = path.dir();;
path.append(props.getStringValue("/path"));
} else {
path = globals->get_fg_root();
path.append("Models/Geometry/glider.ac");
}
}
ssgTexturePath((char *)path.dir().c_str());
_model = ssgLoad((char *)path.c_str());
if (_model == 0) {
_model = ssgLoad((char *)"Models/Geometry/glider.ac");
if (_model == 0)
throw sg_exception("Failed to load an aircraft model");
}
// Load animations
vector<SGPropertyNode *> animation_nodes =
props.getChildren("animation");
for (int i = 0; i < animation_nodes.size(); i++) {
_animations.push_back(read_animation(animation_nodes[i]));
}
// Set up the alignment node
ssgTransform * align = new ssgTransform;
align->addKid(_model);
sgMat4 rot_matrix;
sgMat4 off_matrix;
sgMat4 res_matrix;
float h_rot = props.getFloatValue("/offsets/heading-deg", 0.0);
float p_rot = props.getFloatValue("/offsets/roll-deg", 0.0);
float r_rot = props.getFloatValue("/offsets/pitch-deg", 0.0);
float x_off = props.getFloatValue("/offsets/x-m", 0.0);
float y_off = props.getFloatValue("/offsets/y-m", 0.0);
float z_off = props.getFloatValue("/offsets/z-m", 0.0);
sgMakeRotMat4(rot_matrix, h_rot, p_rot, r_rot);
sgMakeTransMat4(off_matrix, x_off, y_off, z_off);
sgMultMat4(res_matrix, off_matrix, rot_matrix);
align->setTransform(res_matrix);
// Set up the position node
_position->addKid(align);
// Set up the selector node
_selector->addKid(_position);
_selector->clrTraversalMaskBits(SSGTRAV_HOT);
scene->addKid(_selector);
}
void
FGAircraftModel::bind ()
{
}
void
FGAircraftModel::unbind ()
{
}
void
FGAircraftModel::update (int dt)
{
_current_timestamp.stamp();
long elapsed_ms = (_current_timestamp - _last_timestamp) / 1000;
_last_timestamp.stamp();
if (globals->get_viewmgr()->get_current() == 0) {
_selector->select(false);
} else {
for (int i = 0; i < _animations.size(); i++)
do_animation(_animations[i], elapsed_ms);
_selector->select(true);
FGViewerRPH *pilot_view =
(FGViewerRPH *)globals->get_viewmgr()->get_view( 0 );
sgMat4 sgTRANS;
sgMakeTransMat4( sgTRANS, pilot_view->get_view_pos() );
sgVec3 ownship_up;
sgSetVec3( ownship_up, 0.0, 0.0, 1.0);
sgMat4 sgROT;
sgMakeRotMat4( sgROT, -90.0, ownship_up );
sgMat4 sgTUX;
sgCopyMat4( sgTUX, sgROT );
sgPostMultMat4( sgTUX, pilot_view->get_VIEW_ROT() );
sgPostMultMat4( sgTUX, sgTRANS );
sgCoord tuxpos;
sgSetCoord( &tuxpos, sgTUX );
_position->setTransform( &tuxpos );
}
}
FGAircraftModel::Animation
FGAircraftModel::read_animation (const SGPropertyNode * node)
{
Animation animation;
// Figure out the animation type
string type_name = node->getStringValue("type");
if (type_name == "spin") {
SG_LOG(SG_INPUT, SG_INFO, "Reading spin animation");
animation.type = Animation::Spin;
} else if (type_name == "rotate") {
SG_LOG(SG_INPUT, SG_INFO, "Reading rotate animation");
animation.type = Animation::Rotate;
} else if (type_name == "none") {
SG_LOG(SG_INPUT, SG_INFO, "Reading disabled animation");
animation.type = Animation::None;
return animation;
} else {
animation.type = Animation::None;
SG_LOG(SG_INPUT, SG_ALERT, "Unknown animation type " << type_name);
return animation;
}
// Find the object to be animated
string object_name = node->getStringValue("object-name");
ssgEntity * target = find_named_node(_model, object_name);
if (target != 0) {
SG_LOG(SG_INPUT, SG_INFO, " Target object is " << object_name);
} else {
animation.type = Animation::None;
SG_LOG(SG_INPUT, SG_ALERT, "Object " << object_name
<< " not found in model");
return animation;
}
// Splice a transform node into the tree
animation.transform = new ssgTransform;
int nParents = target->getNumParents();
animation.transform->addKid(target);
for (int i = 0; i < nParents; i++) {
ssgBranch * parent = target->getParent(i);
parent->replaceKid(target, animation.transform);
}
// Get the node
animation.prop =
fgGetNode(node->getStringValue("property", "/null"), true);
animation.position = node->getFloatValue("initial-position", 0);
animation.offset = node->getFloatValue("offset", 0);
animation.factor = node->getFloatValue("factor", 1);
// Get the center and axis
animation.center[0] = node->getFloatValue("center/x-m", 0);
animation.center[1] = node->getFloatValue("center/y-m", 0);
animation.center[2] = node->getFloatValue("center/z-m", 0);
animation.axis[0] = node->getFloatValue("axis/x", 0);
animation.axis[1] = node->getFloatValue("axis/y", 1);
animation.axis[2] = node->getFloatValue("axis/z", 0);
sgNormalizeVec3(animation.axis);
return animation;
}
void
FGAircraftModel::do_animation (Animation &animation, long elapsed_ms)
{
switch (animation.type) {
case Animation::None:
return;
case Animation::Spin:
{
float velocity_rpms = (animation.prop->getDoubleValue()
* animation.factor / 60000.0);
animation.position += (elapsed_ms * velocity_rpms * 360);
animation.setRotation();
return;
}
case Animation::Rotate: {
animation.position = ((animation.prop->getFloatValue()
+ animation.offset)
* animation.factor);
animation.setRotation();
return;
}
default:
return;
}
}
/*
* Transform to rotate an object around its local axis
* from a relative frame of reference at center -- NHV
*/
void
FGAircraftModel::Animation::setRotation()
{
float temp_angle = -position * SG_DEGREES_TO_RADIANS ;
float s = (float) sin ( temp_angle ) ;
float c = (float) cos ( temp_angle ) ;
float t = SG_ONE - c ;
// axis was normalized at load time
// hint to the compiler to put these into FP registers
float x = axis[0];
float y = axis[1];
float z = axis[2];
sgMat4 matrix;
matrix[0][0] = t * x * x + c ;
matrix[0][1] = t * y * x - s * z ;
matrix[0][2] = t * z * x + s * y ;
matrix[0][3] = SG_ZERO;
matrix[1][0] = t * x * y + s * z ;
matrix[1][1] = t * y * y + c ;
matrix[1][2] = t * z * y - s * x ;
matrix[1][3] = SG_ZERO;
matrix[2][0] = t * x * z - s * y ;
matrix[2][1] = t * y * z + s * x ;
matrix[2][2] = t * z * z + c ;
matrix[2][3] = SG_ZERO;
// hint to the compiler to put these into FP registers
x = center[0];
y = center[1];
z = center[2];
matrix[3][0] = x - x*matrix[0][0] - y*matrix[1][0] - z*matrix[2][0];
matrix[3][1] = y - x*matrix[0][1] - y*matrix[1][1] - z*matrix[2][1];
matrix[3][2] = z - x*matrix[0][2] - y*matrix[1][2] - z*matrix[2][2];
matrix[3][3] = SG_ONE;
transform->setTransform(matrix);
}
// end of model.cxx