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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 <string.h> // for strcmp()
#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 ssgRoot * cockpit; // FIXME: from main.cxx
FGAircraftModel current_model; // FIXME: add to globals
////////////////////////////////////////////////////////////////////////
// Static utility functions.
////////////////////////////////////////////////////////////////////////
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);
}
}
/**
* Set up the transform matrix for a spin or rotation.
*/
static void
set_rotation (sgMat4 &matrix, double position_deg,
sgVec3 &center, sgVec3 &axis)
{
float temp_angle = -position_deg * 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];
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;
}
/**
* Set up the transform matrix for a translation.
*/
static void
set_translation (sgMat4 &matrix, double position_m, sgVec3 &axis)
{
sgVec3 xyz;
sgScaleVec3(xyz, axis, position_m);
sgMakeTransMat4(matrix, xyz);
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGAircraftModel
////////////////////////////////////////////////////////////////////////
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
for (int i = 0; i < _animations.size(); i++) {
Animation * tmp = _animations[i];
_animations[i] = 0;
delete tmp;
}
}
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
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// DCL - the xml parser requires the full path but the ssgLoader doesn't
// so lets have two paths.
SGPath xmlpath = globals->get_fg_root();
SGPath modelpath = (string)fgGetString("/sim/model/path", "Models/Geometry/glider.ac");
xmlpath.append(modelpath.str());
if (xmlpath.str().substr(xmlpath.str().size() - 4, 4) == ".xml") {
readProperties(xmlpath.str(), &props);
if (props.hasValue("/path")) {
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modelpath = modelpath.dir();
modelpath.append(props.getStringValue("/path"));
} else {
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modelpath = "Models/Geometry/glider.ac";
}
}
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ssgTexturePath((char *)xmlpath.dir().c_str());
_model = ssgLoad((char *)modelpath.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");
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for (unsigned int i = 0; i < animation_nodes.size(); i++) {
vector<SGPropertyNode *> name_nodes =
animation_nodes[i]->getChildren("object-name");
if (name_nodes.size() < 1) {
SG_LOG(SG_INPUT, SG_ALERT, "No object-name given for transformation");
} else {
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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);
}
}
}
// 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);
cockpit->addKid(_selector);
}
void
FGAircraftModel::bind ()
{
}
void
FGAircraftModel::unbind ()
{
}
void
FGAircraftModel::update (int dt)
{
sgMat4 MODEL_ROT, LOCAL;
sgMat4 sgTRANS;
int view_number = globals->get_viewmgr()->get_current();
if (view_number == 0 && !fgGetBool("/sim/view/internal")) {
_selector->select(false);
} else {
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for (unsigned int i = 0; i < _animations.size(); i++)
_animations[i]->update(dt);
_selector->select(true);
FGViewer *current_view =
(FGViewer *)globals->get_viewmgr()->get_view( view_number );
// FIXME: this class needs to be unlinked from the viewer
// get transform for current position in the world...
sgMakeTransMat4( sgTRANS, current_view->getRelativeViewPos() );
// get a copy of the LOCAL rotation from the current view...
sgCopyMat4( LOCAL, current_view->get_LOCAL_ROT() );
// Make the MODEL Rotation (just reordering the LOCAL matrix
// and flipping the model over on its feet)...
MODEL_ROT[0][0] = -LOCAL[2][0];
MODEL_ROT[0][1] = -LOCAL[2][1];
MODEL_ROT[0][2] = -LOCAL[2][2];
MODEL_ROT[0][3] = SG_ZERO;
MODEL_ROT[1][0] = LOCAL[1][0];
MODEL_ROT[1][1] = LOCAL[1][1];
MODEL_ROT[1][2] = LOCAL[1][2];
MODEL_ROT[1][3] = SG_ZERO;
MODEL_ROT[2][0] = LOCAL[0][0];
MODEL_ROT[2][1] = LOCAL[0][1];
MODEL_ROT[2][2] = LOCAL[0][2];
MODEL_ROT[2][3] = SG_ZERO;
// add the position data to the matrix
MODEL_ROT[3][0] = SG_ZERO;
MODEL_ROT[3][1] = SG_ZERO;
MODEL_ROT[3][2] = SG_ZERO;
MODEL_ROT[3][3] = SG_ONE;
sgPostMultMat4( MODEL_ROT, sgTRANS );
sgCoord tuxpos;
sgSetCoord( &tuxpos, MODEL_ROT );
_position->setTransform( &tuxpos );
}
}
FGAircraftModel::Animation *
FGAircraftModel::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("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);
}
ssgEntity * 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 {
animation->init(object, node);
}
return animation;
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGAircraftModel::Animation
////////////////////////////////////////////////////////////////////////
FGAircraftModel::Animation::Animation ()
{
}
FGAircraftModel::Animation::~Animation ()
{
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGAircraftModel::NullAnimation
////////////////////////////////////////////////////////////////////////
FGAircraftModel::NullAnimation::NullAnimation ()
{
}
FGAircraftModel::NullAnimation::~NullAnimation ()
{
}
void
FGAircraftModel::NullAnimation::init (ssgEntity * object,
SGPropertyNode * node)
{
}
void
FGAircraftModel::NullAnimation::update (int dt)
{
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGAircraftModel::SpinAnimation
////////////////////////////////////////////////////////////////////////
FGAircraftModel::SpinAnimation::SpinAnimation ()
: _prop(0),
_factor(0),
_position_deg(0),
_transform(new ssgTransform)
{
}
FGAircraftModel::SpinAnimation::~SpinAnimation ()
{
_transform = 0;
}
void
FGAircraftModel::SpinAnimation::init (ssgEntity * object,
SGPropertyNode * props)
{
// Splice in the new transform node
splice_branch(_transform, object);
_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
FGAircraftModel::SpinAnimation::update (int dt)
{
float velocity_rpms = (_prop->getDoubleValue() * _factor / 60000.0);
_position_deg += (dt * velocity_rpms * 360);
while (_position_deg < 0)
_position_deg += 360.0;
while (_position_deg >= 360.0)
_position_deg -= 360.0;
set_rotation(_matrix, _position_deg, _center, _axis);
_transform->setTransform(_matrix);
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGAircraftModel::RotateAnimation
////////////////////////////////////////////////////////////////////////
FGAircraftModel::RotateAnimation::RotateAnimation ()
: _prop(0),
_offset_deg(0.0),
_factor(1.0),
_has_min(false),
_min_deg(0.0),
_has_max(false),
_max_deg(1.0),
_position_deg(0.0),
_transform(new ssgTransform)
{
}
FGAircraftModel::RotateAnimation::~RotateAnimation ()
{
_transform = 0;
}
void
FGAircraftModel::RotateAnimation::init (ssgEntity * object,
SGPropertyNode * props)
{
// Splice in the new transform node
splice_branch(_transform, object);
_prop = fgGetNode(props->getStringValue("property", "/null"), true);
_offset_deg = props->getDoubleValue("offset-deg", 0.0);
_factor = props->getDoubleValue("factor", 1.0);
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);
_axis[0] = props->getFloatValue("axis/x", 0);
_axis[1] = props->getFloatValue("axis/y", 0);
_axis[2] = props->getFloatValue("axis/z", 0);
sgNormalizeVec3(_axis);
}
void
FGAircraftModel::RotateAnimation::update (int dt)
{
_position_deg = ((_prop->getDoubleValue() + _offset_deg) * _factor);
if (_has_min && _position_deg < _min_deg)
_position_deg = _min_deg;
if (_has_max && _position_deg > _max_deg)
_position_deg = _max_deg;
set_rotation(_matrix, _position_deg, _center, _axis);
_transform->setTransform(_matrix);
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGAircraftModel::TranslateAnimation
////////////////////////////////////////////////////////////////////////
FGAircraftModel::TranslateAnimation::TranslateAnimation ()
: _prop(0),
_offset_m(0.0),
_factor(1.0),
_has_min(false),
_min_m(0.0),
_has_max(false),
_max_m(1.0),
_position_m(0.0),
_transform(new ssgTransform)
{
}
FGAircraftModel::TranslateAnimation::~TranslateAnimation ()
{
_transform = 0;
}
void
FGAircraftModel::TranslateAnimation::init (ssgEntity * object,
SGPropertyNode * props)
{
// Splice in the new transform node
splice_branch(_transform, object);
_prop = fgGetNode(props->getStringValue("property", "/null"), true);
_offset_m = props->getDoubleValue("offset-m", 0.0);
_factor = props->getDoubleValue("factor", 1.0);
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);
}
void
FGAircraftModel::TranslateAnimation::update (int dt)
{
_position_m = ((_prop->getDoubleValue() + _offset_m) * _factor);
if (_has_min && _position_m < _min_m)
_position_m = _min_m;
if (_has_max && _position_m > _max_m)
_position_m = _max_m;
set_translation(_matrix, _position_m, _axis);
_transform->setTransform(_matrix);
}
// end of model.cxx