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flightgear/src/Model/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 <plib/ul.h>
#include <simgear/compiler.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/interpolater.hxx>
#include <simgear/math/point3d.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/misc/exception.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/props/condition.hxx>
#include <simgear/props/props_io.hxx>
#include <simgear/scene/model/location.hxx>
#include "model.hxx"
3D panel support from Andy Ross: + The panel(s) are now an first-class SSG node inside the aircraft scene graph. There's a little code added to model.cxx to handle the parsing, but most of the changes are inside the new FGPanelNode class (Model/panelnode.[ch]xx). + The old FGPanel source changed a lot, but mostly cosmetically. The virtual-cockpit code moved out into FGPanelNode, and the core rendering has been abstracted into a draw() method that doesn't try to set any OpenGL state. I also replaced the old inter-layer offset code with glPolygonOffset, as calculating the right Z values is hard across the funky modelview matrix I need to use. The older virtual panel code got away with it by disabling depth test, thus the "panel draws on top of yoke" bug. PolygonOffset is really the appropriate solution for this sort of task anyway. + The /sim/virtual-cockpit property is no more. The 2D panels are still specified in the -set.xml file, but 3D panels are part of the model file. + You can have as many 3D panels as you like. Problems: + The mouse support isn't ready yet, so the 3D panels still aren't interactive. Soon to come. + Being part of the same scene graph as the model, the 3D panels now "jitter" in exactly the same way. While this makes the jitter of the attitude gyro less noticeable, it's still *very* noticeable and annoying. I looked hard for this, and am at this point convinced that the problem is with the two orientation computations. We have one in FGLocation that is used by the model code, and one in FGViewer that is used at the top of the scene graph. My suspicion is that they don't agree exactly, so the final orientation matrix is the right answer plus the difference. I did rule out the FDMs though. None of them show more than about 0.0001 degree of orientation change between frames for a stopped aircraft. That's within an order of magnitude of what you'd expect for the orientation change due to the rotation of the earth (which we don't model -- I cite it only as evidence of how small this is); far, far less than one pixel on the screen. [and later] OK, this is fixed by the attached panel.cxx file. What's happened is that the winding order for the text layer's polygons is wrong, so I reverse it before drawing. That's largely a hatchet job to make things work for now, though. We should figure out why the winding order is wrong for only text layers and fix it. I checked the plib sources -- they're definitely doing things CCW, as is all the rest of the panel code. Odd. I'm also not sure why the 2D panel doesn't care (it works in both winding orders). But this will allow you to check in working code, anyway. There's a big comment to this effect in there.
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#include "panelnode.hxx"
////////////////////////////////////////////////////////////////////////
// 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);
}
}
/**
* 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);
}
/**
* Make an offset matrix from rotations and position offset.
*/
static void
make_offsets_matrix (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);
}
/**
* Read an interpolation table from properties.
*/
static SGInterpTable *
read_interpolation_table (SGPropertyNode_ptr props)
{
SGPropertyNode_ptr table_node = props->getNode("interpolation");
if (table_node != 0) {
SGInterpTable * table = new SGInterpTable();
vector<SGPropertyNode_ptr> entries = table_node->getChildren("entry");
for (unsigned int i = 0; i < entries.size(); i++)
table->addEntry(entries[i]->getDoubleValue("ind", 0.0),
entries[i]->getDoubleValue("dep", 0.0));
return table;
} else {
return 0;
}
}
static void
make_animation (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);
}
////////////////////////////////////////////////////////////////////////
// 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());
}
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// Check for an XML wrapper
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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 {
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;
make_offsets_matrix(&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);
// Load panels
unsigned int i;
vector<SGPropertyNode_ptr> panel_nodes = props.getChildren("panel");
for (i = 0; i < panel_nodes.size(); i++) {
SG_LOG(SG_INPUT, SG_DEBUG, "Loading a panel");
FGPanelNode * panel = new FGPanelNode(panel_nodes[i]);
if (panel_nodes[i]->hasValue("name"))
panel->setName((char *)panel_nodes[i]->getStringValue("name"));
model->addKid(panel);
}
// 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");
make_animation( 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;
make_offsets_matrix(&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;
}
////////////////////////////////////////////////////////////////////////
// Implementation of Animation
////////////////////////////////////////////////////////////////////////
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// Initialize the static data member
double Animation::sim_time_sec = 0.0;
Animation::Animation (SGPropertyNode_ptr props, ssgBranch * branch)
: _branch(branch)
{
_branch->setName(props->getStringValue("name", 0));
}
Animation::~Animation ()
{
}
void
Animation::init ()
{
}
void
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Animation::update()
{
}
////////////////////////////////////////////////////////////////////////
// Implementation of NullAnimation
////////////////////////////////////////////////////////////////////////
NullAnimation::NullAnimation (SGPropertyNode_ptr props)
: Animation(props, new ssgBranch)
{
}
NullAnimation::~NullAnimation ()
{
}
////////////////////////////////////////////////////////////////////////
// Implementation of RangeAnimation
////////////////////////////////////////////////////////////////////////
RangeAnimation::RangeAnimation (SGPropertyNode_ptr props)
: Animation(props, new ssgRangeSelector)
{
float ranges[] = { props->getFloatValue("min-m", 0),
props->getFloatValue("max-m", 5000) };
((ssgRangeSelector *)_branch)->setRanges(ranges, 2);
}
RangeAnimation::~RangeAnimation ()
{
}
////////////////////////////////////////////////////////////////////////
// Implementation of BillboardAnimation
////////////////////////////////////////////////////////////////////////
BillboardAnimation::BillboardAnimation (SGPropertyNode_ptr props)
: Animation(props, new ssgCutout(props->getBoolValue("spherical", true)))
{
}
BillboardAnimation::~BillboardAnimation ()
{
}
////////////////////////////////////////////////////////////////////////
// Implementation of SelectAnimation
////////////////////////////////////////////////////////////////////////
SelectAnimation::SelectAnimation( SGPropertyNode *prop_root,
SGPropertyNode_ptr props )
: Animation(props, new ssgSelector),
_condition(0)
{
SGPropertyNode_ptr node = props->getChild("condition");
if (node != 0)
_condition = fgReadCondition(prop_root, node);
}
SelectAnimation::~SelectAnimation ()
{
delete _condition;
}
void
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SelectAnimation::update()
{
if (_condition != 0 && _condition->test())
((ssgSelector *)_branch)->select(0xffff);
else
((ssgSelector *)_branch)->select(0x0000);
}
////////////////////////////////////////////////////////////////////////
// Implementation of SpinAnimation
////////////////////////////////////////////////////////////////////////
SpinAnimation::SpinAnimation( SGPropertyNode *prop_root,
SGPropertyNode_ptr props,
double sim_time_sec )
: Animation(props, new ssgTransform),
_prop((SGPropertyNode *)prop_root->getNode(props->getStringValue("property", "/null"), true)),
_factor(props->getDoubleValue("factor", 1.0)),
_position_deg(props->getDoubleValue("starting-position-deg", 0)),
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_last_time_sec( 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);
}
SpinAnimation::~SpinAnimation ()
{
}
void
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SpinAnimation::update()
{
double dt = sim_time_sec - _last_time_sec;
_last_time_sec = sim_time_sec;
float velocity_rpms = (_prop->getDoubleValue() * _factor / 60.0);
_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);
((ssgTransform *)_branch)->setTransform(_matrix);
}
////////////////////////////////////////////////////////////////////////
// Implementation of TimedAnimation
////////////////////////////////////////////////////////////////////////
TimedAnimation::TimedAnimation (SGPropertyNode_ptr props)
: Animation(props, new ssgSelector),
_duration_sec(props->getDoubleValue("duration-sec", 1.0)),
_last_time_sec(0),
_step(-1)
{
}
TimedAnimation::~TimedAnimation ()
{
}
void
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TimedAnimation::update()
{
if ((sim_time_sec - _last_time_sec) >= _duration_sec) {
_last_time_sec = sim_time_sec;
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_step++;
if (_step >= getBranch()->getNumKids())
_step = 0;
((ssgSelector *)getBranch())->selectStep(_step);
}
}
////////////////////////////////////////////////////////////////////////
// Implementation of RotateAnimation
////////////////////////////////////////////////////////////////////////
RotateAnimation::RotateAnimation( SGPropertyNode *prop_root,
SGPropertyNode_ptr props )
: Animation(props, new ssgTransform),
_prop((SGPropertyNode *)prop_root->getNode(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))
{
_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);
}
RotateAnimation::~RotateAnimation ()
{
delete _table;
}
void
RotateAnimation::update()
{
if (_table == 0) {
_position_deg = _prop->getDoubleValue() * _factor + _offset_deg;
if (_has_min && _position_deg < _min_deg)
_position_deg = _min_deg;
if (_has_max && _position_deg > _max_deg)
_position_deg = _max_deg;
} else {
_position_deg = _table->interpolate(_prop->getDoubleValue());
}
set_rotation(_matrix, _position_deg, _center, _axis);
((ssgTransform *)_branch)->setTransform(_matrix);
}
////////////////////////////////////////////////////////////////////////
// Implementation of TranslateAnimation
////////////////////////////////////////////////////////////////////////
TranslateAnimation::TranslateAnimation( SGPropertyNode *prop_root,
SGPropertyNode_ptr props )
: Animation(props, new ssgTransform),
_prop((SGPropertyNode *)prop_root->getNode(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))
{
_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
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TranslateAnimation::update()
{
if (_table == 0) {
_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;
} else {
_position_m = _table->interpolate(_prop->getDoubleValue());
}
set_translation(_matrix, _position_m, _axis);
((ssgTransform *)_branch)->setTransform(_matrix);
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGModelPlacement.
////////////////////////////////////////////////////////////////////////
FGModelPlacement::FGModelPlacement ()
: _lon_deg(0),
_lat_deg(0),
_elev_ft(0),
_roll_deg(0),
_pitch_deg(0),
_heading_deg(0),
_selector(new ssgSelector),
_position(new ssgTransform),
_location(new FGLocation)
{
}
FGModelPlacement::~FGModelPlacement ()
{
}
void
FGModelPlacement::init( const string &fg_root,
const string &path,
SGPropertyNode *prop_root,
double sim_time_sec )
{
ssgBranch * model = fgLoad3DModel( fg_root, path, prop_root, sim_time_sec );
if (model != 0)
_position->addKid(model);
_selector->addKid(_position);
_selector->clrTraversalMaskBits(SSGTRAV_HOT);
}
void
FGModelPlacement::update( const Point3D scenery_center )
{
_location->setPosition( _lon_deg, _lat_deg, _elev_ft );
_location->setOrientation( _roll_deg, _pitch_deg, _heading_deg );
sgCopyMat4( POS, _location->getTransformMatrix(scenery_center) );
sgVec3 trans;
sgCopyVec3(trans, _location->get_view_pos());
for(int i = 0; i < 4; i++) {
float tmp = POS[i][3];
for( int j=0; j<3; j++ ) {
POS[i][j] += (tmp * trans[j]);
}
}
_position->setTransform(POS);
}
bool
FGModelPlacement::getVisible () const
{
return (_selector->getSelect() != 0);
}
void
FGModelPlacement::setVisible (bool visible)
{
_selector->select(visible);
}
void
FGModelPlacement::setLongitudeDeg (double lon_deg)
{
_lon_deg = lon_deg;
}
void
FGModelPlacement::setLatitudeDeg (double lat_deg)
{
_lat_deg = lat_deg;
}
void
FGModelPlacement::setElevationFt (double elev_ft)
{
_elev_ft = elev_ft;
}
void
FGModelPlacement::setPosition (double lon_deg, double lat_deg, double elev_ft)
{
_lon_deg = lon_deg;
_lat_deg = lat_deg;
_elev_ft = elev_ft;
}
void
FGModelPlacement::setRollDeg (double roll_deg)
{
_roll_deg = roll_deg;
}
void
FGModelPlacement::setPitchDeg (double pitch_deg)
{
_pitch_deg = pitch_deg;
}
void
FGModelPlacement::setHeadingDeg (double heading_deg)
{
_heading_deg = heading_deg;
}
void
FGModelPlacement::setOrientation (double roll_deg, double pitch_deg,
double heading_deg)
{
_roll_deg = roll_deg;
_pitch_deg = pitch_deg;
_heading_deg = heading_deg;
}
// end of model.cxx