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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 <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 <Main/fg_props.hxx>
#include <Main/globals.hxx>
This patch includes the FGLocation class, a few fixes, cleanup in viewer code. Synced to CVS 19:36 EDT 2002-04-10 (after this evenings JSMsim and Base package updates). Description: Added FGLocation class which is new home for calculating matrix rotations. Viewer can now be configured to access rotations created by the model rather than repeating the same calculations again. Changed model initialization for the time being so that its location data is available for the viewer (currently required by other subsystems). At some point we can move this back to fg_init along with the viewer initialization. Seperated the update from the draw function in the model code. The viewer code needs the same matrix data, and moving the update portion at this time does not increase the number of matrix math iterations. Moved the model draw so that it always appears "in front" of lights and clouds. Reogranized viewer update routine for using the FGLocation class and simplified some more tasks. The routine is fairly easy to follow now, with the steps ordered and spelled out in comments. Viewmgr only updates the current (visible) view now, with the exception of an old reference to "chase view" that will be corrected in forthcoming changes. Also will be doing some work on the viewmgr outputs. Model is now clears the z-buffer in all modes. This will be changed with the next viewmgr update. The only side effect is that models always disappear when over 5km distant from the eye point (can't really see them anyway:-)). Other than a flag to indicate "internal" view I don't anticipate the configuration interface for viewmgr/views will be changed a lot for now. It is close to done. The next viewmgr update will however rework the outputs so you can expect that the data that viewmgr is writing to the property tree may change location. This code will run with the previous version of preferences.xml, but will run faster with the newer version. I am attaching a preferences.xml that should not be commited before the code. All the changes are in the /sim/view section and should show a simpler view configuration that references model locations. Note that I've added a 2nd tower view in "lookfrom" mode for illustration purposes. You can look around using the mouse. You may want to remove that or comment it out.
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#include <Main/location.hxx>
#include <Scenery/scenery.hxx>
#include "model.hxx"
////////////////////////////////////////////////////////////////////////
// Static utility functions.
////////////////////////////////////////////////////////////////////////
/**
* 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);
}
/**
* Read an interpolation table from properties.
*/
static SGInterpTable *
read_interpolation_table (const SGPropertyNode * props)
{
const SGPropertyNode * table_node = props->getNode("interpolation");
if (table_node != 0) {
SGInterpTable * table = new SGInterpTable();
vector<const SGPropertyNode *> entries = table_node->getChildren("entry");
for (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;
}
}
////////////////////////////////////////////////////////////////////////
// Implementation of FG3DModel
////////////////////////////////////////////////////////////////////////
FG3DModel::FG3DModel ()
: _model(0),
_selector(new ssgSelector),
_position(new ssgTransform)
{
}
FG3DModel::~FG3DModel ()
{
// since the nodes are attached to the scene graph, they'll be
// deleted automatically
int i;
for (i = 0; i < _animations.size(); i++)
delete _animations[i];
}
void
FG3DModel::init (const string &path)
{
SGPropertyNode props;
// Load the 3D aircraft object itself
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SGPath xmlpath = globals->get_fg_root();
SGPath modelpath = path;
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xmlpath.append(modelpath.str());
// 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 {
throw sg_exception("No path for model");
}
}
// Assume that textures are in
// the same location as the XML file.
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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 * 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);
This patch includes the FGLocation class, a few fixes, cleanup in viewer code. Synced to CVS 19:36 EDT 2002-04-10 (after this evenings JSMsim and Base package updates). Description: Added FGLocation class which is new home for calculating matrix rotations. Viewer can now be configured to access rotations created by the model rather than repeating the same calculations again. Changed model initialization for the time being so that its location data is available for the viewer (currently required by other subsystems). At some point we can move this back to fg_init along with the viewer initialization. Seperated the update from the draw function in the model code. The viewer code needs the same matrix data, and moving the update portion at this time does not increase the number of matrix math iterations. Moved the model draw so that it always appears "in front" of lights and clouds. Reogranized viewer update routine for using the FGLocation class and simplified some more tasks. The routine is fairly easy to follow now, with the steps ordered and spelled out in comments. Viewmgr only updates the current (visible) view now, with the exception of an old reference to "chase view" that will be corrected in forthcoming changes. Also will be doing some work on the viewmgr outputs. Model is now clears the z-buffer in all modes. This will be changed with the next viewmgr update. The only side effect is that models always disappear when over 5km distant from the eye point (can't really see them anyway:-)). Other than a flag to indicate "internal" view I don't anticipate the configuration interface for viewmgr/views will be changed a lot for now. It is close to done. The next viewmgr update will however rework the outputs so you can expect that the data that viewmgr is writing to the property tree may change location. This code will run with the previous version of preferences.xml, but will run faster with the newer version. I am attaching a preferences.xml that should not be commited before the code. All the changes are in the /sim/view section and should show a simpler view configuration that references model locations. Note that I've added a 2nd tower view in "lookfrom" mode for illustration purposes. You can look around using the mouse. You may want to remove that or comment it out.
2002-04-11 04:25:30 +00:00
// Set up a location class
This patch includes the FGLocation class, a few fixes, cleanup in viewer code. Synced to CVS 19:36 EDT 2002-04-10 (after this evenings JSMsim and Base package updates). Description: Added FGLocation class which is new home for calculating matrix rotations. Viewer can now be configured to access rotations created by the model rather than repeating the same calculations again. Changed model initialization for the time being so that its location data is available for the viewer (currently required by other subsystems). At some point we can move this back to fg_init along with the viewer initialization. Seperated the update from the draw function in the model code. The viewer code needs the same matrix data, and moving the update portion at this time does not increase the number of matrix math iterations. Moved the model draw so that it always appears "in front" of lights and clouds. Reogranized viewer update routine for using the FGLocation class and simplified some more tasks. The routine is fairly easy to follow now, with the steps ordered and spelled out in comments. Viewmgr only updates the current (visible) view now, with the exception of an old reference to "chase view" that will be corrected in forthcoming changes. Also will be doing some work on the viewmgr outputs. Model is now clears the z-buffer in all modes. This will be changed with the next viewmgr update. The only side effect is that models always disappear when over 5km distant from the eye point (can't really see them anyway:-)). Other than a flag to indicate "internal" view I don't anticipate the configuration interface for viewmgr/views will be changed a lot for now. It is close to done. The next viewmgr update will however rework the outputs so you can expect that the data that viewmgr is writing to the property tree may change location. This code will run with the previous version of preferences.xml, but will run faster with the newer version. I am attaching a preferences.xml that should not be commited before the code. All the changes are in the /sim/view section and should show a simpler view configuration that references model locations. Note that I've added a 2nd tower view in "lookfrom" mode for illustration purposes. You can look around using the mouse. You may want to remove that or comment it out.
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_location = (FGLocation *) new FGLocation;
// Load animations
vector<SGPropertyNode *> animation_nodes = props.getChildren("animation");
unsigned int i;
for (i = 0; i < animation_nodes.size(); i++) {
vector<SGPropertyNode *> name_nodes =
animation_nodes[i]->getChildren("object-name");
if (name_nodes.size() < 1) {
Animation * animation = make_animation(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);
}
}
}
}
void
FG3DModel::update (int dt)
{
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unsigned int i;
for (i = 0; i < _animations.size(); i++)
_animations[i]->update(dt);
This patch includes the FGLocation class, a few fixes, cleanup in viewer code. Synced to CVS 19:36 EDT 2002-04-10 (after this evenings JSMsim and Base package updates). Description: Added FGLocation class which is new home for calculating matrix rotations. Viewer can now be configured to access rotations created by the model rather than repeating the same calculations again. Changed model initialization for the time being so that its location data is available for the viewer (currently required by other subsystems). At some point we can move this back to fg_init along with the viewer initialization. Seperated the update from the draw function in the model code. The viewer code needs the same matrix data, and moving the update portion at this time does not increase the number of matrix math iterations. Moved the model draw so that it always appears "in front" of lights and clouds. Reogranized viewer update routine for using the FGLocation class and simplified some more tasks. The routine is fairly easy to follow now, with the steps ordered and spelled out in comments. Viewmgr only updates the current (visible) view now, with the exception of an old reference to "chase view" that will be corrected in forthcoming changes. Also will be doing some work on the viewmgr outputs. Model is now clears the z-buffer in all modes. This will be changed with the next viewmgr update. The only side effect is that models always disappear when over 5km distant from the eye point (can't really see them anyway:-)). Other than a flag to indicate "internal" view I don't anticipate the configuration interface for viewmgr/views will be changed a lot for now. It is close to done. The next viewmgr update will however rework the outputs so you can expect that the data that viewmgr is writing to the property tree may change location. This code will run with the previous version of preferences.xml, but will run faster with the newer version. I am attaching a preferences.xml that should not be commited before the code. All the changes are in the /sim/view section and should show a simpler view configuration that references model locations. Note that I've added a 2nd tower view in "lookfrom" mode for illustration purposes. You can look around using the mouse. You may want to remove that or comment it out.
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_location->setPosition( _lon_deg, _lat_deg, _elev_ft );
_location->setOrientation( _roll_deg, _pitch_deg, _heading_deg );
sgMat4 POS;
sgCopyMat4(POS, _location->getTransformMatrix());
sgVec3 trans;
sgCopyVec3(trans, _location->get_view_pos());
This patch includes the FGLocation class, a few fixes, cleanup in viewer code. Synced to CVS 19:36 EDT 2002-04-10 (after this evenings JSMsim and Base package updates). Description: Added FGLocation class which is new home for calculating matrix rotations. Viewer can now be configured to access rotations created by the model rather than repeating the same calculations again. Changed model initialization for the time being so that its location data is available for the viewer (currently required by other subsystems). At some point we can move this back to fg_init along with the viewer initialization. Seperated the update from the draw function in the model code. The viewer code needs the same matrix data, and moving the update portion at this time does not increase the number of matrix math iterations. Moved the model draw so that it always appears "in front" of lights and clouds. Reogranized viewer update routine for using the FGLocation class and simplified some more tasks. The routine is fairly easy to follow now, with the steps ordered and spelled out in comments. Viewmgr only updates the current (visible) view now, with the exception of an old reference to "chase view" that will be corrected in forthcoming changes. Also will be doing some work on the viewmgr outputs. Model is now clears the z-buffer in all modes. This will be changed with the next viewmgr update. The only side effect is that models always disappear when over 5km distant from the eye point (can't really see them anyway:-)). Other than a flag to indicate "internal" view I don't anticipate the configuration interface for viewmgr/views will be changed a lot for now. It is close to done. The next viewmgr update will however rework the outputs so you can expect that the data that viewmgr is writing to the property tree may change location. This code will run with the previous version of preferences.xml, but will run faster with the newer version. I am attaching a preferences.xml that should not be commited before the code. All the changes are in the /sim/view section and should show a simpler view configuration that references model locations. Note that I've added a 2nd tower view in "lookfrom" mode for illustration purposes. You can look around using the mouse. You may want to remove that or comment it out.
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2002-04-13 21:41:51 +00:00
for(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
FG3DModel::getVisible () const
{
return _selector->getSelect();
}
void
FG3DModel::setVisible (bool visible)
{
_selector->select(visible);
}
void
FG3DModel::setLongitudeDeg (double lon_deg)
{
_lon_deg = lon_deg;
}
void
FG3DModel::setLatitudeDeg (double lat_deg)
{
_lat_deg = lat_deg;
}
void
FG3DModel::setElevationFt (double elev_ft)
{
_elev_ft = elev_ft;
}
void
FG3DModel::setPosition (double lon_deg, double lat_deg, double elev_ft)
{
_lon_deg = lon_deg;
_lat_deg = lat_deg;
_elev_ft = elev_ft;
}
void
FG3DModel::setRollDeg (double roll_deg)
{
_roll_deg = roll_deg;
}
void
FG3DModel::setPitchDeg (double pitch_deg)
{
_pitch_deg = pitch_deg;
}
void
FG3DModel::setHeadingDeg (double heading_deg)
{
_heading_deg = heading_deg;
}
void
FG3DModel::setOrientation (double roll_deg, double pitch_deg,
double heading_deg)
{
_roll_deg = roll_deg;
_pitch_deg = pitch_deg;
_heading_deg = heading_deg;
}
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);
}
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;
}
animation->init(object, node);
return animation;
}
////////////////////////////////////////////////////////////////////////
// Implementation of FG3DModel::Animation
////////////////////////////////////////////////////////////////////////
FG3DModel::Animation::Animation ()
{
}
FG3DModel::Animation::~Animation ()
{
}
////////////////////////////////////////////////////////////////////////
// Implementation of FG3DModel::NullAnimation
////////////////////////////////////////////////////////////////////////
FG3DModel::NullAnimation::NullAnimation ()
: _branch(new ssgBranch)
{
}
FG3DModel::NullAnimation::~NullAnimation ()
{
_branch = 0;
}
void
FG3DModel::NullAnimation::init (ssgEntity * object,
SGPropertyNode * props)
{
splice_branch(_branch, object);
_branch->setName(props->getStringValue("name", 0));
}
void
FG3DModel::NullAnimation::update (int dt)
{
}
////////////////////////////////////////////////////////////////////////
// Implementation of FG3DModel::RangeAnimation
////////////////////////////////////////////////////////////////////////
FG3DModel::RangeAnimation::RangeAnimation ()
: _branch(new ssgRangeSelector)
{
}
FG3DModel::RangeAnimation::~RangeAnimation ()
{
_branch = 0;
}
void
FG3DModel::RangeAnimation::init (ssgEntity * object,
SGPropertyNode * props)
{
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 (int dt)
{
}
////////////////////////////////////////////////////////////////////////
// Implementation of FG3DModel::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 ()
{
_branch = 0;
}
void
FG3DModel::BillboardAnimation::init (ssgEntity * object,
SGPropertyNode * props)
{
_branch = new ssgCutout(props->getBoolValue("spherical", true));
splice_branch(_branch, object);
_branch->setName(props->getStringValue("name", 0));
}
void
FG3DModel::BillboardAnimation::update (int dt)
{
}
////////////////////////////////////////////////////////////////////////
// Implementation of FG3DModel::SelectAnimation
////////////////////////////////////////////////////////////////////////
FG3DModel::SelectAnimation::SelectAnimation ()
: _condition(0),
_selector(new ssgSelector)
{
}
FG3DModel::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 (int dt)
{
if (_condition != 0 && _condition->test())
_selector->select(0xffff);
else
_selector->select(0x0000);
}
////////////////////////////////////////////////////////////////////////
// Implementation of FG3DModel::SpinAnimation
////////////////////////////////////////////////////////////////////////
FG3DModel::SpinAnimation::SpinAnimation ()
: _prop(0),
_factor(0),
_position_deg(0),
_transform(new ssgTransform)
{
}
FG3DModel::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 (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 FG3DModel::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 ()
{
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);
_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::RotateAnimation::update (int dt)
{
if (_table == 0) {
_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;
} else {
_position_deg = _table->interpolate(_prop->getDoubleValue());
}
set_rotation(_matrix, _position_deg, _center, _axis);
_transform->setTransform(_matrix);
}
////////////////////////////////////////////////////////////////////////
// Implementation of FG3DModel::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 ()
{
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);
}
void
FG3DModel::TranslateAnimation::update (int dt)
{
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);
_transform->setTransform(_matrix);
}
// end of model.cxx