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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.
2002-04-11 04:25:30 +00:00
#include <Main/location.hxx>
#include <Scenery/scenery.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.
2002-06-28 14:17:40 +00:00
#include "panelnode.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);
}
/**
* 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 (const SGPropertyNode * props)
{
const SGPropertyNode * 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;
}
}
////////////////////////////////////////////////////////////////////////
// Implementation of FG3DModel
////////////////////////////////////////////////////////////////////////
FG3DModel::FG3DModel ()
: _model(0)
{
}
FG3DModel::~FG3DModel ()
{
// since the nodes are attached to the scene graph, they'll be
// deleted automatically
unsigned 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")) {
2002-03-20 22:40:11 +00:00
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 * align = new ssgTransform;
align->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));
align->setTransform(res_matrix);
// Load animations
vector<SGPropertyNode_ptr> animation_nodes = props.getChildren("animation");
unsigned int i;
for (i = 0; i < animation_nodes.size(); i++) {
vector<SGPropertyNode_ptr> name_nodes =
animation_nodes[i]->getChildren("object-name");
if (name_nodes.size() < 1) {
Animation * animation = make_animation(0, animation_nodes[i]);
if (animation != 0)
_animations.push_back(animation);
} 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);
}
}
}
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.
2002-06-28 14:17:40 +00:00
// Load panels
vector<SGPropertyNode_ptr> panel_nodes = props.getChildren("panel");
for (i = 0; i < panel_nodes.size(); i++) {
printf("Reading a panel in model.cxx\n");
FGPanelNode * panel = new FGPanelNode(panel_nodes[i]);
_model->addKid(panel);
}
// 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);
FG3DModel * kid = new FG3DModel;
kid->init(node->getStringValue("path"));
align->addKid(kid->getSceneGraph());
_model->addKid(align);
_children.push_back(kid);
}
}
void
FG3DModel::update (double dt)
{
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unsigned int i;
for (i = 0; i < _children.size(); i++)
_children[i]->update(dt);
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for (i = 0; i < _animations.size(); i++)
_animations[i]->update(dt);
}
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;
}
if (animation != 0)
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 (double 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 (double 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 (double 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 (double 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 (double dt)
{
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);
_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 (double 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 (double 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);
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGModelPlacement.
////////////////////////////////////////////////////////////////////////
FGModelPlacement::FGModelPlacement ()
: _model(new FG3DModel),
_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 ()
{
delete _model;
delete _selector;
}
void
FGModelPlacement::init (const string &path)
{
_model->init(path);
_position->addKid(_model->getSceneGraph());
_selector->addKid(_position);
_selector->clrTraversalMaskBits(SSGTRAV_HOT);
}
void
FGModelPlacement::update (double dt)
{
_model->update(dt);
_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());
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