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Moved src/Model/loader.[ch]xx and src/Model/model.[ch]xx to

simgear/scene/model/
This commit is contained in:
curt 2003-05-09 20:40:59 +00:00
parent 51c04e9e4c
commit 56db994994
17 changed files with 24 additions and 482 deletions

View file

@ -25,10 +25,9 @@
#include <plib/ssg.h> #include <plib/ssg.h>
#include <simgear/math/point3d.hxx> #include <simgear/math/point3d.hxx>
#include <simgear/scene/model/model.hxx>
#include <simgear/scene/model/placement.hxx> #include <simgear/scene/model/placement.hxx>
#include <Model/model.hxx>
/***************************************************************** /*****************************************************************
* *

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@ -21,10 +21,10 @@
#ifndef _FG_AI_PLANE_HXX #ifndef _FG_AI_PLANE_HXX
#define _FG_AI_PLANE_HXX #define _FG_AI_PLANE_HXX
#include <Model/model.hxx>
#include <plib/sg.h> #include <plib/sg.h>
#include <plib/ssg.h> #include <plib/ssg.h>
#include <simgear/math/point3d.hxx> #include <simgear/math/point3d.hxx>
#include <simgear/scene/model/model.hxx>
#include "AIEntity.hxx" #include "AIEntity.hxx"
#include "ATC.hxx" #include "ATC.hxx"

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@ -435,7 +435,7 @@ draw( void ) // (HUD_scale * pscale )
i = (int)vmin; // N i = (int)vmin; // N
if(zoom ==1) { if(zoom ==1) {
zoomed_scale(vmin,vmax); //suma zoomed_scale((int)vmin,(int)vmax); //suma
} else { } else {
for( ; i <last ; i++ ) { for( ; i <last ; i++ ) {
condition = true; condition = true;
@ -742,7 +742,7 @@ draw( void ) // (HUD_scale * pscale )
// i = FloatToInt(vmin); // i = FloatToInt(vmin);
if(zoom ==1) { if(zoom ==1) {
zoomed_scale(vmin,vmax); //suma zoomed_scale((int)vmin,(int)vmax); //suma
} else { } else {
//default to zoom=0 //default to zoom=0
last = (int)vmax + 1; last = (int)vmax + 1;
@ -909,7 +909,7 @@ zoomed_scale(int first, int last)
RECT scrn_rect = get_location(); RECT scrn_rect = get_location();
UINT options = get_options(); UINT options = get_options();
char TextScale[80]; char TextScale[80];
int disp_val = 0; // int disp_val = 0;
int data[80]; int data[80];
float x,y,w,h,bottom; float x,y,w,h,bottom;

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@ -62,8 +62,6 @@ void FGUFO::update( double dt ) {
if (is_suspended()) if (is_suspended())
return; return;
int multiloop = _calc_multiloop(dt);
double time_step = dt; double time_step = dt;
// read the throttle // read the throttle

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@ -291,7 +291,7 @@ FGDialog::makeObject (SGPropertyNode * props, int parentWidth, int parentHeight)
value_nodes.push_back(selection_node->getChild(q)); value_nodes.push_back(selection_node->getChild(q));
char ** entries = make_char_array(value_nodes.size()); char ** entries = make_char_array(value_nodes.size());
for (int i = 0, j = value_nodes.size() - 1; for (unsigned int i = 0, j = value_nodes.size() - 1;
i < value_nodes.size(); i < value_nodes.size();
i++, j--) i++, j--)
entries[i] = strdup((char *)value_nodes[i]->getName()); entries[i] = strdup((char *)value_nodes[i]->getName());

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@ -78,7 +78,9 @@ SG_USING_STD(endl);
#include <simgear/math/sg_random.h> #include <simgear/math/sg_random.h>
#include <simgear/misc/sg_path.hxx> #include <simgear/misc/sg_path.hxx>
#include <simgear/scene/model/animation.hxx> #include <simgear/scene/model/animation.hxx>
#include <simgear/scene/model/loader.hxx>
#include <simgear/scene/model/location.hxx> #include <simgear/scene/model/location.hxx>
#include <simgear/scene/model/model.hxx>
#ifdef FG_USE_CLOUDS_3D #ifdef FG_USE_CLOUDS_3D
# include <simgear/sky/clouds3d/SkySceneLoader.hpp> # include <simgear/sky/clouds3d/SkySceneLoader.hpp>
# include <simgear/sky/clouds3d/SkyUtil.hpp> # include <simgear/sky/clouds3d/SkyUtil.hpp>
@ -104,8 +106,6 @@ SG_USING_STD(endl);
#include <FDM/UIUCModel/uiuc_aircraftdir.h> #include <FDM/UIUCModel/uiuc_aircraftdir.h>
#include <GUI/gui.h> #include <GUI/gui.h>
#include <Model/acmodel.hxx> #include <Model/acmodel.hxx>
#include <Model/loader.hxx>
#include <Model/model.hxx>
#include <Model/modelmgr.hxx> #include <Model/modelmgr.hxx>
#include <Model/panelnode.hxx> #include <Model/panelnode.hxx>
#ifdef FG_NETWORK_OLK #ifdef FG_NETWORK_OLK

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@ -2,8 +2,6 @@ noinst_LIBRARIES = libModel.a
libModel_a_SOURCES = \ libModel_a_SOURCES = \
acmodel.cxx acmodel.hxx \ acmodel.cxx acmodel.hxx \
loader.cxx loader.hxx \
model.cxx model.hxx \
model_panel.cxx model_panel.hxx \ model_panel.cxx model_panel.hxx \
modelmgr.cxx modelmgr.hxx \ modelmgr.cxx modelmgr.hxx \
panelnode.cxx panelnode.hxx panelnode.cxx panelnode.hxx

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@ -1,81 +0,0 @@
// loader.cxx - implement SSG model and texture loaders.
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/compiler.h>
#include <simgear/props/props.hxx>
#include "loader.hxx"
#include "model.hxx"
////////////////////////////////////////////////////////////////////////
// Implementation of FGSSGLoader.
////////////////////////////////////////////////////////////////////////
FGSSGLoader::FGSSGLoader ()
{
// no op
}
FGSSGLoader::~FGSSGLoader ()
{
std::map<string, ssgBase *>::iterator it = _table.begin();
while (it != _table.end()) {
it->second->deRef();
_table.erase(it);
}
}
void
FGSSGLoader::flush ()
{
std::map<string, ssgBase *>::iterator it = _table.begin();
while (it != _table.end()) {
ssgBase * item = it->second;
// If there is only one reference, it's
// ours; no one else is using the item.
if (item->getRef() == 1) {
item->deRef();
_table.erase(it);
}
it++;
}
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGModelLoader.
////////////////////////////////////////////////////////////////////////
FGModelLoader::FGModelLoader ()
{
}
FGModelLoader::~FGModelLoader ()
{
}
ssgEntity *
FGModelLoader::load_model( const string &fg_root,
const string &path,
SGPropertyNode *prop_root,
double sim_time_sec )
{
// FIXME: normalize path to
// avoid duplicates.
std::map<string, ssgBase *>::iterator it = _table.find(path);
if (it == _table.end()) {
_table[path] = fgLoad3DModel( fg_root, path, prop_root, sim_time_sec );
it = _table.find(path);
it->second->ref(); // add one reference to keep it around
}
return (ssgEntity *)it->second;
}
// end of loader.cxx

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@ -1,49 +0,0 @@
#ifndef __MODEL_LOADER_HXX
#define __MODEL_LOADER_HXX 1
#ifndef __cplusplus
# error This library requires C++
#endif
#include <simgear/compiler.h> // for SG_USING_STD
#include <map>
SG_USING_STD(map);
#include <string>
SG_USING_STD(string);
#include <plib/ssg.h>
/**
* Base class for loading and managing SSG things.
*/
class FGSSGLoader
{
public:
FGSSGLoader ();
virtual ~FGSSGLoader ();
virtual void flush ();
protected:
std::map<string,ssgBase *> _table;
};
/**
* Class for loading and managing models with XML wrappers.
*/
class FGModelLoader : public FGSSGLoader
{
public:
FGModelLoader ();
virtual ~FGModelLoader ();
virtual ssgEntity * load_model( const string &fg_root,
const string &path,
SGPropertyNode *prop_root,
double sim_time_sec );
};
#endif

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@ -1,262 +0,0 @@
// 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 <simgear/compiler.h>
#include <string.h> // for strcmp()
#include <vector>
#include <plib/sg.h>
#include <plib/ssg.h>
#include <plib/ul.h>
#include <simgear/misc/exception.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/props/props.hxx>
#include <simgear/props/props_io.hxx>
#include <simgear/scene/model/animation.hxx>
#include "model.hxx"
SG_USING_STD(vector);
////////////////////////////////////////////////////////////////////////
// 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);
}
}
/**
* Make an offset matrix from rotations and position offset.
*/
void
fgMakeOffsetsMatrix( 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);
}
void
fgMakeAnimation( 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());
}
// Check for an XML wrapper
if (xmlpath.str().substr(xmlpath.str().size() - 4, 4) == ".xml") {
readProperties(xmlpath.str(), &props);
if (props.hasValue("/path")) {
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;
fgMakeOffsetsMatrix(&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);
unsigned int i;
// 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");
fgMakeAnimation( 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;
fgMakeOffsetsMatrix(&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;
}
// end of model.cxx

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@ -1,67 +0,0 @@
// model.hxx - manage a 3D aircraft model.
// Written by David Megginson, started 2002.
//
// This file is in the Public Domain, and comes with no warranty.
#ifndef __MODEL_HXX
#define __MODEL_HXX 1
#ifndef __cplusplus
# error This library requires C++
#endif
#include <vector>
SG_USING_STD(vector);
#include <plib/sg.h>
#include <plib/ssg.h>
#include <simgear/props/props.hxx>
// Has anyone done anything *really* stupid, like making min and max macros?
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
/**
* Load a 3D model with or without XML wrapper. Note, this version
* Does not know about or load the panel/cockpit information. Use the
* "model_panel.hxx" version if you want to load an aircraft
* (i.e. ownship) with a panel.
*
* If the path ends in ".xml", then it will be used as a property-
* list wrapper to add animations to the model.
*
* Subsystems should not normally invoke this function directly;
* instead, they should use the FGModelLoader declared in loader.hxx.
*/
ssgBranch * fgLoad3DModel( const string& fg_root, const string &path,
SGPropertyNode *prop_root, double sim_time_sec );
/**
* Make an offset matrix from rotations and position offset.
*/
void
fgMakeOffsetsMatrix( sgMat4 * result, double h_rot, double p_rot, double r_rot,
double x_off, double y_off, double z_off );
/**
* Make the animation
*/
void
fgMakeAnimation( ssgBranch * model,
const char * name,
vector<SGPropertyNode_ptr> &name_nodes,
SGPropertyNode *prop_root,
SGPropertyNode_ptr node,
double sim_time_sec );
#endif // __MODEL_HXX

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@ -22,10 +22,10 @@
#include <simgear/props/props.hxx> #include <simgear/props/props.hxx>
#include <simgear/props/props_io.hxx> #include <simgear/props/props_io.hxx>
#include <simgear/scene/model/animation.hxx> #include <simgear/scene/model/animation.hxx>
#include <simgear/scene/model/model.hxx>
#include "panelnode.hxx" #include "panelnode.hxx"
#include "model.hxx"
#include "model_panel.hxx" #include "model_panel.hxx"
SG_USING_STD(vector); SG_USING_STD(vector);

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@ -10,11 +10,11 @@
#include <plib/ssg.h> #include <plib/ssg.h>
#include <simgear/scene/model/placement.hxx> #include <simgear/scene/model/placement.hxx>
#include <simgear/scene/model/model.hxx>
#include <Main/fg_props.hxx> #include <Main/fg_props.hxx>
#include <Scenery/scenery.hxx> #include <Scenery/scenery.hxx>
#include "model.hxx"
#include "modelmgr.hxx" #include "modelmgr.hxx"

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@ -52,8 +52,9 @@
#include <plib/netSocket.h> #include <plib/netSocket.h>
#include <plib/sg.h> #include <plib/sg.h>
#include <simgear/scene/model/loader.hxx>
#include <Main/globals.hxx> #include <Main/globals.hxx>
#include <Model/loader.hxx>
#include <Scenery/scenery.hxx> #include <Scenery/scenery.hxx>

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@ -25,18 +25,23 @@
#define FG_MULTIPLAY_HID "$Id$" #define FG_MULTIPLAY_HID "$Id$"
#include STL_STRING
SG_USING_STD(string);
#include "protocol.hxx"
#include <simgear/compiler.h> #include <simgear/compiler.h>
#include STL_STRING
#include <simgear/scene/model/model.hxx>
#include <Main/globals.hxx> #include <Main/globals.hxx>
#include <Main/fg_props.hxx> #include <Main/fg_props.hxx>
#include <Model/acmodel.hxx> #include <Model/acmodel.hxx>
#include <Model/model.hxx>
#include <MultiPlayer/multiplaytxmgr.hxx> #include <MultiPlayer/multiplaytxmgr.hxx>
#include <MultiPlayer/multiplayrxmgr.hxx> #include <MultiPlayer/multiplayrxmgr.hxx>
#include "protocol.hxx"
SG_USING_STD(string);
/**************************************************************** /****************************************************************
* @version $Id$ * @version $Id$
* *

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@ -40,10 +40,10 @@ SG_USING_STD(map);
#include <simgear/math/sg_random.h> #include <simgear/math/sg_random.h>
#include <simgear/misc/sg_path.hxx> #include <simgear/misc/sg_path.hxx>
#include <simgear/misc/sgstream.hxx> #include <simgear/misc/sgstream.hxx>
#include <simgear/scene/model/loader.hxx>
#include <Main/globals.hxx> #include <Main/globals.hxx>
#include <Main/fg_props.hxx> #include <Main/fg_props.hxx>
#include <Model/loader.hxx>
#include "newmat.hxx" #include "newmat.hxx"

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@ -34,11 +34,11 @@
#include <simgear/math/sg_geodesy.hxx> #include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/vector.hxx> #include <simgear/math/vector.hxx>
#include <simgear/misc/exception.hxx> #include <simgear/misc/exception.hxx>
#include <simgear/scene/model/loader.hxx>
#include <Main/globals.hxx> #include <Main/globals.hxx>
#include <Main/fg_props.hxx> #include <Main/fg_props.hxx>
#include <Main/viewer.hxx> #include <Main/viewer.hxx>
#include <Model/loader.hxx>
#include <Objects/obj.hxx> #include <Objects/obj.hxx>
#include "newcache.hxx" #include "newcache.hxx"