Frederic Bouvier:
Call sgLoad3DModel from simgear instead of duplicating code.
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1 changed files with 6 additions and 105 deletions
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@ -9,19 +9,9 @@
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#include <simgear/compiler.h>
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#include <simgear/compiler.h>
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#include <string.h> // for strcmp()
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#include <vector>
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#include <plib/sg.h>
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#include <plib/ssg.h>
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#include <plib/ssg.h>
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#include <plib/ul.h>
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#include <simgear/structure/exception.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/props/props.hxx>
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#include <simgear/props/props.hxx>
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#include <simgear/props/props_io.hxx>
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#include <simgear/scene/model/animation.hxx>
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#include <simgear/scene/model/model.hxx>
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#include <simgear/scene/model/model.hxx>
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#include "panelnode.hxx"
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#include "panelnode.hxx"
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@ -30,111 +20,22 @@
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SG_USING_STD(vector);
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SG_USING_STD(vector);
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static
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ssgEntity *load_panel(SGPropertyNode *n)
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{
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return new FGPanelNode(n);
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}
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////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////
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// Global functions.
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// Global functions.
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////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////
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// FIXME: should attempt to share more of the code with
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// fgLoad3DModel() since these routines are almost identical with the
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// exception of the panel node section.
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ssgBranch *
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ssgBranch *
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fgLoad3DModelPanel( const string &fg_root, const string &path,
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fgLoad3DModelPanel( const string &fg_root, const string &path,
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SGPropertyNode *prop_root,
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SGPropertyNode *prop_root,
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double sim_time_sec )
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double sim_time_sec )
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{
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{
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ssgBranch * model = 0;
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return sgLoad3DModel( fg_root, path, prop_root, sim_time_sec, load_panel );
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SGPropertyNode props;
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// Load the 3D aircraft object itself
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SGPath modelpath = path;
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if ( !ulIsAbsolutePathName( path.c_str() ) ) {
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SGPath tmp = fg_root;
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tmp.append(modelpath.str());
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modelpath = tmp;
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}
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// Check for an XML wrapper
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if (modelpath.str().substr(modelpath.str().size() - 4, 4) == ".xml") {
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readProperties(modelpath.str(), &props);
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if (props.hasValue("/path")) {
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modelpath = modelpath.dir();
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modelpath.append(props.getStringValue("/path"));
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} else {
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if (model == 0)
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model = new ssgBranch;
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}
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}
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// Assume that textures are in
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// the same location as the XML file.
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if (model == 0) {
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ssgTexturePath((char *)modelpath.dir().c_str());
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model = (ssgBranch *)ssgLoad((char *)modelpath.c_str());
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if (model == 0)
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throw sg_exception("Failed to load 3D model");
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}
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// Set up the alignment node
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ssgTransform * alignmainmodel = new ssgTransform;
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alignmainmodel->addKid(model);
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sgMat4 res_matrix;
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sgMakeOffsetsMatrix(&res_matrix,
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props.getFloatValue("/offsets/heading-deg", 0.0),
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props.getFloatValue("/offsets/roll-deg", 0.0),
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props.getFloatValue("/offsets/pitch-deg", 0.0),
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props.getFloatValue("/offsets/x-m", 0.0),
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props.getFloatValue("/offsets/y-m", 0.0),
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props.getFloatValue("/offsets/z-m", 0.0));
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alignmainmodel->setTransform(res_matrix);
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unsigned int i;
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// Load panels
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vector<SGPropertyNode_ptr> panel_nodes = props.getChildren("panel");
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for (i = 0; i < panel_nodes.size(); i++) {
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SG_LOG(SG_INPUT, SG_DEBUG, "Loading a panel");
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FGPanelNode * panel = new FGPanelNode(panel_nodes[i]);
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if (panel_nodes[i]->hasValue("name"))
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panel->setName((char *)panel_nodes[i]->getStringValue("name"));
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model->addKid(panel);
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}
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// Load sub-models
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vector<SGPropertyNode_ptr> model_nodes = props.getChildren("model");
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for (i = 0; i < model_nodes.size(); i++) {
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SGPropertyNode_ptr node = model_nodes[i];
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ssgTransform * align = new ssgTransform;
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sgMat4 res_matrix;
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sgMakeOffsetsMatrix(&res_matrix,
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node->getFloatValue("offsets/heading-deg", 0.0),
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node->getFloatValue("offsets/roll-deg", 0.0),
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node->getFloatValue("offsets/pitch-deg", 0.0),
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node->getFloatValue("offsets/x-m", 0.0),
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node->getFloatValue("offsets/y-m", 0.0),
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node->getFloatValue("offsets/z-m", 0.0));
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align->setTransform(res_matrix);
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ssgBranch * kid = sgLoad3DModel( fg_root, node->getStringValue("path"),
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prop_root, sim_time_sec );
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align->addKid(kid);
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align->setName(node->getStringValue("name", ""));
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model->addKid(align);
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}
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// Load animations
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vector<SGPropertyNode_ptr> animation_nodes = props.getChildren("animation");
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for (i = 0; i < animation_nodes.size(); i++) {
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const char * name = animation_nodes[i]->getStringValue("name", 0);
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vector<SGPropertyNode_ptr> name_nodes =
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animation_nodes[i]->getChildren("object-name");
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sgMakeAnimation( model, name, name_nodes, prop_root, animation_nodes[i],
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sim_time_sec);
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}
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return alignmainmodel;
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}
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}
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