Moved src/Model/*Animation* classes over to simgear.
This commit is contained in:
parent
b85ff8c210
commit
fe7a61d3ff
4 changed files with 10 additions and 547 deletions
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@ -77,6 +77,7 @@ SG_USING_STD(endl);
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#include <simgear/math/polar3d.hxx>
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#include <simgear/math/sg_random.h>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/scene/model/animation.hxx>
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#include <simgear/scene/model/location.hxx>
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#ifdef FG_USE_CLOUDS_3D
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# include <simgear/sky/clouds3d/SkySceneLoader.hpp>
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@ -1,9 +1,10 @@
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noinst_LIBRARIES = libModel.a
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libModel_a_SOURCES = loader.cxx loader.hxx \
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model.cxx model.hxx \
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modelmgr.cxx modelmgr.hxx \
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acmodel.cxx acmodel.hxx \
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panelnode.cxx panelnode.hxx
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libModel_a_SOURCES = \
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loader.cxx loader.hxx \
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model.cxx model.hxx \
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modelmgr.cxx modelmgr.hxx \
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acmodel.cxx acmodel.hxx \
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panelnode.cxx panelnode.hxx
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INCLUDES = -I$(top_srcdir) -I$(top_srcdir)/src
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@ -22,11 +22,13 @@
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/props/condition.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/location.hxx>
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#include "model.hxx"
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#include "panelnode.hxx"
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#include "model.hxx"
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////////////////////////////////////////////////////////////////////////
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@ -79,63 +81,6 @@ splice_branch (ssgBranch * branch, ssgEntity * child)
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}
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}
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/**
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* Set up the transform matrix for a spin or rotation.
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*/
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static void
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set_rotation (sgMat4 &matrix, double position_deg,
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sgVec3 ¢er, sgVec3 &axis)
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{
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float temp_angle = -position_deg * SG_DEGREES_TO_RADIANS ;
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float s = (float) sin ( temp_angle ) ;
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float c = (float) cos ( temp_angle ) ;
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float t = SG_ONE - c ;
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// axis was normalized at load time
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// hint to the compiler to put these into FP registers
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float x = axis[0];
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float y = axis[1];
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float z = axis[2];
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matrix[0][0] = t * x * x + c ;
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matrix[0][1] = t * y * x - s * z ;
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matrix[0][2] = t * z * x + s * y ;
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matrix[0][3] = SG_ZERO;
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matrix[1][0] = t * x * y + s * z ;
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matrix[1][1] = t * y * y + c ;
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matrix[1][2] = t * z * y - s * x ;
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matrix[1][3] = SG_ZERO;
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matrix[2][0] = t * x * z - s * y ;
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matrix[2][1] = t * y * z + s * x ;
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matrix[2][2] = t * z * z + c ;
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matrix[2][3] = SG_ZERO;
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// hint to the compiler to put these into FP registers
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x = center[0];
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y = center[1];
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z = center[2];
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matrix[3][0] = x - x*matrix[0][0] - y*matrix[1][0] - z*matrix[2][0];
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matrix[3][1] = y - x*matrix[0][1] - y*matrix[1][1] - z*matrix[2][1];
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matrix[3][2] = z - x*matrix[0][2] - y*matrix[1][2] - z*matrix[2][2];
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matrix[3][3] = SG_ONE;
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}
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/**
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* Set up the transform matrix for a translation.
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*/
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static void
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set_translation (sgMat4 &matrix, double position_m, sgVec3 &axis)
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{
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sgVec3 xyz;
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sgScaleVec3(xyz, axis, position_m);
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sgMakeTransMat4(matrix, xyz);
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}
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/**
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* Make an offset matrix from rotations and position offset.
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*/
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@ -151,26 +96,6 @@ make_offsets_matrix (sgMat4 * result, double h_rot, double p_rot, double r_rot,
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}
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/**
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* Read an interpolation table from properties.
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*/
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static SGInterpTable *
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read_interpolation_table (SGPropertyNode_ptr props)
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{
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SGPropertyNode_ptr table_node = props->getNode("interpolation");
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if (table_node != 0) {
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SGInterpTable * table = new SGInterpTable();
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vector<SGPropertyNode_ptr> entries = table_node->getChildren("entry");
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for (unsigned int i = 0; i < entries.size(); i++)
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table->addEntry(entries[i]->getDoubleValue("ind", 0.0),
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entries[i]->getDoubleValue("dep", 0.0));
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return table;
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} else {
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return 0;
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}
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}
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static void
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make_animation (ssgBranch * model,
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const char * name,
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@ -344,283 +269,6 @@ fgLoad3DModel( const string &fg_root, const string &path,
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of Animation
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////////////////////////////////////////////////////////////////////////
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// Initialize the static data member
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double Animation::sim_time_sec = 0.0;
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Animation::Animation (SGPropertyNode_ptr props, ssgBranch * branch)
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: _branch(branch)
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{
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_branch->setName(props->getStringValue("name", 0));
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}
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Animation::~Animation ()
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{
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}
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void
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Animation::init ()
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{
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}
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void
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Animation::update()
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{
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of NullAnimation
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////////////////////////////////////////////////////////////////////////
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NullAnimation::NullAnimation (SGPropertyNode_ptr props)
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: Animation(props, new ssgBranch)
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{
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}
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NullAnimation::~NullAnimation ()
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{
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of RangeAnimation
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////////////////////////////////////////////////////////////////////////
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RangeAnimation::RangeAnimation (SGPropertyNode_ptr props)
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: Animation(props, new ssgRangeSelector)
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{
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float ranges[] = { props->getFloatValue("min-m", 0),
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props->getFloatValue("max-m", 5000) };
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((ssgRangeSelector *)_branch)->setRanges(ranges, 2);
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}
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RangeAnimation::~RangeAnimation ()
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{
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of BillboardAnimation
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////////////////////////////////////////////////////////////////////////
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BillboardAnimation::BillboardAnimation (SGPropertyNode_ptr props)
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: Animation(props, new ssgCutout(props->getBoolValue("spherical", true)))
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{
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}
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BillboardAnimation::~BillboardAnimation ()
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{
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of SelectAnimation
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////////////////////////////////////////////////////////////////////////
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SelectAnimation::SelectAnimation( SGPropertyNode *prop_root,
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SGPropertyNode_ptr props )
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: Animation(props, new ssgSelector),
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_condition(0)
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{
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SGPropertyNode_ptr node = props->getChild("condition");
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if (node != 0)
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_condition = fgReadCondition(prop_root, node);
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}
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SelectAnimation::~SelectAnimation ()
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{
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delete _condition;
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}
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void
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SelectAnimation::update()
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{
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if (_condition != 0 && _condition->test())
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((ssgSelector *)_branch)->select(0xffff);
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else
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((ssgSelector *)_branch)->select(0x0000);
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of SpinAnimation
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////////////////////////////////////////////////////////////////////////
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SpinAnimation::SpinAnimation( SGPropertyNode *prop_root,
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SGPropertyNode_ptr props,
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double sim_time_sec )
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: Animation(props, new ssgTransform),
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_prop((SGPropertyNode *)prop_root->getNode(props->getStringValue("property", "/null"), true)),
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_factor(props->getDoubleValue("factor", 1.0)),
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_position_deg(props->getDoubleValue("starting-position-deg", 0)),
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_last_time_sec( sim_time_sec )
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{
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_center[0] = props->getFloatValue("center/x-m", 0);
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_center[1] = props->getFloatValue("center/y-m", 0);
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_center[2] = props->getFloatValue("center/z-m", 0);
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_axis[0] = props->getFloatValue("axis/x", 0);
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_axis[1] = props->getFloatValue("axis/y", 0);
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_axis[2] = props->getFloatValue("axis/z", 0);
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sgNormalizeVec3(_axis);
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}
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SpinAnimation::~SpinAnimation ()
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{
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}
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void
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SpinAnimation::update()
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{
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double dt = sim_time_sec - _last_time_sec;
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_last_time_sec = sim_time_sec;
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float velocity_rpms = (_prop->getDoubleValue() * _factor / 60.0);
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_position_deg += (dt * velocity_rpms * 360);
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while (_position_deg < 0)
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_position_deg += 360.0;
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while (_position_deg >= 360.0)
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_position_deg -= 360.0;
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set_rotation(_matrix, _position_deg, _center, _axis);
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((ssgTransform *)_branch)->setTransform(_matrix);
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of TimedAnimation
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////////////////////////////////////////////////////////////////////////
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TimedAnimation::TimedAnimation (SGPropertyNode_ptr props)
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: Animation(props, new ssgSelector),
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_duration_sec(props->getDoubleValue("duration-sec", 1.0)),
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_last_time_sec(0),
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_step(-1)
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{
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}
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TimedAnimation::~TimedAnimation ()
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{
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}
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void
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TimedAnimation::update()
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{
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if ((sim_time_sec - _last_time_sec) >= _duration_sec) {
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_last_time_sec = sim_time_sec;
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_step++;
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if (_step >= getBranch()->getNumKids())
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_step = 0;
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((ssgSelector *)getBranch())->selectStep(_step);
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}
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of RotateAnimation
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////////////////////////////////////////////////////////////////////////
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RotateAnimation::RotateAnimation( SGPropertyNode *prop_root,
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SGPropertyNode_ptr props )
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: Animation(props, new ssgTransform),
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_prop((SGPropertyNode *)prop_root->getNode(props->getStringValue("property", "/null"), true)),
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_offset_deg(props->getDoubleValue("offset-deg", 0.0)),
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_factor(props->getDoubleValue("factor", 1.0)),
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_table(read_interpolation_table(props)),
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_has_min(props->hasValue("min-deg")),
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_min_deg(props->getDoubleValue("min-deg")),
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_has_max(props->hasValue("max-deg")),
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_max_deg(props->getDoubleValue("max-deg")),
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_position_deg(props->getDoubleValue("starting-position-deg", 0))
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{
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_center[0] = props->getFloatValue("center/x-m", 0);
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_center[1] = props->getFloatValue("center/y-m", 0);
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_center[2] = props->getFloatValue("center/z-m", 0);
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_axis[0] = props->getFloatValue("axis/x", 0);
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_axis[1] = props->getFloatValue("axis/y", 0);
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_axis[2] = props->getFloatValue("axis/z", 0);
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sgNormalizeVec3(_axis);
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}
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RotateAnimation::~RotateAnimation ()
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{
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delete _table;
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}
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void
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RotateAnimation::update()
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{
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if (_table == 0) {
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_position_deg = _prop->getDoubleValue() * _factor + _offset_deg;
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if (_has_min && _position_deg < _min_deg)
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_position_deg = _min_deg;
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if (_has_max && _position_deg > _max_deg)
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_position_deg = _max_deg;
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} else {
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_position_deg = _table->interpolate(_prop->getDoubleValue());
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}
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set_rotation(_matrix, _position_deg, _center, _axis);
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((ssgTransform *)_branch)->setTransform(_matrix);
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of TranslateAnimation
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////////////////////////////////////////////////////////////////////////
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TranslateAnimation::TranslateAnimation( SGPropertyNode *prop_root,
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SGPropertyNode_ptr props )
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: Animation(props, new ssgTransform),
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_prop((SGPropertyNode *)prop_root->getNode(props->getStringValue("property", "/null"), true)),
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_offset_m(props->getDoubleValue("offset-m", 0.0)),
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_factor(props->getDoubleValue("factor", 1.0)),
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_table(read_interpolation_table(props)),
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_has_min(props->hasValue("min-m")),
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_min_m(props->getDoubleValue("min-m")),
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_has_max(props->hasValue("max-m")),
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_max_m(props->getDoubleValue("max-m")),
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_position_m(props->getDoubleValue("starting-position-m", 0))
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{
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_axis[0] = props->getFloatValue("axis/x", 0);
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_axis[1] = props->getFloatValue("axis/y", 0);
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_axis[2] = props->getFloatValue("axis/z", 0);
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sgNormalizeVec3(_axis);
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}
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TranslateAnimation::~TranslateAnimation ()
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{
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delete _table;
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}
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void
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TranslateAnimation::update()
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{
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if (_table == 0) {
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_position_m = (_prop->getDoubleValue() + _offset_m) * _factor;
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if (_has_min && _position_m < _min_m)
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_position_m = _min_m;
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if (_has_max && _position_m > _max_m)
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_position_m = _max_m;
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} else {
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_position_m = _table->interpolate(_prop->getDoubleValue());
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}
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set_translation(_matrix, _position_m, _axis);
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((ssgTransform *)_branch)->setTransform(_matrix);
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGModelPlacement.
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@ -56,193 +56,6 @@ ssgBranch * fgLoad3DModel( const string& fg_root, const string &path,
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SGPropertyNode *prop_root, double sim_time_sec );
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//////////////////////////////////////////////////////////////////////
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// Animation classes
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//////////////////////////////////////////////////////////////////////
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/**
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* Abstract base class for all animations.
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*/
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class Animation : public ssgBase
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{
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public:
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Animation (SGPropertyNode_ptr props, ssgBranch * branch);
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virtual ~Animation ();
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/**
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* Get the SSG branch holding the animation.
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*/
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virtual ssgBranch * getBranch () { return _branch; }
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/**
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* Initialize the animation, after children have been added.
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*/
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virtual void init ();
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/**
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* Update the animation.
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*/
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virtual void update();
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/**
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* Set the value of sim_time_sec. This needs to be called every
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* frame in order for the time based animations to work correctly.
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*/
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static void set_sim_time_sec( double val ) { sim_time_sec = val; }
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protected:
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static double sim_time_sec;
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ssgBranch * _branch;
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};
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/**
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* A no-op animation.
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*/
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class NullAnimation : public Animation
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{
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public:
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NullAnimation (SGPropertyNode_ptr props);
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virtual ~NullAnimation ();
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};
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/**
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* A range, or level-of-detail (LOD) animation.
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*/
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class RangeAnimation : public Animation
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{
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public:
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RangeAnimation (SGPropertyNode_ptr props);
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virtual ~RangeAnimation ();
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};
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/**
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* Animation to turn and face the screen.
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*/
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class BillboardAnimation : public Animation
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{
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public:
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BillboardAnimation (SGPropertyNode_ptr props);
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virtual ~BillboardAnimation ();
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};
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/**
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* Animation to select alternative versions of the same object.
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*/
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class SelectAnimation : public Animation
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{
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public:
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SelectAnimation( SGPropertyNode *prop_root,
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SGPropertyNode_ptr props );
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virtual ~SelectAnimation ();
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virtual void update();
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private:
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FGCondition * _condition;
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};
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/**
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* Animation to spin an object around a center point.
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*
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* This animation rotates at a specific velocity.
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*/
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class SpinAnimation : public Animation
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{
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public:
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SpinAnimation( SGPropertyNode *prop_root,
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SGPropertyNode_ptr props,
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double sim_time_sec );
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virtual ~SpinAnimation ();
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||||
virtual void update();
|
||||
private:
|
||||
SGPropertyNode_ptr _prop;
|
||||
double _factor;
|
||||
double _position_deg;
|
||||
double _last_time_sec;
|
||||
sgMat4 _matrix;
|
||||
sgVec3 _center;
|
||||
sgVec3 _axis;
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Animation to draw objects for a specific amount of time each.
|
||||
*/
|
||||
class TimedAnimation : public Animation
|
||||
{
|
||||
public:
|
||||
TimedAnimation (SGPropertyNode_ptr props);
|
||||
virtual ~TimedAnimation ();
|
||||
virtual void update();
|
||||
private:
|
||||
double _duration_sec;
|
||||
double _last_time_sec;
|
||||
int _step;
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Animation to rotate an object around a center point.
|
||||
*
|
||||
* This animation rotates to a specific position.
|
||||
*/
|
||||
class RotateAnimation : public Animation
|
||||
{
|
||||
public:
|
||||
RotateAnimation( SGPropertyNode *prop_root, SGPropertyNode_ptr props );
|
||||
virtual ~RotateAnimation ();
|
||||
virtual void update();
|
||||
private:
|
||||
SGPropertyNode_ptr _prop;
|
||||
double _offset_deg;
|
||||
double _factor;
|
||||
SGInterpTable * _table;
|
||||
bool _has_min;
|
||||
double _min_deg;
|
||||
bool _has_max;
|
||||
double _max_deg;
|
||||
double _position_deg;
|
||||
sgMat4 _matrix;
|
||||
sgVec3 _center;
|
||||
sgVec3 _axis;
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Animation to slide along an axis.
|
||||
*/
|
||||
class TranslateAnimation : public Animation
|
||||
{
|
||||
public:
|
||||
TranslateAnimation( SGPropertyNode *prop_root,
|
||||
SGPropertyNode_ptr props );
|
||||
virtual ~TranslateAnimation ();
|
||||
virtual void update();
|
||||
private:
|
||||
SGPropertyNode_ptr _prop;
|
||||
double _offset_m;
|
||||
double _factor;
|
||||
SGInterpTable * _table;
|
||||
bool _has_min;
|
||||
double _min_m;
|
||||
bool _has_max;
|
||||
double _max_m;
|
||||
double _position_m;
|
||||
sgMat4 _matrix;
|
||||
sgVec3 _axis;
|
||||
};
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
// Model placement.
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
|
|
Loading…
Add table
Reference in a new issue