// 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 SG_USING_STD(vector); #include #include // Don't pull in the headers, since we don't need them here. class ssgBranch; class ssgCutout; class ssgEntity; class ssgRangeSelector; class ssgSelector; class ssgTransform; class SGPropertyNode; class SGInterpTable; class FGCondition; class FGLocation; // 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. * * 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 &path); ////////////////////////////////////////////////////////////////////// // Animation classes ////////////////////////////////////////////////////////////////////// /** * Abstract base class for all animations. */ class Animation : public ssgBase { public: Animation (SGPropertyNode_ptr props, ssgBranch * branch); virtual ~Animation (); /** * Get the SSG branch holding the animation. */ virtual ssgBranch * getBranch () { return _branch; } /** * Update the animation. */ virtual void update () = 0; protected: ssgBranch * _branch; }; /** * A no-op animation. */ class NullAnimation : public Animation { public: NullAnimation (SGPropertyNode_ptr props); virtual ~NullAnimation (); virtual void update (); }; /** * A range, or level-of-detail (LOD) animation. */ class RangeAnimation : public Animation { public: RangeAnimation (SGPropertyNode_ptr props); virtual ~RangeAnimation (); virtual void update (); }; /** * Animation to turn and face the screen. */ class BillboardAnimation : public Animation { public: BillboardAnimation (SGPropertyNode_ptr props); virtual ~BillboardAnimation (); virtual void update (); }; /** * Animation to select alternative versions of the same object. */ class SelectAnimation : public Animation { public: SelectAnimation (SGPropertyNode_ptr props); virtual ~SelectAnimation (); virtual void update (); private: FGCondition * _condition; }; /** * Animation to spin an object around a center point. * * This animation rotates at a specific velocity. */ class SpinAnimation : public Animation { public: SpinAnimation (SGPropertyNode_ptr props); virtual ~SpinAnimation (); virtual void update (); private: SGPropertyNode * _prop; double _factor; double _position_deg; double _last_time_sec; sgMat4 _matrix; sgVec3 _center; sgVec3 _axis; }; /** * Animation to rotate an object around a center point. * * This animation rotates to a specific position. */ class RotateAnimation : public Animation { public: RotateAnimation (SGPropertyNode_ptr props); virtual ~RotateAnimation (); virtual void update (); private: SGPropertyNode * _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_ptr props); virtual ~TranslateAnimation (); virtual void update (); private: SGPropertyNode * _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. //////////////////////////////////////////////////////////////////////// /** * A wrapper for a model with a definite placement. */ class FGModelPlacement { public: FGModelPlacement (); virtual ~FGModelPlacement (); virtual void init (const string &path); virtual void update (); virtual ssgEntity * getSceneGraph () { return (ssgEntity *)_selector; } virtual FGLocation * getFGLocation () { return _location; } virtual bool getVisible () const; virtual void setVisible (bool visible); virtual double getLongitudeDeg () const { return _lon_deg; } virtual double getLatitudeDeg () const { return _lat_deg; } virtual double getElevationFt () const { return _elev_ft; } virtual void setLongitudeDeg (double lon_deg); virtual void setLatitudeDeg (double lat_deg); virtual void setElevationFt (double elev_ft); virtual void setPosition (double lon_deg, double lat_deg, double elev_ft); virtual double getRollDeg () const { return _roll_deg; } virtual double getPitchDeg () const { return _pitch_deg; } virtual double getHeadingDeg () const { return _heading_deg; } virtual void setRollDeg (double roll_deg); virtual void setPitchDeg (double pitch_deg); virtual void setHeadingDeg (double heading_deg); virtual void setOrientation (double roll_deg, double pitch_deg, double heading_deg); private: // Geodetic position double _lon_deg; double _lat_deg; double _elev_ft; // Orientation double _roll_deg; double _pitch_deg; double _heading_deg; ssgSelector * _selector; ssgTransform * _position; // Location FGLocation * _location; }; #endif // __MODEL_HXX