// 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 #endif #include #include #include #include #include #include #include "globals.hxx" #include "fg_props.hxx" #include "viewmgr.hxx" #include "model.hxx" extern unsigned long int fgSimTime; // FIXME: this is ugly extern ssgRoot * scene; // FIXME: from main.cxx FGAircraftModel current_model; // FIXME: add to globals static ssgEntity * find_named_node (ssgEntity * node, const string &name) { char * node_name = node->getName(); if (node_name != 0 && 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; } FGAircraftModel::FGAircraftModel () : _model(0), _selector(new ssgSelector), _position(new ssgTransform) { } FGAircraftModel::~FGAircraftModel () { // since the nodes are attached to the scene graph, they'll be // deleted automatically } void FGAircraftModel::init () { // TODO: optionally load an XML file with a pointer to the 3D object // and placement and animation info SGPropertyNode props; SG_LOG(SG_INPUT, SG_INFO, "Initializing aircraft 3D model"); // Load the 3D aircraft object itself // DCL - the xml parser requires the full path but the ssgLoader doesn't // so lets have two paths. SGPath xmlpath = globals->get_fg_root(); SGPath modelpath = (string)fgGetString("/sim/model/path", "Models/Geometry/glider.ac"); xmlpath.append(modelpath.str()); 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 { modelpath = "Models/Geometry/glider.ac"; } } ssgTexturePath((char *)xmlpath.dir().c_str()); _model = ssgLoad((char *)modelpath.c_str()); if (_model == 0) { _model = ssgLoad((char *)"Models/Geometry/glider.ac"); if (_model == 0) throw sg_exception("Failed to load an aircraft model"); } // Load animations vector animation_nodes = props.getChildren("animation"); for (unsigned int i = 0; i < animation_nodes.size(); i++) { vector name_nodes = animation_nodes[i]->getChildren("object-name"); if (name_nodes.size() < 1) { SG_LOG(SG_INPUT, SG_ALERT, "No object-name given for transformation"); } else { for (unsigned int j = 0; j < name_nodes.size(); j++) { _animations.push_back(read_animation(name_nodes[j]->getStringValue(), animation_nodes[i])); } } } // Set up the alignment node ssgTransform * align = new ssgTransform; align->addKid(_model); sgMat4 rot_matrix; sgMat4 off_matrix; sgMat4 res_matrix; float h_rot = props.getFloatValue("/offsets/heading-deg", 0.0); float p_rot = props.getFloatValue("/offsets/roll-deg", 0.0); float r_rot = props.getFloatValue("/offsets/pitch-deg", 0.0); float x_off = props.getFloatValue("/offsets/x-m", 0.0); float y_off = props.getFloatValue("/offsets/y-m", 0.0); float z_off = props.getFloatValue("/offsets/z-m", 0.0); sgMakeRotMat4(rot_matrix, h_rot, p_rot, r_rot); sgMakeTransMat4(off_matrix, x_off, y_off, z_off); sgMultMat4(res_matrix, off_matrix, rot_matrix); align->setTransform(res_matrix); // Set up the position node _position->addKid(align); // Set up the selector node _selector->addKid(_position); _selector->clrTraversalMaskBits(SSGTRAV_HOT); scene->addKid(_selector); } void FGAircraftModel::bind () { } void FGAircraftModel::unbind () { } void FGAircraftModel::update (int dt) { sgMat4 VIEW_ROT; _current_timestamp.stamp(); long elapsed_ms = (_current_timestamp - _last_timestamp) / 1000; _last_timestamp.stamp(); int view_number = globals->get_viewmgr()->get_current(); if (view_number == 0 && !fgGetBool("/sim/view/internal")) { _selector->select(false); } else { for (unsigned int i = 0; i < _animations.size(); i++) do_animation(_animations[i], elapsed_ms); _selector->select(true); FGViewer *pilot_view = (FGViewer *)globals->get_viewmgr()->get_view( 0 ); sgMat4 sgTRANS; // FIXME: this needs to be unlinked from the viewer // The lon/lat/alt should come from properties and the // calculation for relative position should probably be // added to SimGear. sgMakeTransMat4( sgTRANS, pilot_view->getRelativeViewPos() ); sgVec3 ownship_up; sgSetVec3( ownship_up, 0.0, 0.0, 1.0); sgMat4 sgROT; sgMakeRotMat4( sgROT, -90.0, ownship_up ); sgMat4 sgTUX; sgCopyMat4( sgTUX, sgROT ); if (view_number == 0) { // FIXME: This needs to be unlinked from the viewer // The lon/lat/alt should come from properties and the // calculation for relative position should probably be // added to SimGear. // Note that the function for building the LOCAL matrix // or redone using plib. Should probably be moved to Simgear. // (cockpit_ROT = LOCAL from viewer). sgMat4 tmpROT; sgCopyMat4( tmpROT, pilot_view->get_COCKPIT_ROT() ); sgMat4 cockpit_ROT; sgCopyMat4( cockpit_ROT, tmpROT ); // Make the Cockpit rotation matrix (just juggling the vectors). cockpit_ROT[0][0] = tmpROT[1][0]; // right cockpit_ROT[0][1] = tmpROT[1][1]; cockpit_ROT[0][2] = tmpROT[1][2]; cockpit_ROT[1][0] = tmpROT[2][0]; // forward cockpit_ROT[1][1] = tmpROT[2][1]; cockpit_ROT[1][2] = tmpROT[2][2]; cockpit_ROT[2][0] = tmpROT[0][0]; // view_up cockpit_ROT[2][1] = tmpROT[0][1]; cockpit_ROT[2][2] = tmpROT[0][2]; sgPostMultMat4( sgTUX, cockpit_ROT ); sgPostMultMat4( sgTUX, sgTRANS ); } else { // FIXME: Model rotation need to be unlinked from the viewer. // When the cockpit rotation gets removed from viewer // then it'll be easy to apply offsets and get the equivelant // of this "VIEW_ROT" thing. sgCopyMat4( VIEW_ROT, pilot_view->get_VIEW_ROT()); sgPostMultMat4( sgTUX, VIEW_ROT ); sgPostMultMat4( sgTUX, sgTRANS ); } sgCoord tuxpos; sgSetCoord( &tuxpos, sgTUX ); _position->setTransform( &tuxpos ); } } FGAircraftModel::Animation FGAircraftModel::read_animation (const string &object_name, const SGPropertyNode * node) { Animation animation; // Find the object to be animated ssgEntity * target = find_named_node(_model, object_name); if (target != 0) { SG_LOG(SG_INPUT, SG_INFO, " Target object is " << object_name); } else { animation.type = Animation::None; SG_LOG(SG_INPUT, SG_ALERT, "Object " << object_name << " not found in model"); return animation; } // Figure out the animation type string type_name = node->getStringValue("type"); if (type_name == "spin") { SG_LOG(SG_INPUT, SG_INFO, "Reading spin animation"); animation.type = Animation::Spin; } else if (type_name == "rotate") { SG_LOG(SG_INPUT, SG_INFO, "Reading rotate animation"); animation.type = Animation::Rotate; } else if (type_name == "none") { SG_LOG(SG_INPUT, SG_INFO, "Reading disabled animation"); animation.type = Animation::None; return animation; } else { animation.type = Animation::None; SG_LOG(SG_INPUT, SG_ALERT, "Unknown animation type " << type_name); return animation; } // Splice a transform node into the tree animation.transform = new ssgTransform; int nParents = target->getNumParents(); animation.transform->addKid(target); for (int i = 0; i < nParents; i++) { ssgBranch * parent = target->getParent(i); parent->replaceKid(target, animation.transform); } // Get the node animation.prop = fgGetNode(node->getStringValue("property", "/null"), true); animation.position = node->getFloatValue("initial-position", 0); animation.offset = node->getFloatValue("offset", 0); if (node->hasValue("min")) { animation.has_min = true; animation.min = node->getFloatValue("min"); } else { animation.has_min = false; } if (node->hasValue("max")) { animation.has_max = true; animation.max = node->getFloatValue("max"); } else { animation.has_max = false; } animation.factor = node->getFloatValue("factor", 1); // Get the center and axis animation.center[0] = node->getFloatValue("center/x-m", 0); animation.center[1] = node->getFloatValue("center/y-m", 0); animation.center[2] = node->getFloatValue("center/z-m", 0); animation.axis[0] = node->getFloatValue("axis/x", 0); animation.axis[1] = node->getFloatValue("axis/y", 0); animation.axis[2] = node->getFloatValue("axis/z", 0); sgNormalizeVec3(animation.axis); return animation; } void FGAircraftModel::do_animation (Animation &animation, long elapsed_ms) { switch (animation.type) { case Animation::None: return; case Animation::Spin: { float velocity_rpms = (animation.prop->getDoubleValue() * animation.factor / 60000.0); animation.position += (elapsed_ms * velocity_rpms * 360); animation.setRotation(); return; } case Animation::Rotate: { animation.position = ((animation.prop->getFloatValue() + animation.offset) * animation.factor); if (animation.has_min && animation.position < animation.min) animation.position = animation.min; if (animation.has_max && animation.position > animation.max) animation.position = animation.max; animation.setRotation(); return; } default: return; } } /* * Transform to rotate an object around its local axis * from a relative frame of reference at center -- NHV */ void FGAircraftModel::Animation::setRotation() { float temp_angle = -position * 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]; sgMat4 matrix; 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; transform->setTransform(matrix); } // end of model.cxx