#include class FGPanel; class SGPropertyNode; // PanelNode defines an SSG leaf object that draws a FGPanel object // into the scene graph. Note that this is an incomplete SSG object, // many methods, mostly involved with modelling and runtime // inspection, are unimplemented. class FGPanelNode : public ssgLeaf { protected: virtual void draw_geometry(); public: FGPanelNode(SGPropertyNode* props); virtual ~FGPanelNode(); virtual void draw(); void mouseEvent(int button, int updown, int x, int y); virtual void recalcBSphere() { bsphere_is_invalid = 0; } // // A bunch of Plib functions that aren't implemented. I don't // even know what many of them do, but they're pure virtual and // require implementation. // virtual int getNumTriangles() { die(); return 0; } virtual void getTriangle(int n, short* v1, short* v2, short* v3) { die(); } virtual int getNumLines() { die(); return 0; } virtual void getLine(int n, short* v1, short* v2) { die(); } virtual void drawHighlight(sgVec4 colour) { die(); } virtual void drawHighlight(sgVec4 colour, int i) { die(); } virtual float* getVertex(int i) { die(); return 0; } virtual float* getNormal(int i) { die(); return 0; } virtual float* getColour(int i) { die(); return 0; } virtual float* getTexCoord(int i) { die(); return 0; } virtual void pick(int baseName) { die(); } virtual void isect_triangles(sgSphere* s, sgMat4 m, int testNeeded) { die(); } virtual void hot_triangles(sgVec3 s, sgMat4 m, int testNeeded) { die(); } virtual void los_triangles(sgVec3 s, sgMat4 m, int testNeeded) { die(); } virtual void transform(const sgMat4 m) { die(); } private: // Handler for all the unimplemented methods above void die(); FGPanel* _panel; // Panel corner coordinates float _bottomLeft[3], _topLeft[3], _bottomRight[3]; // The input range expected in the panel definition. These x/y // coordinates will map to the right/top sides. float _xmax, _ymax; // The matrix that results, which transforms 2D x/y panel // coordinates into 3D coordinates of the panel quadrilateral. GLfloat _xform[16]; // The matrix transformation state that was active the last time // we were rendered. Used by the mouse code to compute // intersections. GLfloat _lastModelview[16]; GLfloat _lastProjection[16]; GLint _lastViewport[4]; };