// 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 // for strcmp() #include #include #include #include #include #include #include #include #include #include
#include
#include
#include #include "model.hxx" #include "panelnode.hxx" //////////////////////////////////////////////////////////////////////// // Static utility functions. //////////////////////////////////////////////////////////////////////// /** * Locate a named SSG node in a branch. */ static ssgEntity * find_named_node (ssgEntity * node, const char * name) { char * node_name = node->getName(); if (node_name != 0 && !strcmp(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; } /** * Splice a branch in between all child nodes and their parents. */ static void splice_branch (ssgBranch * branch, ssgEntity * child) { int nParents = child->getNumParents(); branch->addKid(child); for (int i = 0; i < nParents; i++) { ssgBranch * parent = child->getParent(i); parent->replaceKid(child, branch); } } /** * Set up the transform matrix for a spin or rotation. */ static void set_rotation (sgMat4 &matrix, double position_deg, sgVec3 ¢er, sgVec3 &axis) { float temp_angle = -position_deg * 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]; 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; } /** * Set up the transform matrix for a translation. */ static void set_translation (sgMat4 &matrix, double position_m, sgVec3 &axis) { sgVec3 xyz; sgScaleVec3(xyz, axis, position_m); sgMakeTransMat4(matrix, xyz); } /** * Make an offset matrix from rotations and position offset. */ static void make_offsets_matrix (sgMat4 * result, double h_rot, double p_rot, double r_rot, double x_off, double y_off, double z_off) { sgMat4 rot_matrix; sgMat4 pos_matrix; sgMakeRotMat4(rot_matrix, h_rot, p_rot, r_rot); sgMakeTransMat4(pos_matrix, x_off, y_off, z_off); sgMultMat4(*result, pos_matrix, rot_matrix); } /** * Read an interpolation table from properties. */ static SGInterpTable * read_interpolation_table (const SGPropertyNode * props) { const SGPropertyNode * table_node = props->getNode("interpolation"); if (table_node != 0) { SGInterpTable * table = new SGInterpTable(); vector entries = table_node->getChildren("entry"); for (unsigned int i = 0; i < entries.size(); i++) table->addEntry(entries[i]->getDoubleValue("ind", 0.0), entries[i]->getDoubleValue("dep", 0.0)); return table; } else { return 0; } } //////////////////////////////////////////////////////////////////////// // Implementation of FG3DModel //////////////////////////////////////////////////////////////////////// FG3DModel::FG3DModel () : _model(0) { } FG3DModel::~FG3DModel () { // since the nodes are attached to the scene graph, they'll be // deleted automatically unsigned int i; for (i = 0; i < _animations.size(); i++) delete _animations[i]; } void FG3DModel::init (const string &path) { SGPropertyNode props; // Load the 3D aircraft object itself SGPath xmlpath = globals->get_fg_root(); SGPath modelpath = path; xmlpath.append(modelpath.str()); // Check for an XML wrapper 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 { if (_model == 0) _model = new ssgBranch; } } // Assume that textures are in // the same location as the XML file. if (_model == 0) { ssgTexturePath((char *)xmlpath.dir().c_str()); _model = (ssgBranch *)ssgLoad((char *)modelpath.c_str()); if (_model == 0) throw sg_exception("Failed to load 3D model"); } // Set up the alignment node ssgTransform * align = new ssgTransform; align->addKid(_model); sgMat4 res_matrix; make_offsets_matrix(&res_matrix, props.getFloatValue("/offsets/heading-deg", 0.0), props.getFloatValue("/offsets/roll-deg", 0.0), props.getFloatValue("/offsets/pitch-deg", 0.0), props.getFloatValue("/offsets/x-m", 0.0), props.getFloatValue("/offsets/y-m", 0.0), props.getFloatValue("/offsets/z-m", 0.0)); align->setTransform(res_matrix); // Load animations vector animation_nodes = props.getChildren("animation"); unsigned int i; for (i = 0; i < animation_nodes.size(); i++) { vector name_nodes = animation_nodes[i]->getChildren("object-name"); if (name_nodes.size() < 1) { Animation * animation = make_animation(0, animation_nodes[i]); if (animation != 0) _animations.push_back(animation); } else { for (unsigned int j = 0; j < name_nodes.size(); j++) { Animation * animation = make_animation(name_nodes[j]->getStringValue(), animation_nodes[i]); if (animation != 0) _animations.push_back(animation); } } } // Load panels vector panel_nodes = props.getChildren("panel"); for (i = 0; i < panel_nodes.size(); i++) { printf("Reading a panel in model.cxx\n"); FGPanelNode * panel = new FGPanelNode(panel_nodes[i]); _model->addKid(panel); } // Load sub-models vector model_nodes = props.getChildren("model"); for (i = 0; i < model_nodes.size(); i++) { SGPropertyNode_ptr node = model_nodes[i]; ssgTransform * align = new ssgTransform; sgMat4 res_matrix; make_offsets_matrix(&res_matrix, node->getFloatValue("offsets/heading-deg", 0.0), node->getFloatValue("offsets/roll-deg", 0.0), node->getFloatValue("offsets/pitch-deg", 0.0), node->getFloatValue("offsets/x-m", 0.0), node->getFloatValue("offsets/y-m", 0.0), node->getFloatValue("offsets/z-m", 0.0)); align->setTransform(res_matrix); FG3DModel * kid = new FG3DModel; kid->init(node->getStringValue("path")); align->addKid(kid->getSceneGraph()); _model->addKid(align); _children.push_back(kid); } } void FG3DModel::update (double dt) { unsigned int i; for (i = 0; i < _children.size(); i++) _children[i]->update(dt); for (i = 0; i < _animations.size(); i++) _animations[i]->update(dt); } FG3DModel::Animation * FG3DModel::make_animation (const char * object_name, SGPropertyNode * node) { Animation * animation = 0; const char * type = node->getStringValue("type"); if (!strcmp("none", type)) { animation = new NullAnimation(); } else if (!strcmp("range", type)) { animation = new RangeAnimation(); } else if (!strcmp("billboard", type)) { animation = new BillboardAnimation(); } else if (!strcmp("select", type)) { animation = new SelectAnimation(); } else if (!strcmp("spin", type)) { animation = new SpinAnimation(); } else if (!strcmp("rotate", type)) { animation = new RotateAnimation(); } else if (!strcmp("translate", type)) { animation = new TranslateAnimation(); } else { animation = new NullAnimation(); SG_LOG(SG_INPUT, SG_WARN, "Unknown animation type " << type); } ssgEntity * object; if (object_name != 0) { object = find_named_node(_model, object_name); if (object == 0) { SG_LOG(SG_INPUT, SG_WARN, "Object " << object_name << " not found"); delete animation; animation = 0; } } else { object = _model; } if (animation != 0) animation->init(object, node); return animation; } //////////////////////////////////////////////////////////////////////// // Implementation of FG3DModel::Animation //////////////////////////////////////////////////////////////////////// FG3DModel::Animation::Animation () { } FG3DModel::Animation::~Animation () { } //////////////////////////////////////////////////////////////////////// // Implementation of FG3DModel::NullAnimation //////////////////////////////////////////////////////////////////////// FG3DModel::NullAnimation::NullAnimation () : _branch(new ssgBranch) { } FG3DModel::NullAnimation::~NullAnimation () { _branch = 0; } void FG3DModel::NullAnimation::init (ssgEntity * object, SGPropertyNode * props) { splice_branch(_branch, object); _branch->setName(props->getStringValue("name", 0)); } void FG3DModel::NullAnimation::update (double dt) { } //////////////////////////////////////////////////////////////////////// // Implementation of FG3DModel::RangeAnimation //////////////////////////////////////////////////////////////////////// FG3DModel::RangeAnimation::RangeAnimation () : _branch(new ssgRangeSelector) { } FG3DModel::RangeAnimation::~RangeAnimation () { _branch = 0; } void FG3DModel::RangeAnimation::init (ssgEntity * object, SGPropertyNode * props) { float ranges[2]; splice_branch(_branch, object); _branch->setName(props->getStringValue("name", 0)); ranges[0] = props->getFloatValue("min-m", 0); ranges[1] = props->getFloatValue("max-m", 5000); _branch->setRanges(ranges, 2); } void FG3DModel::RangeAnimation::update (double dt) { } //////////////////////////////////////////////////////////////////////// // Implementation of FG3DModel::BillboardAnimation //////////////////////////////////////////////////////////////////////// FG3DModel::BillboardAnimation::BillboardAnimation () : _branch(0) { // Note: we cannot allocate the branch until we know whether // it can rotate around the x axis as well as the z axis. } FG3DModel::BillboardAnimation::~BillboardAnimation () { _branch = 0; } void FG3DModel::BillboardAnimation::init (ssgEntity * object, SGPropertyNode * props) { _branch = new ssgCutout(props->getBoolValue("spherical", true)); splice_branch(_branch, object); _branch->setName(props->getStringValue("name", 0)); } void FG3DModel::BillboardAnimation::update (double dt) { } //////////////////////////////////////////////////////////////////////// // Implementation of FG3DModel::SelectAnimation //////////////////////////////////////////////////////////////////////// FG3DModel::SelectAnimation::SelectAnimation () : _condition(0), _selector(new ssgSelector) { } FG3DModel::SelectAnimation::~SelectAnimation () { delete _condition; _selector = 0; } void FG3DModel::SelectAnimation::init (ssgEntity * object, SGPropertyNode * props) { splice_branch(_selector, object); _selector->setName(props->getStringValue("name", 0)); SGPropertyNode * node = props->getChild("condition"); if (node != 0) { _condition = fgReadCondition(node); } } void FG3DModel::SelectAnimation::update (double dt) { if (_condition != 0 && _condition->test()) _selector->select(0xffff); else _selector->select(0x0000); } //////////////////////////////////////////////////////////////////////// // Implementation of FG3DModel::SpinAnimation //////////////////////////////////////////////////////////////////////// FG3DModel::SpinAnimation::SpinAnimation () : _prop(0), _factor(0), _position_deg(0), _transform(new ssgTransform) { } FG3DModel::SpinAnimation::~SpinAnimation () { _transform = 0; } void FG3DModel::SpinAnimation::init (ssgEntity * object, SGPropertyNode * props) { // Splice in the new transform node splice_branch(_transform, object); _transform->setName(props->getStringValue("name", 0)); _prop = fgGetNode(props->getStringValue("property", "/null"), true); _factor = props->getDoubleValue("factor", 1.0); _position_deg = props->getDoubleValue("starting-position-deg", 0); _center[0] = props->getFloatValue("center/x-m", 0); _center[1] = props->getFloatValue("center/y-m", 0); _center[2] = props->getFloatValue("center/z-m", 0); _axis[0] = props->getFloatValue("axis/x", 0); _axis[1] = props->getFloatValue("axis/y", 0); _axis[2] = props->getFloatValue("axis/z", 0); sgNormalizeVec3(_axis); } void FG3DModel::SpinAnimation::update (double dt) { float velocity_rpms = (_prop->getDoubleValue() * _factor / 60.0); _position_deg += (dt * velocity_rpms * 360); while (_position_deg < 0) _position_deg += 360.0; while (_position_deg >= 360.0) _position_deg -= 360.0; set_rotation(_matrix, _position_deg, _center, _axis); _transform->setTransform(_matrix); } //////////////////////////////////////////////////////////////////////// // Implementation of FG3DModel::RotateAnimation //////////////////////////////////////////////////////////////////////// FG3DModel::RotateAnimation::RotateAnimation () : _prop(0), _offset_deg(0.0), _factor(1.0), _table(0), _has_min(false), _min_deg(0.0), _has_max(false), _max_deg(1.0), _position_deg(0.0), _transform(new ssgTransform) { } FG3DModel::RotateAnimation::~RotateAnimation () { delete _table; _transform = 0; } void FG3DModel::RotateAnimation::init (ssgEntity * object, SGPropertyNode * props) { // Splice in the new transform node splice_branch(_transform, object); _transform->setName(props->getStringValue("name", 0)); _prop = fgGetNode(props->getStringValue("property", "/null"), true); _offset_deg = props->getDoubleValue("offset-deg", 0.0); _factor = props->getDoubleValue("factor", 1.0); _table = read_interpolation_table(props); if (props->hasValue("min-deg")) { _has_min = true; _min_deg = props->getDoubleValue("min-deg"); } if (props->hasValue("max-deg")) { _has_max = true; _max_deg = props->getDoubleValue("max-deg"); } _position_deg = props->getDoubleValue("starting-position-deg", 0); _center[0] = props->getFloatValue("center/x-m", 0); _center[1] = props->getFloatValue("center/y-m", 0); _center[2] = props->getFloatValue("center/z-m", 0); _axis[0] = props->getFloatValue("axis/x", 0); _axis[1] = props->getFloatValue("axis/y", 0); _axis[2] = props->getFloatValue("axis/z", 0); sgNormalizeVec3(_axis); } void FG3DModel::RotateAnimation::update (double dt) { if (_table == 0) { _position_deg = (_prop->getDoubleValue() + _offset_deg) * _factor; if (_has_min && _position_deg < _min_deg) _position_deg = _min_deg; if (_has_max && _position_deg > _max_deg) _position_deg = _max_deg; } else { _position_deg = _table->interpolate(_prop->getDoubleValue()); } set_rotation(_matrix, _position_deg, _center, _axis); _transform->setTransform(_matrix); } //////////////////////////////////////////////////////////////////////// // Implementation of FG3DModel::TranslateAnimation //////////////////////////////////////////////////////////////////////// FG3DModel::TranslateAnimation::TranslateAnimation () : _prop(0), _offset_m(0.0), _factor(1.0), _table(0), _has_min(false), _min_m(0.0), _has_max(false), _max_m(1.0), _position_m(0.0), _transform(new ssgTransform) { } FG3DModel::TranslateAnimation::~TranslateAnimation () { delete _table; _transform = 0; } void FG3DModel::TranslateAnimation::init (ssgEntity * object, SGPropertyNode * props) { // Splice in the new transform node splice_branch(_transform, object); _transform->setName(props->getStringValue("name", 0)); _prop = fgGetNode(props->getStringValue("property", "/null"), true); _offset_m = props->getDoubleValue("offset-m", 0.0); _factor = props->getDoubleValue("factor", 1.0); _table = read_interpolation_table(props); if (props->hasValue("min-m")) { _has_min = true; _min_m = props->getDoubleValue("min-m"); } if (props->hasValue("max-m")) { _has_max = true; _max_m = props->getDoubleValue("max-m"); } _position_m = props->getDoubleValue("starting-position-m", 0); _axis[0] = props->getFloatValue("axis/x", 0); _axis[1] = props->getFloatValue("axis/y", 0); _axis[2] = props->getFloatValue("axis/z", 0); sgNormalizeVec3(_axis); } void FG3DModel::TranslateAnimation::update (double dt) { if (_table == 0) { _position_m = (_prop->getDoubleValue() + _offset_m) * _factor; if (_has_min && _position_m < _min_m) _position_m = _min_m; if (_has_max && _position_m > _max_m) _position_m = _max_m; } else { _position_m = _table->interpolate(_prop->getDoubleValue()); } set_translation(_matrix, _position_m, _axis); _transform->setTransform(_matrix); } //////////////////////////////////////////////////////////////////////// // Implementation of FGModelPlacement. //////////////////////////////////////////////////////////////////////// FGModelPlacement::FGModelPlacement () : _model(new FG3DModel), _lon_deg(0), _lat_deg(0), _elev_ft(0), _roll_deg(0), _pitch_deg(0), _heading_deg(0), _selector(new ssgSelector), _position(new ssgTransform), _location(new FGLocation) { } FGModelPlacement::~FGModelPlacement () { delete _model; delete _selector; } void FGModelPlacement::init (const string &path) { _model->init(path); _position->addKid(_model->getSceneGraph()); _selector->addKid(_position); _selector->clrTraversalMaskBits(SSGTRAV_HOT); } void FGModelPlacement::update (double dt) { _model->update(dt); _location->setPosition( _lon_deg, _lat_deg, _elev_ft ); _location->setOrientation( _roll_deg, _pitch_deg, _heading_deg ); sgMat4 POS; sgCopyMat4(POS, _location->getTransformMatrix()); sgVec3 trans; sgCopyVec3(trans, _location->get_view_pos()); for(int i = 0; i < 4; i++) { float tmp = POS[i][3]; for( int j=0; j<3; j++ ) { POS[i][j] += (tmp * trans[j]); } } _position->setTransform(POS); } bool FGModelPlacement::getVisible () const { return (_selector->getSelect() != 0); } void FGModelPlacement::setVisible (bool visible) { _selector->select(visible); } void FGModelPlacement::setLongitudeDeg (double lon_deg) { _lon_deg = lon_deg; } void FGModelPlacement::setLatitudeDeg (double lat_deg) { _lat_deg = lat_deg; } void FGModelPlacement::setElevationFt (double elev_ft) { _elev_ft = elev_ft; } void FGModelPlacement::setPosition (double lon_deg, double lat_deg, double elev_ft) { _lon_deg = lon_deg; _lat_deg = lat_deg; _elev_ft = elev_ft; } void FGModelPlacement::setRollDeg (double roll_deg) { _roll_deg = roll_deg; } void FGModelPlacement::setPitchDeg (double pitch_deg) { _pitch_deg = pitch_deg; } void FGModelPlacement::setHeadingDeg (double heading_deg) { _heading_deg = heading_deg; } void FGModelPlacement::setOrientation (double roll_deg, double pitch_deg, double heading_deg) { _roll_deg = roll_deg; _pitch_deg = pitch_deg; _heading_deg = heading_deg; } // end of model.cxx