// 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 // 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 class FG3DModel { public: FG3DModel (); virtual ~FG3DModel (); virtual void init (const string &path); virtual void update (double dt); virtual ssgEntity * getSceneGraph () const { return (ssgEntity *)_model; } private: class Animation; Animation * make_animation (const char * object_name, SGPropertyNode * node); // Child models. vector _children; // Animations vector _animations; // Scene graph ssgBranch * _model; ////////////////////////////////////////////////////////////////////// // Internal classes for individual animations. ////////////////////////////////////////////////////////////////////// /** * Abstract base class for all animations. */ class Animation { public: Animation (); virtual ~Animation (); /** * Initialize the animation. * * @param object The object to animate. * @param props The property node with configuration information. */ virtual void init (ssgEntity * object, SGPropertyNode * props) = 0; /** * Update the animation. * * @param dt The elapsed time in seconds since the last call. */ virtual void update (double dt) = 0; }; /** * A no-op animation. */ class NullAnimation : public Animation { public: NullAnimation (); virtual ~NullAnimation (); virtual void init (ssgEntity * object, SGPropertyNode * props); virtual void update (double dt); private: ssgBranch * _branch; }; /** * A range, or level-of-detail (LOD) animation. */ class RangeAnimation : public Animation { public: RangeAnimation (); virtual ~RangeAnimation (); virtual void init (ssgEntity * object, SGPropertyNode * props); virtual void update (double dt); private: ssgRangeSelector * _branch; }; /** * Animation to turn and face the screen. */ class BillboardAnimation : public Animation { public: BillboardAnimation (); virtual ~BillboardAnimation (); virtual void init (ssgEntity * object, SGPropertyNode * props); virtual void update (double dt); private: ssgCutout * _branch; }; /** * Animation to select alternative versions of the same object. */ class SelectAnimation : public Animation { public: SelectAnimation (); virtual ~SelectAnimation (); virtual void init (ssgEntity * object, SGPropertyNode * props); virtual void update (double dt); private: FGCondition * _condition; ssgSelector * _selector; }; /** * Animation to spin an object around a center point. * * This animation rotates at a specific velocity. */ class SpinAnimation : public Animation { public: SpinAnimation (); virtual ~SpinAnimation (); virtual void init (ssgEntity * object, SGPropertyNode * props); virtual void update (double dt); private: SGPropertyNode * _prop; double _factor; double _position_deg; sgMat4 _matrix; sgVec3 _center; sgVec3 _axis; ssgTransform * _transform; }; /** * Animation to rotate an object around a center point. * * This animation rotates to a specific position. */ class RotateAnimation : public Animation { public: RotateAnimation (); virtual ~RotateAnimation (); virtual void init (ssgEntity * object, SGPropertyNode * props); virtual void update (double dt); 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; ssgTransform * _transform; }; /** * Animation to slide along an axis. */ class TranslateAnimation : public Animation { public: TranslateAnimation (); virtual ~TranslateAnimation (); virtual void init (ssgEntity * object, SGPropertyNode * props); virtual void update (double dt); 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; ssgTransform * _transform; }; }; class FGModelPlacement { public: FGModelPlacement (); virtual ~FGModelPlacement (); virtual void init (const string &path); virtual void update (double dt); 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: FG3DModel * _model; // 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