// 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 () : _props(new SGPropertyNode), _model(0), _selector(new ssgSelector), _position(new ssgTransform) { } FGAircraftModel::~FGAircraftModel () { delete _props; // 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 SG_LOG(SG_INPUT, SG_INFO, "Initializing aircraft 3D model"); // Load the 3D aircraft object itself SGPath path = globals->get_fg_root(); path.append(fgGetString("/sim/model/path", "Models/Geometry/glider.ac")); if (path.str().substr(path.str().size() - 4, 4) == ".xml") { readProperties(path.str(), _props); if (_props->hasValue("/path")) { path = path.dir();; path.append(_props->getStringValue("/path")); } else { path = globals->get_fg_root(); path.append("Models/Geometry/glider.ac"); } } ssgTexturePath((char *)path.dir().c_str()); _model = ssgLoad((char *)path.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 (int i = 0; i < animation_nodes.size(); i++) { _animations.push_back(read_animation(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) { _current_timestamp.stamp(); long elapsed_ms = (_current_timestamp - _last_timestamp) / 1000; _last_timestamp.stamp(); if (globals->get_viewmgr()->get_current() == 0) { _selector->select(false); } else { for (int i = 0; i < _animations.size(); i++) do_animation(_animations[i], elapsed_ms); _selector->select(true); FGViewerRPH *pilot_view = (FGViewerRPH *)globals->get_viewmgr()->get_view( 0 ); sgMat4 sgTRANS; sgMakeTransMat4( sgTRANS, pilot_view->get_view_pos() ); 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 ); sgPostMultMat4( sgTUX, pilot_view->get_VIEW_ROT() ); sgPostMultMat4( sgTUX, sgTRANS ); sgCoord tuxpos; sgSetCoord( &tuxpos, sgTUX ); _position->setTransform( &tuxpos ); } } FGAircraftModel::Animation FGAircraftModel::read_animation (const SGPropertyNode * node) { Animation 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 { animation.type = Animation::None; SG_LOG(SG_INPUT, SG_ALERT, "Unknown animation type " << type_name); return animation; } // Find the object to be animated string object_name = node->getStringValue("object-name"); 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; } // 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); // Get the center and axis animation.center_x = node->getFloatValue("center/x-m", 0); animation.center_y = node->getFloatValue("center/y-m", 0); animation.center_z = node->getFloatValue("center/z-m", 0); animation.axis_x = node->getFloatValue("axis/x", 0); animation.axis_y = node->getFloatValue("axis/y", 1); animation.axis_z = node->getFloatValue("axis/z", 0); 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() / 60000.0; animation.position += (elapsed_ms * velocity_rpms * 360); while (animation.position >= 360) animation.position -= 360; sgMakeTransMat4(animation.matrix, -animation.center_x, -animation.center_y, -animation.center_z); sgVec3 axis; sgSetVec3(axis, animation.axis_x, animation.axis_y, animation.axis_z); sgMat4 tmp; sgMakeRotMat4(tmp, animation.position, axis); sgPostMultMat4(animation.matrix, tmp); sgMakeTransMat4(tmp, animation.center_x, animation.center_y, animation.center_z); sgPostMultMat4(animation.matrix, tmp); animation.transform->setTransform(animation.matrix); return; } default: return; } } // end of model.cxx