2119db35c3
scene management code and organizing it within simgear. My strategy is to identify the code I want to move, and break it's direct flightgear dependencies. Then it will be free to move over into the simgear package. - Moved some property specific code into simgear/props/ - Split out the condition code from fgfs/src/Main/fg_props and put it in it's own source file in simgear/props/ - Created a scene subdirectory for scenery, model, and material property related code. - Moved location.[ch]xx into simgear/scene/model/ - The location and condition code had dependencies on flightgear's global state (all the globals-> stuff, the flightgear property tree, etc.) SimGear code can't depend on it so that data has to be passed as parameters to the functions/methods/constructors. - This need to pass data as function parameters had a dramatic cascading effect throughout the FlightGear code.
745 lines
21 KiB
C++
745 lines
21 KiB
C++
// model.cxx - manage a 3D aircraft model.
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// Written by David Megginson, started 2002.
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//
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// This file is in the Public Domain, and comes with no warranty.
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include <string.h> // for strcmp()
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#include <plib/sg.h>
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#include <plib/ssg.h>
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#include <plib/ul.h>
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#include <simgear/compiler.h>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/math/interpolater.hxx>
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#include <simgear/math/point3d.hxx>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/misc/exception.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/props/condition.hxx>
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#include <simgear/props/props_io.hxx>
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#include <simgear/scene/model/location.hxx>
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// #include <Main/fg_props.hxx>
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// #include <Main/globals.hxx>
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// #include <Scenery/scenery.hxx>
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#include "model.hxx"
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#include "panelnode.hxx"
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////////////////////////////////////////////////////////////////////////
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// Static utility functions.
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////////////////////////////////////////////////////////////////////////
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/**
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* Callback to update an animation.
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*/
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static int
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animation_callback (ssgEntity * entity, int mask)
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{
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((Animation *)entity->getUserData())->update();
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return true;
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}
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/**
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* Locate a named SSG node in a branch.
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*/
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static ssgEntity *
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find_named_node (ssgEntity * node, const char * name)
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{
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char * node_name = node->getName();
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if (node_name != 0 && !strcmp(name, node_name))
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return node;
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else if (node->isAKindOf(ssgTypeBranch())) {
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int nKids = node->getNumKids();
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for (int i = 0; i < nKids; i++) {
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ssgEntity * result =
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find_named_node(((ssgBranch*)node)->getKid(i), name);
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if (result != 0)
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return result;
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}
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}
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return 0;
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}
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/**
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* Splice a branch in between all child nodes and their parents.
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*/
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static void
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splice_branch (ssgBranch * branch, ssgEntity * child)
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{
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int nParents = child->getNumParents();
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branch->addKid(child);
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for (int i = 0; i < nParents; i++) {
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ssgBranch * parent = child->getParent(i);
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parent->replaceKid(child, branch);
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}
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}
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/**
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* Set up the transform matrix for a spin or rotation.
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*/
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static void
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set_rotation (sgMat4 &matrix, double position_deg,
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sgVec3 ¢er, sgVec3 &axis)
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{
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float temp_angle = -position_deg * SG_DEGREES_TO_RADIANS ;
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float s = (float) sin ( temp_angle ) ;
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float c = (float) cos ( temp_angle ) ;
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float t = SG_ONE - c ;
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// axis was normalized at load time
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// hint to the compiler to put these into FP registers
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float x = axis[0];
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float y = axis[1];
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float z = axis[2];
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matrix[0][0] = t * x * x + c ;
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matrix[0][1] = t * y * x - s * z ;
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matrix[0][2] = t * z * x + s * y ;
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matrix[0][3] = SG_ZERO;
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matrix[1][0] = t * x * y + s * z ;
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matrix[1][1] = t * y * y + c ;
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matrix[1][2] = t * z * y - s * x ;
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matrix[1][3] = SG_ZERO;
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matrix[2][0] = t * x * z - s * y ;
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matrix[2][1] = t * y * z + s * x ;
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matrix[2][2] = t * z * z + c ;
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matrix[2][3] = SG_ZERO;
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// hint to the compiler to put these into FP registers
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x = center[0];
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y = center[1];
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z = center[2];
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matrix[3][0] = x - x*matrix[0][0] - y*matrix[1][0] - z*matrix[2][0];
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matrix[3][1] = y - x*matrix[0][1] - y*matrix[1][1] - z*matrix[2][1];
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matrix[3][2] = z - x*matrix[0][2] - y*matrix[1][2] - z*matrix[2][2];
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matrix[3][3] = SG_ONE;
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}
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/**
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* Set up the transform matrix for a translation.
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*/
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static void
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set_translation (sgMat4 &matrix, double position_m, sgVec3 &axis)
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{
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sgVec3 xyz;
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sgScaleVec3(xyz, axis, position_m);
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sgMakeTransMat4(matrix, xyz);
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}
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/**
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* Make an offset matrix from rotations and position offset.
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*/
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static void
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make_offsets_matrix (sgMat4 * result, double h_rot, double p_rot, double r_rot,
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double x_off, double y_off, double z_off)
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{
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sgMat4 rot_matrix;
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sgMat4 pos_matrix;
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sgMakeRotMat4(rot_matrix, h_rot, p_rot, r_rot);
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sgMakeTransMat4(pos_matrix, x_off, y_off, z_off);
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sgMultMat4(*result, pos_matrix, rot_matrix);
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}
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/**
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* Read an interpolation table from properties.
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*/
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static SGInterpTable *
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read_interpolation_table (SGPropertyNode_ptr props)
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{
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SGPropertyNode_ptr table_node = props->getNode("interpolation");
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if (table_node != 0) {
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SGInterpTable * table = new SGInterpTable();
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vector<SGPropertyNode_ptr> entries = table_node->getChildren("entry");
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for (unsigned int i = 0; i < entries.size(); i++)
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table->addEntry(entries[i]->getDoubleValue("ind", 0.0),
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entries[i]->getDoubleValue("dep", 0.0));
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return table;
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} else {
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return 0;
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}
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}
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static void
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make_animation (ssgBranch * model,
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const char * name,
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vector<SGPropertyNode_ptr> &name_nodes,
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SGPropertyNode *prop_root,
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SGPropertyNode_ptr node,
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double sim_time_sec )
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{
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Animation * animation = 0;
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const char * type = node->getStringValue("type", "none");
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if (!strcmp("none", type)) {
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animation = new NullAnimation(node);
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} else if (!strcmp("range", type)) {
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animation = new RangeAnimation(node);
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} else if (!strcmp("billboard", type)) {
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animation = new BillboardAnimation(node);
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} else if (!strcmp("select", type)) {
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animation = new SelectAnimation(prop_root, node);
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} else if (!strcmp("spin", type)) {
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animation = new SpinAnimation(prop_root, node, sim_time_sec );
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} else if (!strcmp("timed", type)) {
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animation = new TimedAnimation(node);
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} else if (!strcmp("rotate", type)) {
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animation = new RotateAnimation(prop_root, node);
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} else if (!strcmp("translate", type)) {
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animation = new TranslateAnimation(prop_root, node);
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} else {
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animation = new NullAnimation(node);
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SG_LOG(SG_INPUT, SG_WARN, "Unknown animation type " << type);
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}
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if (name != 0)
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animation->setName((char *)name);
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ssgEntity * object;
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if (name_nodes.size() > 0) {
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object = find_named_node(model, name_nodes[0]->getStringValue());
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if (object == 0) {
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SG_LOG(SG_INPUT, SG_WARN, "Object " << name_nodes[0]->getStringValue()
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<< " not found");
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delete animation;
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animation = 0;
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}
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} else {
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object = model;
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}
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ssgBranch * branch = animation->getBranch();
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splice_branch(branch, object);
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for (unsigned int i = 1; i < name_nodes.size(); i++) {
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const char * name = name_nodes[i]->getStringValue();
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object = find_named_node(model, name);
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if (object == 0) {
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SG_LOG(SG_INPUT, SG_WARN, "Object " << name << " not found");
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delete animation;
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animation = 0;
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}
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ssgBranch * oldParent = object->getParent(0);
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branch->addKid(object);
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oldParent->removeKid(object);
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}
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animation->init();
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branch->setUserData(animation);
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branch->setTravCallback(SSG_CALLBACK_PRETRAV, animation_callback);
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}
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////////////////////////////////////////////////////////////////////////
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// Global functions.
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////////////////////////////////////////////////////////////////////////
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ssgBranch *
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fgLoad3DModel( const string &fg_root, const string &path,
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SGPropertyNode *prop_root,
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double sim_time_sec )
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{
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ssgBranch * model = 0;
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SGPropertyNode props;
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// Load the 3D aircraft object itself
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SGPath xmlpath;
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SGPath modelpath = path;
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if ( ulIsAbsolutePathName( path.c_str() ) ) {
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xmlpath = modelpath;
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}
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else {
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xmlpath = fg_root;
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xmlpath.append(modelpath.str());
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}
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// Check for an XML wrapper
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if (xmlpath.str().substr(xmlpath.str().size() - 4, 4) == ".xml") {
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readProperties(xmlpath.str(), &props);
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if (props.hasValue("/path")) {
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modelpath = modelpath.dir();
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modelpath.append(props.getStringValue("/path"));
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} else {
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if (model == 0)
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model = new ssgBranch;
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}
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}
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// Assume that textures are in
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// the same location as the XML file.
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if (model == 0) {
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ssgTexturePath((char *)xmlpath.dir().c_str());
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model = (ssgBranch *)ssgLoad((char *)modelpath.c_str());
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if (model == 0)
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throw sg_exception("Failed to load 3D model");
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}
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// Set up the alignment node
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ssgTransform * alignmainmodel = new ssgTransform;
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alignmainmodel->addKid(model);
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sgMat4 res_matrix;
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make_offsets_matrix(&res_matrix,
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props.getFloatValue("/offsets/heading-deg", 0.0),
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props.getFloatValue("/offsets/roll-deg", 0.0),
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props.getFloatValue("/offsets/pitch-deg", 0.0),
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props.getFloatValue("/offsets/x-m", 0.0),
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props.getFloatValue("/offsets/y-m", 0.0),
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props.getFloatValue("/offsets/z-m", 0.0));
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alignmainmodel->setTransform(res_matrix);
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// Load panels
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unsigned int i;
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vector<SGPropertyNode_ptr> panel_nodes = props.getChildren("panel");
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for (i = 0; i < panel_nodes.size(); i++) {
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SG_LOG(SG_INPUT, SG_DEBUG, "Loading a panel");
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FGPanelNode * panel = new FGPanelNode(panel_nodes[i]);
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if (panel_nodes[i]->hasValue("name"))
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panel->setName((char *)panel_nodes[i]->getStringValue("name"));
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model->addKid(panel);
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}
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// Load animations
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vector<SGPropertyNode_ptr> animation_nodes = props.getChildren("animation");
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for (i = 0; i < animation_nodes.size(); i++) {
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const char * name = animation_nodes[i]->getStringValue("name", 0);
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vector<SGPropertyNode_ptr> name_nodes =
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animation_nodes[i]->getChildren("object-name");
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make_animation( model, name, name_nodes, prop_root, animation_nodes[i],
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sim_time_sec);
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}
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// Load sub-models
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vector<SGPropertyNode_ptr> model_nodes = props.getChildren("model");
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for (i = 0; i < model_nodes.size(); i++) {
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SGPropertyNode_ptr node = model_nodes[i];
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ssgTransform * align = new ssgTransform;
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sgMat4 res_matrix;
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make_offsets_matrix(&res_matrix,
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node->getFloatValue("offsets/heading-deg", 0.0),
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node->getFloatValue("offsets/roll-deg", 0.0),
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node->getFloatValue("offsets/pitch-deg", 0.0),
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node->getFloatValue("offsets/x-m", 0.0),
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node->getFloatValue("offsets/y-m", 0.0),
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node->getFloatValue("offsets/z-m", 0.0));
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align->setTransform(res_matrix);
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ssgBranch * kid = fgLoad3DModel( fg_root, node->getStringValue("path"),
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prop_root, sim_time_sec );
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align->addKid(kid);
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model->addKid(align);
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}
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return alignmainmodel;
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of Animation
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////////////////////////////////////////////////////////////////////////
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Animation::Animation (SGPropertyNode_ptr props, ssgBranch * branch)
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: _branch(branch)
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{
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_branch->setName(props->getStringValue("name", 0));
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}
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Animation::~Animation ()
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{
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}
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void
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Animation::init ()
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{
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}
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void
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Animation::update ()
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{
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of NullAnimation
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////////////////////////////////////////////////////////////////////////
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NullAnimation::NullAnimation (SGPropertyNode_ptr props)
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: Animation(props, new ssgBranch)
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{
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}
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NullAnimation::~NullAnimation ()
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{
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of RangeAnimation
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////////////////////////////////////////////////////////////////////////
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RangeAnimation::RangeAnimation (SGPropertyNode_ptr props)
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: Animation(props, new ssgRangeSelector)
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{
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float ranges[] = { props->getFloatValue("min-m", 0),
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props->getFloatValue("max-m", 5000) };
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((ssgRangeSelector *)_branch)->setRanges(ranges, 2);
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}
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RangeAnimation::~RangeAnimation ()
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{
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of BillboardAnimation
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////////////////////////////////////////////////////////////////////////
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BillboardAnimation::BillboardAnimation (SGPropertyNode_ptr props)
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: Animation(props, new ssgCutout(props->getBoolValue("spherical", true)))
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{
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}
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BillboardAnimation::~BillboardAnimation ()
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{
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of SelectAnimation
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////////////////////////////////////////////////////////////////////////
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SelectAnimation::SelectAnimation( SGPropertyNode *prop_root,
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SGPropertyNode_ptr props )
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: Animation(props, new ssgSelector),
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_condition(0)
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{
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SGPropertyNode_ptr node = props->getChild("condition");
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if (node != 0)
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_condition = fgReadCondition(prop_root, node);
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}
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SelectAnimation::~SelectAnimation ()
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{
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delete _condition;
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}
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void
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SelectAnimation::update ()
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{
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if (_condition != 0 && _condition->test())
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((ssgSelector *)_branch)->select(0xffff);
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else
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((ssgSelector *)_branch)->select(0x0000);
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of SpinAnimation
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////////////////////////////////////////////////////////////////////////
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SpinAnimation::SpinAnimation( SGPropertyNode *prop_root,
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SGPropertyNode_ptr props,
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double sim_time_sec )
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: Animation(props, new ssgTransform),
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_prop((SGPropertyNode *)prop_root->getNode(props->getStringValue("property", "/null"), true)),
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_factor(props->getDoubleValue("factor", 1.0)),
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_position_deg(props->getDoubleValue("starting-position-deg", 0)),
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_last_time_sec( sim_time_sec /* globals->get_sim_time_sec() */ )
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{
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_center[0] = props->getFloatValue("center/x-m", 0);
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_center[1] = props->getFloatValue("center/y-m", 0);
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_center[2] = props->getFloatValue("center/z-m", 0);
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_axis[0] = props->getFloatValue("axis/x", 0);
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_axis[1] = props->getFloatValue("axis/y", 0);
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_axis[2] = props->getFloatValue("axis/z", 0);
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sgNormalizeVec3(_axis);
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}
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SpinAnimation::~SpinAnimation ()
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{
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}
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void
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SpinAnimation::update( double sim_time_sec )
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{
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double dt = sim_time_sec - _last_time_sec;
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_last_time_sec = sim_time_sec;
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float velocity_rpms = (_prop->getDoubleValue() * _factor / 60.0);
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_position_deg += (dt * velocity_rpms * 360);
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while (_position_deg < 0)
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_position_deg += 360.0;
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while (_position_deg >= 360.0)
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_position_deg -= 360.0;
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set_rotation(_matrix, _position_deg, _center, _axis);
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((ssgTransform *)_branch)->setTransform(_matrix);
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of TimedAnimation
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////////////////////////////////////////////////////////////////////////
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TimedAnimation::TimedAnimation (SGPropertyNode_ptr props)
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: Animation(props, new ssgSelector),
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_duration_sec(props->getDoubleValue("duration-sec", 1.0)),
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_last_time_sec(0),
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_step(-1)
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{
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}
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TimedAnimation::~TimedAnimation ()
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{
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}
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void
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TimedAnimation::update( double sim_time_sec )
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{
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if ((sim_time_sec - _last_time_sec) >= _duration_sec) {
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_last_time_sec = sim_time_sec;
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_step++;
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if (_step >= getBranch()->getNumKids())
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_step = 0;
|
||
((ssgSelector *)getBranch())->selectStep(_step);
|
||
}
|
||
}
|
||
|
||
|
||
|
||
////////////////////////////////////////////////////////////////////////
|
||
// Implementation of RotateAnimation
|
||
////////////////////////////////////////////////////////////////////////
|
||
|
||
RotateAnimation::RotateAnimation( SGPropertyNode *prop_root,
|
||
SGPropertyNode_ptr props )
|
||
: Animation(props, new ssgTransform),
|
||
_prop((SGPropertyNode *)prop_root->getNode(props->getStringValue("property", "/null"), true)),
|
||
_offset_deg(props->getDoubleValue("offset-deg", 0.0)),
|
||
_factor(props->getDoubleValue("factor", 1.0)),
|
||
_table(read_interpolation_table(props)),
|
||
_has_min(props->hasValue("min-deg")),
|
||
_min_deg(props->getDoubleValue("min-deg")),
|
||
_has_max(props->hasValue("max-deg")),
|
||
_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);
|
||
}
|
||
|
||
RotateAnimation::~RotateAnimation ()
|
||
{
|
||
delete _table;
|
||
}
|
||
|
||
void
|
||
RotateAnimation::update()
|
||
{
|
||
if (_table == 0) {
|
||
_position_deg = _prop->getDoubleValue() * _factor + _offset_deg;
|
||
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);
|
||
((ssgTransform *)_branch)->setTransform(_matrix);
|
||
}
|
||
|
||
|
||
|
||
////////////////////////////////////////////////////////////////////////
|
||
// Implementation of TranslateAnimation
|
||
////////////////////////////////////////////////////////////////////////
|
||
|
||
TranslateAnimation::TranslateAnimation( SGPropertyNode *prop_root,
|
||
SGPropertyNode_ptr props )
|
||
: Animation(props, new ssgTransform),
|
||
_prop((SGPropertyNode *)prop_root->getNode(props->getStringValue("property", "/null"), true)),
|
||
_offset_m(props->getDoubleValue("offset-m", 0.0)),
|
||
_factor(props->getDoubleValue("factor", 1.0)),
|
||
_table(read_interpolation_table(props)),
|
||
_has_min(props->hasValue("min-m")),
|
||
_min_m(props->getDoubleValue("min-m")),
|
||
_has_max(props->hasValue("max-m")),
|
||
_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);
|
||
}
|
||
|
||
TranslateAnimation::~TranslateAnimation ()
|
||
{
|
||
delete _table;
|
||
}
|
||
|
||
void
|
||
TranslateAnimation::update ()
|
||
{
|
||
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);
|
||
((ssgTransform *)_branch)->setTransform(_matrix);
|
||
}
|
||
|
||
|
||
|
||
////////////////////////////////////////////////////////////////////////
|
||
// Implementation of FGModelPlacement.
|
||
////////////////////////////////////////////////////////////////////////
|
||
|
||
FGModelPlacement::FGModelPlacement ()
|
||
: _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 ()
|
||
{
|
||
}
|
||
|
||
void
|
||
FGModelPlacement::init( const string &fg_root,
|
||
const string &path,
|
||
SGPropertyNode *prop_root,
|
||
double sim_time_sec )
|
||
{
|
||
ssgBranch * model = fgLoad3DModel( fg_root, path, prop_root, sim_time_sec );
|
||
if (model != 0)
|
||
_position->addKid(model);
|
||
_selector->addKid(_position);
|
||
_selector->clrTraversalMaskBits(SSGTRAV_HOT);
|
||
}
|
||
|
||
void
|
||
FGModelPlacement::update( const Point3D scenery_center )
|
||
{
|
||
_location->setPosition( _lon_deg, _lat_deg, _elev_ft );
|
||
_location->setOrientation( _roll_deg, _pitch_deg, _heading_deg );
|
||
|
||
sgCopyMat4( POS, _location->getTransformMatrix(scenery_center) );
|
||
|
||
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
|