575b3ac98c
I split the FGModelPlacement code out into it's own set of source files. I created two versions of the fgLoad3DModel() routine. One that is unecumbered by a panelnode dependency and one that is. acmodel.cxx is the only place that needs to load an aircraft with instrument panels. model.[ch]xx are now pretty much free to move over into simgear. loader.[ch]xx should be able to follow closely behind. This will be a big step towards being able to move the material management code over into simgear.
262 lines
7.8 KiB
C++
262 lines
7.8 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 <simgear/compiler.h>
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#include <string.h> // for strcmp()
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#include <vector>
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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/misc/exception.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/props/props.hxx>
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#include <simgear/props/props_io.hxx>
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#include <simgear/scene/model/animation.hxx>
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#include "model.hxx"
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SG_USING_STD(vector);
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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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* Make an offset matrix from rotations and position offset.
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*/
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void
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fgMakeOffsetsMatrix( 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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void
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fgMakeAnimation( 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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fgMakeOffsetsMatrix(&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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unsigned int i;
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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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fgMakeAnimation( 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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fgMakeOffsetsMatrix(&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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// end of model.cxx
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