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flightgear/src/Model/model.cxx

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// 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 <config.h>
#endif
#include <string.h> // for strcmp()
#include <plib/sg.h>
#include <plib/ssg.h>
#include <simgear/compiler.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/interpolater.hxx>
#include <simgear/math/point3d.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/misc/exception.hxx>
#include <simgear/misc/sg_path.hxx>
#include <Main/fg_props.hxx>
#include <Main/globals.hxx>
#include <Main/location.hxx>
#include <Scenery/scenery.hxx>
#include "model.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 &center, 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);
}
/**
* 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<const SGPropertyNode *> entries = table_node->getChildren("entry");
for (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),
_selector(new ssgSelector),
_position(new ssgTransform)
{
}
FG3DModel::~FG3DModel ()
{
// since the nodes are attached to the scene graph, they'll be
// deleted automatically
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 {
throw sg_exception("No path for model");
}
}
// Assume that textures are in
// the same location as the XML file.
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 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);
// Set up a location class
_location = (FGLocation *) new FGLocation;
// Load animations
vector<SGPropertyNode *> animation_nodes = props.getChildren("animation");
unsigned int i;
for (i = 0; i < animation_nodes.size(); i++) {
vector<SGPropertyNode *> name_nodes =
animation_nodes[i]->getChildren("object-name");
if (name_nodes.size() < 1) {
Animation * animation = make_animation(0, animation_nodes[i]);
} 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);
}
}
}
}
void
FG3DModel::update (int dt)
{
unsigned int i;
for (i = 0; i < _animations.size(); i++)
_animations[i]->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(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
FG3DModel::getVisible () const
{
return (_selector->getSelect() != 0);
}
void
FG3DModel::setVisible (bool visible)
{
_selector->select(visible);
}
void
FG3DModel::setLongitudeDeg (double lon_deg)
{
_lon_deg = lon_deg;
}
void
FG3DModel::setLatitudeDeg (double lat_deg)
{
_lat_deg = lat_deg;
}
void
FG3DModel::setElevationFt (double elev_ft)
{
_elev_ft = elev_ft;
}
void
FG3DModel::setPosition (double lon_deg, double lat_deg, double elev_ft)
{
_lon_deg = lon_deg;
_lat_deg = lat_deg;
_elev_ft = elev_ft;
}
void
FG3DModel::setRollDeg (double roll_deg)
{
_roll_deg = roll_deg;
}
void
FG3DModel::setPitchDeg (double pitch_deg)
{
_pitch_deg = pitch_deg;
}
void
FG3DModel::setHeadingDeg (double heading_deg)
{
_heading_deg = heading_deg;
}
void
FG3DModel::setOrientation (double roll_deg, double pitch_deg,
double heading_deg)
{
_roll_deg = roll_deg;
_pitch_deg = pitch_deg;
_heading_deg = heading_deg;
}
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;
}
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 (int 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 (int 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 (int 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 (int 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 (int dt)
{
float velocity_rpms = (_prop->getDoubleValue() * _factor / 60000.0);
_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 (int 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 (int 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);
}
// end of model.cxx