714 lines
18 KiB
C++
714 lines
18 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 <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 <Main/fg_props.hxx>
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#include <Main/globals.hxx>
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#include <Main/location.hxx>
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#include <Scenery/scenery.hxx>
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#include "model.hxx"
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////////////////////////////////////////////////////////////////////////
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// Static utility functions.
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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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* Read an interpolation table from properties.
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*/
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static SGInterpTable *
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read_interpolation_table (const SGPropertyNode * props)
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{
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const SGPropertyNode * 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<const SGPropertyNode *> entries = table_node->getChildren("entry");
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for (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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////////////////////////////////////////////////////////////////////////
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// Implementation of FG3DModel
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////////////////////////////////////////////////////////////////////////
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FG3DModel::FG3DModel ()
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: _model(0),
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_selector(new ssgSelector),
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_position(new ssgTransform)
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{
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}
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FG3DModel::~FG3DModel ()
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{
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// since the nodes are attached to the scene graph, they'll be
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// deleted automatically
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int i;
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for (i = 0; i < _animations.size(); i++)
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delete _animations[i];
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}
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void
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FG3DModel::init (const string &path)
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{
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SGPropertyNode props;
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// Load the 3D aircraft object itself
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SGPath xmlpath = globals->get_fg_root();
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SGPath modelpath = path;
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xmlpath.append(modelpath.str());
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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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throw sg_exception("No path for model");
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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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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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// Set up the alignment node
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ssgTransform * align = new ssgTransform;
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align->addKid(_model);
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sgMat4 rot_matrix;
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sgMat4 off_matrix;
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sgMat4 res_matrix;
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float h_rot = props.getFloatValue("/offsets/heading-deg", 0.0);
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float p_rot = props.getFloatValue("/offsets/roll-deg", 0.0);
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float r_rot = props.getFloatValue("/offsets/pitch-deg", 0.0);
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float x_off = props.getFloatValue("/offsets/x-m", 0.0);
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float y_off = props.getFloatValue("/offsets/y-m", 0.0);
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float z_off = props.getFloatValue("/offsets/z-m", 0.0);
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sgMakeRotMat4(rot_matrix, h_rot, p_rot, r_rot);
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sgMakeTransMat4(off_matrix, x_off, y_off, z_off);
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sgMultMat4(res_matrix, off_matrix, rot_matrix);
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align->setTransform(res_matrix);
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// Set up the position node
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_position->addKid(align);
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// Set up the selector node
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_selector->addKid(_position);
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_selector->clrTraversalMaskBits(SSGTRAV_HOT);
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// Set up a location class
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_location = (FGLocation *) new FGLocation;
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// Load animations
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vector<SGPropertyNode *> animation_nodes = props.getChildren("animation");
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unsigned int i;
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for (i = 0; i < animation_nodes.size(); i++) {
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vector<SGPropertyNode *> name_nodes =
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animation_nodes[i]->getChildren("object-name");
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if (name_nodes.size() < 1) {
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Animation * animation = make_animation(0, animation_nodes[i]);
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} else {
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for (unsigned int j = 0; j < name_nodes.size(); j++) {
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Animation * animation =
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make_animation(name_nodes[j]->getStringValue(), animation_nodes[i]);
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if (animation != 0)
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_animations.push_back(animation);
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}
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}
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}
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}
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void
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FG3DModel::update (int dt)
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{
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unsigned int i;
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for (i = 0; i < _animations.size(); i++)
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_animations[i]->update(dt);
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_location->setPosition( _lon_deg, _lat_deg, _elev_ft );
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_location->setOrientation( _roll_deg, _pitch_deg, _heading_deg );
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sgMat4 POS;
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sgCopyMat4(POS, _location->getTransformMatrix());
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sgVec3 trans;
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sgCopyVec3(trans, _location->get_view_pos());
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for(i = 0; i < 4; i++) {
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float tmp = POS[i][3];
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for( int j=0; j<3; j++ ) {
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POS[i][j] += (tmp * trans[j]);
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}
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}
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_position->setTransform(POS);
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}
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bool
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FG3DModel::getVisible () const
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{
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return (_selector->getSelect() != 0);
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}
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void
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FG3DModel::setVisible (bool visible)
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{
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_selector->select(visible);
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}
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void
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FG3DModel::setLongitudeDeg (double lon_deg)
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{
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_lon_deg = lon_deg;
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}
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void
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FG3DModel::setLatitudeDeg (double lat_deg)
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{
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_lat_deg = lat_deg;
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}
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void
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FG3DModel::setElevationFt (double elev_ft)
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{
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_elev_ft = elev_ft;
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}
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void
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FG3DModel::setPosition (double lon_deg, double lat_deg, double elev_ft)
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{
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_lon_deg = lon_deg;
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_lat_deg = lat_deg;
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_elev_ft = elev_ft;
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}
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void
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FG3DModel::setRollDeg (double roll_deg)
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{
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_roll_deg = roll_deg;
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}
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void
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FG3DModel::setPitchDeg (double pitch_deg)
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{
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_pitch_deg = pitch_deg;
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}
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void
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FG3DModel::setHeadingDeg (double heading_deg)
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{
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_heading_deg = heading_deg;
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}
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void
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FG3DModel::setOrientation (double roll_deg, double pitch_deg,
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double heading_deg)
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{
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_roll_deg = roll_deg;
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_pitch_deg = pitch_deg;
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_heading_deg = heading_deg;
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}
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FG3DModel::Animation *
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FG3DModel::make_animation (const char * object_name,
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SGPropertyNode * node)
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{
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Animation * animation = 0;
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const char * type = node->getStringValue("type");
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if (!strcmp("none", type)) {
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animation = new NullAnimation();
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} else if (!strcmp("range", type)) {
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animation = new RangeAnimation();
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} else if (!strcmp("billboard", type)) {
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animation = new BillboardAnimation();
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} else if (!strcmp("select", type)) {
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animation = new SelectAnimation();
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} else if (!strcmp("spin", type)) {
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animation = new SpinAnimation();
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} else if (!strcmp("rotate", type)) {
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animation = new RotateAnimation();
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} else if (!strcmp("translate", type)) {
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animation = new TranslateAnimation();
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} else {
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animation = new NullAnimation();
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SG_LOG(SG_INPUT, SG_WARN, "Unknown animation type " << type);
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}
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ssgEntity * object;
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if (object_name != 0) {
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object = find_named_node(_model, object_name);
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if (object == 0) {
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SG_LOG(SG_INPUT, SG_WARN, "Object " << object_name << " 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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animation->init(object, node);
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return animation;
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FG3DModel::Animation
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////////////////////////////////////////////////////////////////////////
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FG3DModel::Animation::Animation ()
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{
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}
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FG3DModel::Animation::~Animation ()
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{
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FG3DModel::NullAnimation
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////////////////////////////////////////////////////////////////////////
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FG3DModel::NullAnimation::NullAnimation ()
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: _branch(new ssgBranch)
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{
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}
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FG3DModel::NullAnimation::~NullAnimation ()
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{
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_branch = 0;
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}
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void
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FG3DModel::NullAnimation::init (ssgEntity * object,
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SGPropertyNode * props)
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{
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splice_branch(_branch, object);
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_branch->setName(props->getStringValue("name", 0));
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}
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void
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FG3DModel::NullAnimation::update (int dt)
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{
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FG3DModel::RangeAnimation
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////////////////////////////////////////////////////////////////////////
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FG3DModel::RangeAnimation::RangeAnimation ()
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: _branch(new ssgRangeSelector)
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{
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}
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FG3DModel::RangeAnimation::~RangeAnimation ()
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{
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_branch = 0;
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}
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void
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FG3DModel::RangeAnimation::init (ssgEntity * object,
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SGPropertyNode * props)
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{
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float ranges[2];
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splice_branch(_branch, object);
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_branch->setName(props->getStringValue("name", 0));
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ranges[0] = props->getFloatValue("min-m", 0);
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ranges[1] = props->getFloatValue("max-m", 5000);
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_branch->setRanges(ranges, 2);
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}
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void
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FG3DModel::RangeAnimation::update (int dt)
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{
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FG3DModel::BillboardAnimation
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////////////////////////////////////////////////////////////////////////
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FG3DModel::BillboardAnimation::BillboardAnimation ()
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: _branch(0)
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{
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// Note: we cannot allocate the branch until we know whether
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// it can rotate around the x axis as well as the z axis.
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}
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FG3DModel::BillboardAnimation::~BillboardAnimation ()
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{
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_branch = 0;
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}
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void
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FG3DModel::BillboardAnimation::init (ssgEntity * object,
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SGPropertyNode * props)
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{
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_branch = new ssgCutout(props->getBoolValue("spherical", true));
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splice_branch(_branch, object);
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_branch->setName(props->getStringValue("name", 0));
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}
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void
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FG3DModel::BillboardAnimation::update (int dt)
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{
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FG3DModel::SelectAnimation
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////////////////////////////////////////////////////////////////////////
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FG3DModel::SelectAnimation::SelectAnimation ()
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: _condition(0),
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_selector(new ssgSelector)
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{
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}
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FG3DModel::SelectAnimation::~SelectAnimation ()
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{
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delete _condition;
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_selector = 0;
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}
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void
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FG3DModel::SelectAnimation::init (ssgEntity * object,
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SGPropertyNode * props)
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{
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splice_branch(_selector, object);
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_selector->setName(props->getStringValue("name", 0));
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SGPropertyNode * node = props->getChild("condition");
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if (node != 0) {
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_condition = fgReadCondition(node);
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}
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}
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void
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FG3DModel::SelectAnimation::update (int dt)
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{
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if (_condition != 0 && _condition->test())
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_selector->select(0xffff);
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else
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_selector->select(0x0000);
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FG3DModel::SpinAnimation
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////////////////////////////////////////////////////////////////////////
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FG3DModel::SpinAnimation::SpinAnimation ()
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: _prop(0),
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_factor(0),
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_position_deg(0),
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_transform(new ssgTransform)
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{
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}
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FG3DModel::SpinAnimation::~SpinAnimation ()
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{
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_transform = 0;
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}
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void
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FG3DModel::SpinAnimation::init (ssgEntity * object,
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SGPropertyNode * props)
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{
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// Splice in the new transform node
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splice_branch(_transform, object);
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_transform->setName(props->getStringValue("name", 0));
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_prop = fgGetNode(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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_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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void
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FG3DModel::SpinAnimation::update (int dt)
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{
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float velocity_rpms = (_prop->getDoubleValue() * _factor / 60000.0);
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_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
|