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flightgear/src/Model/model.cxx
curt 677ec873be Clean up various dead, depricated, or otherwise unused code. I don't believe
the ascii scenery file format has actually worked in quite some time, and the
ADA runway light code has been supersceded by a slightly different mechanism.
2003-05-08 03:29:49 +00:00

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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 <plib/ul.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 <simgear/props/condition.hxx>
#include <simgear/props/props_io.hxx>
#include <simgear/scene/model/location.hxx>
#include "model.hxx"
#include "panelnode.hxx"
////////////////////////////////////////////////////////////////////////
// Static utility functions.
////////////////////////////////////////////////////////////////////////
/**
* Callback to update an animation.
*/
static int
animation_callback (ssgEntity * entity, int mask)
{
((Animation *)entity->getUserData())->update();
return true;
}
/**
* 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);
}
/**
* Make an offset matrix from rotations and position offset.
*/
static void
make_offsets_matrix (sgMat4 * result, double h_rot, double p_rot, double r_rot,
double x_off, double y_off, double z_off)
{
sgMat4 rot_matrix;
sgMat4 pos_matrix;
sgMakeRotMat4(rot_matrix, h_rot, p_rot, r_rot);
sgMakeTransMat4(pos_matrix, x_off, y_off, z_off);
sgMultMat4(*result, pos_matrix, rot_matrix);
}
/**
* Read an interpolation table from properties.
*/
static SGInterpTable *
read_interpolation_table (SGPropertyNode_ptr props)
{
SGPropertyNode_ptr table_node = props->getNode("interpolation");
if (table_node != 0) {
SGInterpTable * table = new SGInterpTable();
vector<SGPropertyNode_ptr> entries = table_node->getChildren("entry");
for (unsigned 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;
}
}
static void
make_animation (ssgBranch * model,
const char * name,
vector<SGPropertyNode_ptr> &name_nodes,
SGPropertyNode *prop_root,
SGPropertyNode_ptr node,
double sim_time_sec )
{
Animation * animation = 0;
const char * type = node->getStringValue("type", "none");
if (!strcmp("none", type)) {
animation = new NullAnimation(node);
} else if (!strcmp("range", type)) {
animation = new RangeAnimation(node);
} else if (!strcmp("billboard", type)) {
animation = new BillboardAnimation(node);
} else if (!strcmp("select", type)) {
animation = new SelectAnimation(prop_root, node);
} else if (!strcmp("spin", type)) {
animation = new SpinAnimation(prop_root, node, sim_time_sec );
} else if (!strcmp("timed", type)) {
animation = new TimedAnimation(node);
} else if (!strcmp("rotate", type)) {
animation = new RotateAnimation(prop_root, node);
} else if (!strcmp("translate", type)) {
animation = new TranslateAnimation(prop_root, node);
} else {
animation = new NullAnimation(node);
SG_LOG(SG_INPUT, SG_WARN, "Unknown animation type " << type);
}
if (name != 0)
animation->setName((char *)name);
ssgEntity * object;
if (name_nodes.size() > 0) {
object = find_named_node(model, name_nodes[0]->getStringValue());
if (object == 0) {
SG_LOG(SG_INPUT, SG_WARN, "Object " << name_nodes[0]->getStringValue()
<< " not found");
delete animation;
animation = 0;
}
} else {
object = model;
}
ssgBranch * branch = animation->getBranch();
splice_branch(branch, object);
for (unsigned int i = 1; i < name_nodes.size(); i++) {
const char * name = name_nodes[i]->getStringValue();
object = find_named_node(model, name);
if (object == 0) {
SG_LOG(SG_INPUT, SG_WARN, "Object " << name << " not found");
delete animation;
animation = 0;
}
ssgBranch * oldParent = object->getParent(0);
branch->addKid(object);
oldParent->removeKid(object);
}
animation->init();
branch->setUserData(animation);
branch->setTravCallback(SSG_CALLBACK_PRETRAV, animation_callback);
}
////////////////////////////////////////////////////////////////////////
// Global functions.
////////////////////////////////////////////////////////////////////////
ssgBranch *
fgLoad3DModel( const string &fg_root, const string &path,
SGPropertyNode *prop_root,
double sim_time_sec )
{
ssgBranch * model = 0;
SGPropertyNode props;
// Load the 3D aircraft object itself
SGPath xmlpath;
SGPath modelpath = path;
if ( ulIsAbsolutePathName( path.c_str() ) ) {
xmlpath = modelpath;
}
else {
xmlpath = fg_root;
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 {
if (model == 0)
model = new ssgBranch;
}
}
// Assume that textures are in
// the same location as the XML file.
if (model == 0) {
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 * alignmainmodel = new ssgTransform;
alignmainmodel->addKid(model);
sgMat4 res_matrix;
make_offsets_matrix(&res_matrix,
props.getFloatValue("/offsets/heading-deg", 0.0),
props.getFloatValue("/offsets/roll-deg", 0.0),
props.getFloatValue("/offsets/pitch-deg", 0.0),
props.getFloatValue("/offsets/x-m", 0.0),
props.getFloatValue("/offsets/y-m", 0.0),
props.getFloatValue("/offsets/z-m", 0.0));
alignmainmodel->setTransform(res_matrix);
// Load panels
unsigned int i;
vector<SGPropertyNode_ptr> panel_nodes = props.getChildren("panel");
for (i = 0; i < panel_nodes.size(); i++) {
SG_LOG(SG_INPUT, SG_DEBUG, "Loading a panel");
FGPanelNode * panel = new FGPanelNode(panel_nodes[i]);
if (panel_nodes[i]->hasValue("name"))
panel->setName((char *)panel_nodes[i]->getStringValue("name"));
model->addKid(panel);
}
// Load animations
vector<SGPropertyNode_ptr> animation_nodes = props.getChildren("animation");
for (i = 0; i < animation_nodes.size(); i++) {
const char * name = animation_nodes[i]->getStringValue("name", 0);
vector<SGPropertyNode_ptr> name_nodes =
animation_nodes[i]->getChildren("object-name");
make_animation( model, name, name_nodes, prop_root, animation_nodes[i],
sim_time_sec);
}
// Load sub-models
vector<SGPropertyNode_ptr> model_nodes = props.getChildren("model");
for (i = 0; i < model_nodes.size(); i++) {
SGPropertyNode_ptr node = model_nodes[i];
ssgTransform * align = new ssgTransform;
sgMat4 res_matrix;
make_offsets_matrix(&res_matrix,
node->getFloatValue("offsets/heading-deg", 0.0),
node->getFloatValue("offsets/roll-deg", 0.0),
node->getFloatValue("offsets/pitch-deg", 0.0),
node->getFloatValue("offsets/x-m", 0.0),
node->getFloatValue("offsets/y-m", 0.0),
node->getFloatValue("offsets/z-m", 0.0));
align->setTransform(res_matrix);
ssgBranch * kid = fgLoad3DModel( fg_root, node->getStringValue("path"),
prop_root, sim_time_sec );
align->addKid(kid);
model->addKid(align);
}
return alignmainmodel;
}
////////////////////////////////////////////////////////////////////////
// Implementation of Animation
////////////////////////////////////////////////////////////////////////
Animation::Animation (SGPropertyNode_ptr props, ssgBranch * branch)
: _branch(branch)
{
_branch->setName(props->getStringValue("name", 0));
}
Animation::~Animation ()
{
}
void
Animation::init ()
{
}
void
Animation::update ()
{
}
////////////////////////////////////////////////////////////////////////
// Implementation of NullAnimation
////////////////////////////////////////////////////////////////////////
NullAnimation::NullAnimation (SGPropertyNode_ptr props)
: Animation(props, new ssgBranch)
{
}
NullAnimation::~NullAnimation ()
{
}
////////////////////////////////////////////////////////////////////////
// Implementation of RangeAnimation
////////////////////////////////////////////////////////////////////////
RangeAnimation::RangeAnimation (SGPropertyNode_ptr props)
: Animation(props, new ssgRangeSelector)
{
float ranges[] = { props->getFloatValue("min-m", 0),
props->getFloatValue("max-m", 5000) };
((ssgRangeSelector *)_branch)->setRanges(ranges, 2);
}
RangeAnimation::~RangeAnimation ()
{
}
////////////////////////////////////////////////////////////////////////
// Implementation of BillboardAnimation
////////////////////////////////////////////////////////////////////////
BillboardAnimation::BillboardAnimation (SGPropertyNode_ptr props)
: Animation(props, new ssgCutout(props->getBoolValue("spherical", true)))
{
}
BillboardAnimation::~BillboardAnimation ()
{
}
////////////////////////////////////////////////////////////////////////
// Implementation of SelectAnimation
////////////////////////////////////////////////////////////////////////
SelectAnimation::SelectAnimation( SGPropertyNode *prop_root,
SGPropertyNode_ptr props )
: Animation(props, new ssgSelector),
_condition(0)
{
SGPropertyNode_ptr node = props->getChild("condition");
if (node != 0)
_condition = fgReadCondition(prop_root, node);
}
SelectAnimation::~SelectAnimation ()
{
delete _condition;
}
void
SelectAnimation::update ()
{
if (_condition != 0 && _condition->test())
((ssgSelector *)_branch)->select(0xffff);
else
((ssgSelector *)_branch)->select(0x0000);
}
////////////////////////////////////////////////////////////////////////
// Implementation of SpinAnimation
////////////////////////////////////////////////////////////////////////
SpinAnimation::SpinAnimation( SGPropertyNode *prop_root,
SGPropertyNode_ptr props,
double sim_time_sec )
: Animation(props, new ssgTransform),
_prop((SGPropertyNode *)prop_root->getNode(props->getStringValue("property", "/null"), true)),
_factor(props->getDoubleValue("factor", 1.0)),
_position_deg(props->getDoubleValue("starting-position-deg", 0)),
_last_time_sec( sim_time_sec /* globals->get_sim_time_sec() */ )
{
_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);
}
SpinAnimation::~SpinAnimation ()
{
}
void
SpinAnimation::update( double sim_time_sec )
{
double dt = sim_time_sec - _last_time_sec;
_last_time_sec = sim_time_sec;
float velocity_rpms = (_prop->getDoubleValue() * _factor / 60.0);
_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);
((ssgTransform *)_branch)->setTransform(_matrix);
}
////////////////////////////////////////////////////////////////////////
// Implementation of TimedAnimation
////////////////////////////////////////////////////////////////////////
TimedAnimation::TimedAnimation (SGPropertyNode_ptr props)
: Animation(props, new ssgSelector),
_duration_sec(props->getDoubleValue("duration-sec", 1.0)),
_last_time_sec(0),
_step(-1)
{
}
TimedAnimation::~TimedAnimation ()
{
}
void
TimedAnimation::update( double sim_time_sec )
{
if ((sim_time_sec - _last_time_sec) >= _duration_sec) {
_last_time_sec = sim_time_sec;
_step++;
if (_step >= getBranch()->getNumKids())
_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