b0f9d24f9d
configure.ac src/AIModel/AIAircraft.cxx src/AIModel/AIBase.cxx src/AIModel/AIBase.hxx src/AIModel/AICarrier.cxx src/AIModel/AICarrier.hxx src/AIModel/AIManager.cxx src/AIModel/AIManager.hxx src/ATC/AIEntity.cxx src/ATC/AIEntity.hxx src/ATC/AIMgr.cxx src/ATC/AIMgr.hxx src/ATC/ATCdisplay.cxx src/ATC/ATCdisplay.hxx src/Cockpit/cockpit.cxx src/Cockpit/cockpit.hxx src/Cockpit/hud.cxx src/Cockpit/hud.hxx src/Cockpit/hud_rwy.cxx src/Cockpit/panel.cxx src/Cockpit/panel.hxx src/Cockpit/built_in/FGMagRibbon.cxx src/Cockpit/built_in/FGMagRibbon.hxx src/FDM/flight.cxx src/FDM/groundcache.cxx src/FDM/groundcache.hxx src/GUI/gui_funcs.cxx src/Input/input.cxx src/Instrumentation/od_gauge.cxx src/Instrumentation/od_gauge.hxx src/Instrumentation/render_area_2d.cxx src/Instrumentation/render_area_2d.hxx src/Instrumentation/wxradar.cxx src/Instrumentation/wxradar.hxx src/Instrumentation/HUD/HUD.cxx src/Instrumentation/HUD/HUD.hxx src/Instrumentation/HUD/HUD_runway.cxx src/Main/Makefile.am src/Main/main.cxx src/Main/renderer.cxx src/Main/renderer.hxx src/Main/viewmgr.cxx src/Model/acmodel.cxx src/Model/acmodel.hxx src/Model/model_panel.cxx src/Model/model_panel.hxx src/Model/modelmgr.cxx src/Model/modelmgr.hxx src/Model/panelnode.cxx src/Model/panelnode.hxx src/Navaids/awynet.cxx src/Scenery/Makefile.am src/Scenery/hitlist.cxx src/Scenery/hitlist.hxx src/Scenery/newcache.cxx src/Scenery/scenery.cxx src/Scenery/scenery.hxx src/Scenery/tileentry.cxx src/Scenery/tileentry.hxx src/Scenery/tilemgr.cxx src/Scripting/NasalSys.cxx src/Scripting/NasalSys.hxx src/Time/light.cxx Big BLOB on the way to OSG.
183 lines
5.9 KiB
C++
183 lines
5.9 KiB
C++
#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 <vector>
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#include <plib/sg.h>
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#include <Cockpit/panel.hxx>
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#include <Cockpit/panel_io.hxx>
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#include "panelnode.hxx"
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SG_USING_STD(vector);
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// Static (!) handling for all 3D panels in the program.
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// OSGFIXME: Put the panel as different elements in the scenegraph.
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// Then just pick in that scenegraph.
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vector<FGPanelNode*> all_3d_panels;
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bool fgHandle3DPanelMouseEvent( int button, int updown, int x, int y )
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{
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for ( unsigned int i = 0; i < all_3d_panels.size(); i++ ) {
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if ( all_3d_panels[i]->doMouseAction(button, updown, x, y) ) {
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return true;
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}
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}
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return false;
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}
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void fgUpdate3DPanels()
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{
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for ( unsigned int i = 0; i < all_3d_panels.size(); i++ ) {
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all_3d_panels[i]->getPanel()->updateMouseDelay();
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}
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}
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FGPanelNode::FGPanelNode(SGPropertyNode* props)
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{
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int i;
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// Make an FGPanel object. But *don't* call init() or bind() on
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// it -- those methods touch static state.
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_panel = fgReadPanel(props->getStringValue("path"));
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// Never mind. We *have* to call init to make sure the static
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// state is initialized (it's not, if there aren't any 2D
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// panels). This is a memory leak and should be fixed!`
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// FIXME
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_panel->init();
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_panel->setDepthTest( props->getBoolValue("depth-test") );
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// Read out the pixel-space info
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_xmax = _panel->getWidth();
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_ymax = _panel->getHeight();
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// And the corner points
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SGPropertyNode* pt = props->getChild("bottom-left");
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_bottomLeft[0] = pt->getFloatValue("x-m");
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_bottomLeft[1] = pt->getFloatValue("y-m");
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_bottomLeft[2] = pt->getFloatValue("z-m");
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pt = props->getChild("top-left");
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_topLeft[0] = pt->getFloatValue("x-m");
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_topLeft[1] = pt->getFloatValue("y-m");
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_topLeft[2] = pt->getFloatValue("z-m");
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pt = props->getChild("bottom-right");
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_bottomRight[0] = pt->getFloatValue("x-m");
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_bottomRight[1] = pt->getFloatValue("y-m");
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_bottomRight[2] = pt->getFloatValue("z-m");
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// Now generate our transformation matrix. For shorthand, use
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// "a", "b", and "c" as our corners and "m" as the matrix. The
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// vector u goes from a to b, v from a to c, and w is a
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// perpendicular cross product.
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osg::Vec3 a = _bottomLeft;
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osg::Vec3 b = _bottomRight;
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osg::Vec3 c = _topLeft;
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osg::Vec3 u = b - a;
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osg::Vec3 v = c - a;
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osg::Vec3 w = u^v;
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osg::Matrix& m = _xform;
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// Now generate a trivial basis transformation matrix. If we want
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// to map the three unit vectors to three arbitrary vectors U, V,
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// and W, then those just become the columns of the 3x3 matrix.
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m(0,0) = u[0]; m(1,0) = v[0]; m(2,0) = w[0]; m(3,0) = a[0];// |Ux Vx Wx|
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m(0,1) = u[1]; m(1,1) = v[1]; m(2,1) = w[1]; m(3,1) = a[1];//m = |Uy Vy Wy|
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m(0,2) = u[2]; m(1,2) = v[2]; m(2,2) = w[2]; m(3,2) = a[2];// |Uz Vz Wz|
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m(0,3) = 0; m(1,3) = 0; m(2,3) = 0; m(3,3) = 1;
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// The above matrix maps the unit (!) square to the panel
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// rectangle. Postmultiply scaling factors that match the
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// pixel-space size of the panel.
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for(i=0; i<4; ++i) {
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m(0,i) *= 1.0/_xmax;
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m(1,i) *= 1.0/_ymax;
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}
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dirtyBound();
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// All done. Add us to the list
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all_3d_panels.push_back(this);
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setUseDisplayList(false);
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getOrCreateStateSet()->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
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getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON);
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}
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FGPanelNode::~FGPanelNode()
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{
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delete _panel;
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}
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void
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FGPanelNode::drawImplementation(osg::State& state) const
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{
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osg::ref_ptr<osg::RefMatrix> mv = new osg::RefMatrix;
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mv->set(_xform*state.getModelViewMatrix());
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state.applyModelViewMatrix(mv.get());
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// Grab the matrix state, so that we can get back from screen
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// coordinates to panel coordinates when the user clicks the
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// mouse.
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// OSGFIXME: we don't need that when we can really pick
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const_cast<osg::Matrix&>(_lastModelview) = state.getModelViewMatrix();
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const_cast<osg::Matrix&>(_lastProjection) = state.getProjectionMatrix();
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state.getCurrentViewport()->getViewport(const_cast<int&>(_lastViewport[0]),
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const_cast<int&>(_lastViewport[1]),
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const_cast<int&>(_lastViewport[2]),
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const_cast<int&>(_lastViewport[3]));
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_panel->draw(state);
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}
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osg::BoundingBox
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FGPanelNode::computeBound() const
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{
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osg::BoundingBox bb;
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bb.expandBy(_bottomLeft);
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bb.expandBy(_bottomRight);
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bb.expandBy(_topLeft);
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return bb;
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}
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bool FGPanelNode::doMouseAction(int button, int updown, int x, int y)
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{
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// Covert the screen coordinates to viewport coordinates in the
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// range [0:1], then transform to OpenGL "post projection" coords
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// in [-1:1]. Remember the difference in Y direction!
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float vx = (x + 0.5 - _lastViewport[0]) / _lastViewport[2];
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float vy = (y + 0.5 - _lastViewport[1]) / _lastViewport[3];
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vx = 2*vx - 1;
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vy = 1 - 2*vy;
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// Make two vectors in post-projection coordinates at the given
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// screen, one in the near field and one in the far field.
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osg::Vec3 a, b;
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a[0] = b[0] = vx;
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a[1] = b[1] = vy;
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a[2] = 0.75; // "Near" Z value
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b[2] = -0.75; // "Far" Z value
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// Run both vectors "backwards" through the OpenGL matrix
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// transformation. Remember to w-normalize the vectors!
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osg::Matrix m = _lastModelview*_lastProjection;
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m = osg::Matrix::inverse(m);
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a = m.preMult(a);
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b = m.preMult(b);
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// And find their intersection on the z=0 plane. The resulting X
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// and Y coordinates are the hit location in panel coordinates.
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float dxdz = (b[0] - a[0]) / (b[2] - a[2]);
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float dydz = (b[1] - a[1]) / (b[2] - a[2]);
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int panelX = (int)(a[0] - a[2]*dxdz + 0.5);
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int panelY = (int)(a[1] - a[2]*dydz + 0.5);
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return _panel->doLocalMouseAction(button, updown, panelX, panelY);
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}
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