8bed5a8cf4
XML.
239 lines
5.2 KiB
C++
239 lines
5.2 KiB
C++
// model.hxx - 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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#ifndef __MODEL_HXX
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#define __MODEL_HXX 1
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#ifndef __cplusplus
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# error This library requires C++
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#endif
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#include <vector>
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#include <plib/ssg.h>
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SG_USING_STD(vector);
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#include <Main/fg_props.hxx>
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#include <Main/location.hxx>
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// Has anyone done anything *really* stupid, like making min and max macros?
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#ifdef min
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#undef min
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#endif
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#ifdef max
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#undef max
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#endif
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class FG3DModel
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{
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public:
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FG3DModel ();
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virtual ~FG3DModel ();
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virtual void init (const string &path);
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virtual void update (int dt);
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virtual bool getVisible () const;
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virtual void setVisible (bool visible);
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virtual double getLongitudeDeg () const { return _lon_deg; }
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virtual double getLatitudeDeg () const { return _lat_deg; }
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virtual double getElevationFt () const { return _elev_ft; }
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virtual void setLongitudeDeg (double lon_deg);
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virtual void setLatitudeDeg (double lat_deg);
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virtual void setElevationFt (double elev_ft);
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virtual void setPosition (double lon_deg, double lat_deg, double elev_ft);
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virtual double getRollDeg () const { return _roll_deg; }
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virtual double getPitchDeg () const { return _pitch_deg; }
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virtual double getHeadingDeg () const { return _heading_deg; }
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virtual void setRollDeg (double roll_deg);
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virtual void setPitchDeg (double pitch_deg);
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virtual void setHeadingDeg (double heading_deg);
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virtual void setOrientation (double roll_deg, double pitch_deg,
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double heading_deg);
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virtual ssgEntity * getSceneGraph () const { return _selector; }
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virtual FGLocation * getFGLocation () const { return _location; }
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private:
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class Animation;
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Animation * make_animation (const char * object_name, SGPropertyNode * node);
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// Geodetic position
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double _lon_deg;
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double _lat_deg;
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double _elev_ft;
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// Orientation
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double _roll_deg;
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double _pitch_deg;
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double _heading_deg;
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// Animations
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vector <Animation *> _animations;
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// Scene graph
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ssgEntity * _model;
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ssgSelector * _selector;
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ssgTransform * _position;
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// Location
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FGLocation * _location;
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//////////////////////////////////////////////////////////////////////
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// Internal classes for individual animations.
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//////////////////////////////////////////////////////////////////////
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/**
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* Abstract base class for all animations.
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*/
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class Animation
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{
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public:
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Animation ();
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virtual ~Animation ();
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/**
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* Initialize the animation.
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*
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* @param object The object to animate.
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* @param props The property node with configuration information.
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*/
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virtual void init (ssgEntity * object, SGPropertyNode * props) = 0;
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/**
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* Update the animation.
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*
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* @param dt The elapsed time in milliseconds since the last call.
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*/
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virtual void update (int dt) = 0;
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};
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/**
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* A no-op animation.
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*/
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class NullAnimation : public Animation
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{
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public:
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NullAnimation ();
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virtual ~NullAnimation ();
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virtual void init (ssgEntity * object, SGPropertyNode * props);
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virtual void update (int dt);
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private:
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ssgBranch * _branch;
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};
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/**
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* Animation to select alternative versions of the same object.
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*/
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class SelectAnimation : public Animation
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{
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public:
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SelectAnimation ();
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virtual ~SelectAnimation ();
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virtual void init (ssgEntity * object, SGPropertyNode * props);
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virtual void update (int dt);
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private:
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FGCondition * _condition;
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ssgSelector * _selector;
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};
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/**
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* Animation to spin an object around a center point.
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*
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* This animation rotates at a specific velocity.
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*/
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class SpinAnimation : public Animation
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{
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public:
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SpinAnimation ();
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virtual ~SpinAnimation ();
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virtual void init (ssgEntity * object, SGPropertyNode * props);
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virtual void update (int dt);
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private:
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SGPropertyNode * _prop;
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double _factor;
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double _position_deg;
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sgMat4 _matrix;
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sgVec3 _center;
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sgVec3 _axis;
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ssgTransform * _transform;
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};
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/**
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* Animation to rotate an object around a center point.
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*
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* This animation rotates to a specific position.
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*/
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class RotateAnimation : public Animation
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{
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public:
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RotateAnimation ();
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virtual ~RotateAnimation ();
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virtual void init (ssgEntity * object, SGPropertyNode * props);
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virtual void update (int dt);
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private:
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SGPropertyNode * _prop;
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double _offset_deg;
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double _factor;
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bool _has_min;
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double _min_deg;
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bool _has_max;
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double _max_deg;
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double _position_deg;
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sgMat4 _matrix;
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sgVec3 _center;
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sgVec3 _axis;
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ssgTransform * _transform;
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};
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/**
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* Animation to slide along an axis.
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*/
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class TranslateAnimation : public Animation
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{
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public:
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TranslateAnimation ();
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virtual ~TranslateAnimation ();
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virtual void init (ssgEntity * object, SGPropertyNode * props);
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virtual void update (int dt);
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private:
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SGPropertyNode * _prop;
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double _offset_m;
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double _factor;
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bool _has_min;
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double _min_m;
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bool _has_max;
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double _max_m;
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double _position_m;
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sgMat4 _matrix;
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sgVec3 _axis;
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ssgTransform * _transform;
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};
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};
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#endif // __MODEL_HXX
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