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flightgear/src/Model/model.hxx

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// model.hxx - manage a 3D aircraft model.
// Written by David Megginson, started 2002.
//
// This file is in the Public Domain, and comes with no warranty.
#ifndef __MODEL_HXX
#define __MODEL_HXX 1
#ifndef __cplusplus
# error This library requires C++
#endif
#include <vector>
#include <plib/ssg.h>
SG_USING_STD(vector);
#include <Main/fg_props.hxx>
#include <Main/location.hxx>
// Has anyone done anything *really* stupid, like making min and max macros?
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
class FG3DModel
{
public:
FG3DModel ();
virtual ~FG3DModel ();
virtual void init (const string &path);
virtual void update (int dt);
virtual bool getVisible () const;
virtual void setVisible (bool visible);
virtual double getLongitudeDeg () const { return _lon_deg; }
virtual double getLatitudeDeg () const { return _lat_deg; }
virtual double getElevationFt () const { return _elev_ft; }
virtual void setLongitudeDeg (double lon_deg);
virtual void setLatitudeDeg (double lat_deg);
virtual void setElevationFt (double elev_ft);
virtual void setPosition (double lon_deg, double lat_deg, double elev_ft);
virtual double getRollDeg () const { return _roll_deg; }
virtual double getPitchDeg () const { return _pitch_deg; }
virtual double getHeadingDeg () const { return _heading_deg; }
virtual void setRollDeg (double roll_deg);
virtual void setPitchDeg (double pitch_deg);
virtual void setHeadingDeg (double heading_deg);
virtual void setOrientation (double roll_deg, double pitch_deg,
double heading_deg);
virtual ssgEntity * getSceneGraph () const { return _selector; }
virtual FGLocation * getFGLocation () const { return _location; }
private:
class Animation;
Animation * make_animation (const char * object_name, SGPropertyNode * node);
// Geodetic position
double _lon_deg;
double _lat_deg;
double _elev_ft;
// Orientation
double _roll_deg;
double _pitch_deg;
double _heading_deg;
// Animations
vector <Animation *> _animations;
// Scene graph
ssgEntity * _model;
ssgSelector * _selector;
ssgTransform * _position;
// Location
FGLocation * _location;
//////////////////////////////////////////////////////////////////////
// Internal classes for individual animations.
//////////////////////////////////////////////////////////////////////
/**
* Abstract base class for all animations.
*/
class Animation
{
public:
Animation ();
virtual ~Animation ();
/**
* Initialize the animation.
*
* @param object The object to animate.
* @param props The property node with configuration information.
*/
virtual void init (ssgEntity * object, SGPropertyNode * props) = 0;
/**
* Update the animation.
*
* @param dt The elapsed time in milliseconds since the last call.
*/
virtual void update (int dt) = 0;
};
/**
* A no-op animation.
*/
class NullAnimation : public Animation
{
public:
NullAnimation ();
virtual ~NullAnimation ();
virtual void init (ssgEntity * object, SGPropertyNode * props);
virtual void update (int dt);
private:
ssgBranch * _branch;
};
/**
* Animation to select alternative versions of the same object.
*/
class SelectAnimation : public Animation
{
public:
SelectAnimation ();
virtual ~SelectAnimation ();
virtual void init (ssgEntity * object, SGPropertyNode * props);
virtual void update (int dt);
private:
FGCondition * _condition;
ssgSelector * _selector;
};
/**
* Animation to spin an object around a center point.
*
* This animation rotates at a specific velocity.
*/
class SpinAnimation : public Animation
{
public:
SpinAnimation ();
virtual ~SpinAnimation ();
virtual void init (ssgEntity * object, SGPropertyNode * props);
virtual void update (int dt);
private:
SGPropertyNode * _prop;
double _factor;
double _position_deg;
sgMat4 _matrix;
sgVec3 _center;
sgVec3 _axis;
ssgTransform * _transform;
};
/**
* Animation to rotate an object around a center point.
*
* This animation rotates to a specific position.
*/
class RotateAnimation : public Animation
{
public:
RotateAnimation ();
virtual ~RotateAnimation ();
virtual void init (ssgEntity * object, SGPropertyNode * props);
virtual void update (int dt);
private:
SGPropertyNode * _prop;
double _offset_deg;
double _factor;
bool _has_min;
double _min_deg;
bool _has_max;
double _max_deg;
double _position_deg;
sgMat4 _matrix;
sgVec3 _center;
sgVec3 _axis;
ssgTransform * _transform;
};
/**
* Animation to slide along an axis.
*/
class TranslateAnimation : public Animation
{
public:
TranslateAnimation ();
virtual ~TranslateAnimation ();
virtual void init (ssgEntity * object, SGPropertyNode * props);
virtual void update (int dt);
private:
SGPropertyNode * _prop;
double _offset_m;
double _factor;
bool _has_min;
double _min_m;
bool _has_max;
double _max_m;
double _position_m;
sgMat4 _matrix;
sgVec3 _axis;
ssgTransform * _transform;
};
};
#endif // __MODEL_HXX