Split out animation code from fgfs-src/Model/model.[ch]xx and move it over

here.
This commit is contained in:
curt
2003-05-08 16:32:17 +00:00
parent 25364aa2a6
commit e78427483c
3 changed files with 613 additions and 2 deletions

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@@ -4,8 +4,8 @@ lib_LIBRARIES = libsgmodel.a
noinst_HEADERS =
include_HEADERS = location.hxx
include_HEADERS = animation.hxx location.hxx
libsgmodel_a_SOURCES = location.cxx
libsgmodel_a_SOURCES = animation.cxx location.cxx
INCLUDES = -I$(top_srcdir)

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@@ -0,0 +1,379 @@
// animation.hxx - classes to manage model animation.
// Written by David Megginson, started 2002.
//
// This file is in the Public Domain, and comes with no warranty.
#include <string.h> // for strcmp()
#include <plib/sg.h>
#include <plib/ssg.h>
#include <plib/ul.h>
#include <simgear/math/interpolater.hxx>
#include <simgear/props/condition.hxx>
#include <simgear/props/props.hxx>
#include "animation.hxx"
////////////////////////////////////////////////////////////////////////
// Static utility functions.
////////////////////////////////////////////////////////////////////////
/**
* 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);
}
/**
* 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;
}
}
////////////////////////////////////////////////////////////////////////
// Implementation of Animation
////////////////////////////////////////////////////////////////////////
// Initialize the static data member
double Animation::sim_time_sec = 0.0;
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 )
{
_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 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()
{
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);
}
// end of animation.cxx

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@@ -0,0 +1,232 @@
// animation.hxx - classes to manage model animation.
// Written by David Megginson, started 2002.
//
// This file is in the Public Domain, and comes with no warranty.
#ifndef _SG_ANIMATION_HXX
#define _SG_ANIMATION_HXX 1
#ifndef __cplusplus
# error This library requires C++
#endif
#include <vector>
SG_USING_STD(vector);
#include <plib/sg.h>
#include <plib/ssg.h>
#include <simgear/math/point3d.hxx>
#include <simgear/props/props.hxx>
// Don't pull in the headers, since we don't need them here.
class ssgBranch;
class ssgCutout;
class ssgEntity;
class ssgRangeSelector;
class ssgSelector;
class ssgTransform;
class SGInterpTable;
class FGCondition;
class FGLocation;
// Has anyone done anything *really* stupid, like making min and max macros?
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
//////////////////////////////////////////////////////////////////////
// Animation classes
//////////////////////////////////////////////////////////////////////
/**
* Abstract base class for all animations.
*/
class Animation : public ssgBase
{
public:
Animation (SGPropertyNode_ptr props, ssgBranch * branch);
virtual ~Animation ();
/**
* Get the SSG branch holding the animation.
*/
virtual ssgBranch * getBranch () { return _branch; }
/**
* Initialize the animation, after children have been added.
*/
virtual void init ();
/**
* Update the animation.
*/
virtual void update();
/**
* Set the value of sim_time_sec. This needs to be called every
* frame in order for the time based animations to work correctly.
*/
static void set_sim_time_sec( double val ) { sim_time_sec = val; }
protected:
static double sim_time_sec;
ssgBranch * _branch;
};
/**
* A no-op animation.
*/
class NullAnimation : public Animation
{
public:
NullAnimation (SGPropertyNode_ptr props);
virtual ~NullAnimation ();
};
/**
* A range, or level-of-detail (LOD) animation.
*/
class RangeAnimation : public Animation
{
public:
RangeAnimation (SGPropertyNode_ptr props);
virtual ~RangeAnimation ();
};
/**
* Animation to turn and face the screen.
*/
class BillboardAnimation : public Animation
{
public:
BillboardAnimation (SGPropertyNode_ptr props);
virtual ~BillboardAnimation ();
};
/**
* Animation to select alternative versions of the same object.
*/
class SelectAnimation : public Animation
{
public:
SelectAnimation( SGPropertyNode *prop_root,
SGPropertyNode_ptr props );
virtual ~SelectAnimation ();
virtual void update();
private:
FGCondition * _condition;
};
/**
* Animation to spin an object around a center point.
*
* This animation rotates at a specific velocity.
*/
class SpinAnimation : public Animation
{
public:
SpinAnimation( SGPropertyNode *prop_root,
SGPropertyNode_ptr props,
double sim_time_sec );
virtual ~SpinAnimation ();
virtual void update();
private:
SGPropertyNode_ptr _prop;
double _factor;
double _position_deg;
double _last_time_sec;
sgMat4 _matrix;
sgVec3 _center;
sgVec3 _axis;
};
/**
* Animation to draw objects for a specific amount of time each.
*/
class TimedAnimation : public Animation
{
public:
TimedAnimation (SGPropertyNode_ptr props);
virtual ~TimedAnimation ();
virtual void update();
private:
double _duration_sec;
double _last_time_sec;
int _step;
};
/**
* Animation to rotate an object around a center point.
*
* This animation rotates to a specific position.
*/
class RotateAnimation : public Animation
{
public:
RotateAnimation( SGPropertyNode *prop_root, SGPropertyNode_ptr props );
virtual ~RotateAnimation ();
virtual void update();
private:
SGPropertyNode_ptr _prop;
double _offset_deg;
double _factor;
SGInterpTable * _table;
bool _has_min;
double _min_deg;
bool _has_max;
double _max_deg;
double _position_deg;
sgMat4 _matrix;
sgVec3 _center;
sgVec3 _axis;
};
/**
* Animation to slide along an axis.
*/
class TranslateAnimation : public Animation
{
public:
TranslateAnimation( SGPropertyNode *prop_root,
SGPropertyNode_ptr props );
virtual ~TranslateAnimation ();
virtual void update();
private:
SGPropertyNode_ptr _prop;
double _offset_m;
double _factor;
SGInterpTable * _table;
bool _has_min;
double _min_m;
bool _has_max;
double _max_m;
double _position_m;
sgMat4 _matrix;
sgVec3 _axis;
};
#endif // _SG_ANIMATION_HXX