Add preliminary spot light animation

This commit is contained in:
Frederic Bouvier 2012-01-02 11:35:11 +01:00
parent d393e4a019
commit 5a96b283f6
5 changed files with 138 additions and 1 deletions

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@ -0,0 +1,118 @@
// Copyright (C) 2011 Frederic Bouvier (fredfgfs01@free.fr)
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Library General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Library General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
#ifdef HAVE_CONFIG_H
# include <simgear_config.h>
#endif
#include "animation.hxx"
#include "ConditionNode.hxx"
#include <osg/Geometry>
#include <osg/MatrixTransform>
#include <simgear/scene/material/EffectGeode.hxx>
#include <boost/scoped_array.hpp>
SGLightAnimation::SGLightAnimation(const SGPropertyNode* configNode,
SGPropertyNode* modelRoot) :
SGAnimation(configNode, modelRoot)
{
}
osg::Group*
SGLightAnimation::createAnimationGroup(osg::Group& parent)
{
osg::MatrixTransform* grp = new osg::MatrixTransform;
osg::Vec3 position( getConfig()->getDoubleValue("position/x-m"),
getConfig()->getDoubleValue("position/y-m"),
getConfig()->getDoubleValue("position/z-m") );
grp->setMatrix(osg::Matrix::translate(position));
parent.addChild(grp);
grp->setNodeMask( simgear::MODELLIGHT_BIT );
return grp;
}
void
SGLightAnimation::install(osg::Node& node)
{
SGAnimation::install(node);
std::string light_type = getConfig()->getStringValue("light-type");
if (light_type == "spot") {
osg::Vec3 axis( getConfig()->getDoubleValue("axis/x"),
getConfig()->getDoubleValue("axis/y"),
getConfig()->getDoubleValue("axis/z") );
double l = axis.length();
if (l < 0.001) return;
axis /= l;
osg::Vec3 p1( axis.z(), axis.x(), axis.y() ),
p2 = axis ^ p1;
p1 = p2 ^ axis;
float n = getConfig()->getFloatValue("near-m"),
f = getConfig()->getFloatValue("far-m"),
a1 = getConfig()->getFloatValue("angle-inner-deg"),
a2 = getConfig()->getFloatValue("angle-outer-deg"),
r1 = n * tan( a2 * SG_DEGREES_TO_RADIANS ),
r2 = f * tan( a2 * SG_DEGREES_TO_RADIANS );
osg::Geometry* cone = new osg::Geometry;
cone->setUseDisplayList(false);
osg::Vec3Array* vertices = new osg::Vec3Array(36);
(*vertices)[0] = osg::Vec3(0.0,0.0,0.0);
for (int i=0; i<16; ++i) {
(*vertices)[16-i] = axis*f + p1*r2*cos( i * 2 * M_PI / 16 ) + p2*r2*sin( i * 2 * M_PI / 16 );
}
(*vertices)[17] = (*vertices)[1];
// Bottom
(*vertices)[18] = axis*f;
for (int i=0; i<16; ++i) {
(*vertices)[19+i] = axis*f + p1*r2*cos( i * 2 * M_PI / 16 ) + p2*r2*sin( i * 2 * M_PI / 16 );
}
(*vertices)[35] = (*vertices)[19];
osg::Vec4Array* colours = new osg::Vec4Array(1);
(*colours)[0].set( getConfig()->getFloatValue("color/red"),
getConfig()->getFloatValue("color/green"),
getConfig()->getFloatValue("color/blue"),
1.0f);
cone->setColorArray(colours);
cone->setColorBinding(osg::Geometry::BIND_OVERALL);
osg::Vec3Array* normals = new osg::Vec3Array(1);
(*normals)[0] = axis;
cone->setNormalArray(normals);
cone->setNormalBinding(osg::Geometry::BIND_OVERALL);
cone->setVertexArray(vertices);
cone->addPrimitiveSet( new osg::DrawArrays( GL_TRIANGLE_FAN, 0, 18 ) );
cone->addPrimitiveSet( new osg::DrawArrays( GL_TRIANGLE_FAN, 18, 18 ) );
simgear::EffectGeode* geode = new simgear::EffectGeode;
geode->addDrawable( cone );
node.asGroup()->addChild( geode );
simgear::Effect *effect = simgear::makeEffect("Effects/light-spot", true);
if (effect) {
effect->parametersProp->setFloatValue("inner-angle",getConfig()->getFloatValue("angle-inner-deg"));
effect->parametersProp->setFloatValue("outer-angle",getConfig()->getFloatValue("angle-outer-deg"));
geode->setEffect(effect);
}
}
}

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@ -427,6 +427,7 @@ sgLoad3DModel_internal(const SGPath& path,
} }
PropertyList effect_nodes = props->getChildren("effect"); PropertyList effect_nodes = props->getChildren("effect");
PropertyList animation_nodes = props->getChildren("animation"); PropertyList animation_nodes = props->getChildren("animation");
PropertyList light_nodes = props->getChildren("light");
// Some material animations (eventually all) are actually effects. // Some material animations (eventually all) are actually effects.
makeEffectAnimations(animation_nodes, effect_nodes); makeEffectAnimations(animation_nodes, effect_nodes);
{ {

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@ -465,6 +465,9 @@ SGAnimation::animate(osg::Node* node, const SGPropertyNode* configNode,
} else if (type == "translate") { } else if (type == "translate") {
SGTranslateAnimation animInst(configNode, modelRoot); SGTranslateAnimation animInst(configNode, modelRoot);
animInst.apply(node); animInst.apply(node);
} else if (type == "light") {
SGLightAnimation animInst(configNode, modelRoot);
animInst.apply(node);
} else if (type == "null" || type == "none" || type.empty()) { } else if (type == "null" || type == "none" || type.empty()) {
SGGroupAnimation animInst(configNode, modelRoot); SGGroupAnimation animInst(configNode, modelRoot);
animInst.apply(node); animInst.apply(node);

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@ -343,4 +343,18 @@ private:
class VncCallback; class VncCallback;
}; };
//////////////////////////////////////////////////////////////////////
// Light animation
//////////////////////////////////////////////////////////////////////
class SGLightAnimation : public SGAnimation {
public:
SGLightAnimation(const SGPropertyNode* configNode,
SGPropertyNode* modelRoot);
virtual osg::Group* createAnimationGroup(osg::Group& parent);
virtual void install(osg::Node& node);
private:
};
#endif // _SG_ANIMATION_HXX #endif // _SG_ANIMATION_HXX

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@ -43,7 +43,8 @@ enum NodeMask {
BACKGROUND_BIT = (1 << 11), BACKGROUND_BIT = (1 << 11),
// Everything else that isn't terrain. Initially for clouds; // Everything else that isn't terrain. Initially for clouds;
// eventually for other models? // eventually for other models?
MODEL_BIT = (1 << 12) MODEL_BIT = (1 << 12),
MODELLIGHT_BIT = (1 << 13)
}; };
// Theory of bin numbering: // Theory of bin numbering: