1 // views.cxx -- data structures and routines for managing and view
4 // Written by Curtis Olson, started August 1997.
6 // Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License as
10 // published by the Free Software Foundation; either version 2 of the
11 // License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful, but
14 // WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 // General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
23 // (Log is kept at end of this file)
30 #include <Aircraft/aircraft.hxx>
31 #include <Cockpit/panel.hxx>
32 #include <Debug/logstream.hxx>
33 #include <Include/fg_constants.h>
34 #include <Math/mat3.h>
35 #include <Math/point3d.hxx>
36 #include <Math/polar3d.hxx>
37 #include <Math/vector.hxx>
38 #include <Scenery/scenery.hxx>
39 #include <Time/fg_time.hxx>
41 #include "options.hxx"
45 // This is a record containing current view parameters
50 fgVIEW::fgVIEW( void ) {
54 // Initialize a view structure
55 void fgVIEW::Init( void ) {
56 FG_LOG( FG_VIEW, FG_INFO, "Initializing View parameters" );
59 goal_view_offset = 0.0;
61 winWidth = current_options.get_xsize();
62 winHeight = current_options.get_ysize();
63 win_ratio = (double) winWidth / (double) winHeight;
68 // Update the field of view parameters
69 void fgVIEW::UpdateFOV( fgOPTIONS *o ) {
70 double fov, theta_x, theta_y;
74 // printf("win_ratio = %.2f\n", win_ratio);
75 // calculate sin() and cos() of fov / 2 in X direction;
76 theta_x = (fov * win_ratio * DEG_TO_RAD) / 2.0;
77 // printf("theta_x = %.2f\n", theta_x);
78 sin_fov_x = sin(theta_x);
79 cos_fov_x = cos(theta_x);
80 slope_x = -cos_fov_x / sin_fov_x;
81 // printf("slope_x = %.2f\n", slope_x);
83 #if defined( USE_FAST_FOV_CLIP )
84 fov_x_clip = slope_x*cos_fov_x - sin_fov_x;
85 #endif // defined( USE_FAST_FOV_CLIP )
87 // calculate sin() and cos() of fov / 2 in Y direction;
88 theta_y = (fov * DEG_TO_RAD) / 2.0;
89 // printf("theta_y = %.2f\n", theta_y);
90 sin_fov_y = sin(theta_y);
91 cos_fov_y = cos(theta_y);
92 slope_y = cos_fov_y / sin_fov_y;
93 // printf("slope_y = %.2f\n", slope_y);
95 #if defined( USE_FAST_FOV_CLIP )
96 fov_y_clip = -(slope_y*cos_fov_y + sin_fov_y);
97 #endif // defined( USE_FAST_FOV_CLIP )
101 // Basically, this is a modified version of the Mesa gluLookAt()
102 // function that's been modified slightly so we can capture the
103 // result before sending it off to OpenGL land.
104 void fgVIEW::LookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez,
105 GLdouble centerx, GLdouble centery, GLdouble centerz,
106 GLdouble upx, GLdouble upy, GLdouble upz ) {
108 GLdouble x[3], y[3], z[3];
111 m = current_view.MODEL_VIEW;
113 /* Make rotation matrix */
116 z[0] = eyex - centerx;
117 z[1] = eyey - centery;
118 z[2] = eyez - centerz;
119 mag = sqrt( z[0]*z[0] + z[1]*z[1] + z[2]*z[2] );
120 if (mag) { /* mpichler, 19950515 */
131 /* X vector = Y cross Z */
132 x[0] = y[1]*z[2] - y[2]*z[1];
133 x[1] = -y[0]*z[2] + y[2]*z[0];
134 x[2] = y[0]*z[1] - y[1]*z[0];
136 /* Recompute Y = Z cross X */
137 y[0] = z[1]*x[2] - z[2]*x[1];
138 y[1] = -z[0]*x[2] + z[2]*x[0];
139 y[2] = z[0]*x[1] - z[1]*x[0];
141 /* mpichler, 19950515 */
142 /* cross product gives area of parallelogram, which is < 1.0 for
143 * non-perpendicular unit-length vectors; so normalize x, y here
146 mag = sqrt( x[0]*x[0] + x[1]*x[1] + x[2]*x[2] );
153 mag = sqrt( y[0]*y[0] + y[1]*y[1] + y[2]*y[2] );
160 #define M(row,col) m[col*4+row]
161 M(0,0) = x[0]; M(0,1) = x[1]; M(0,2) = x[2]; M(0,3) = 0.0;
162 M(1,0) = y[0]; M(1,1) = y[1]; M(1,2) = y[2]; M(1,3) = 0.0;
163 M(2,0) = z[0]; M(2,1) = z[1]; M(2,2) = z[2]; M(2,3) = 0.0;
164 // the following is part of the original gluLookAt(), but we are
165 // commenting it out because we know we are going to be doing a
166 // translation below which will set these values anyways
167 // M(3,0) = 0.0; M(3,1) = 0.0; M(3,2) = 0.0; M(3,3) = 1.0;
170 // Translate Eye to Origin
171 // replaces: glTranslated( -eyex, -eyey, -eyez );
173 // this has been slightly modified from the original glTranslate()
174 // code because we know that coming into this m[12] = m[13] =
175 // m[14] = 0.0, and m[15] = 1.0;
176 m[12] = m[0] * -eyex + m[4] * -eyey + m[8] * -eyez /* + m[12] */;
177 m[13] = m[1] * -eyex + m[5] * -eyey + m[9] * -eyez /* + m[13] */;
178 m[14] = m[2] * -eyex + m[6] * -eyey + m[10] * -eyez /* + m[14] */;
179 m[15] = 1.0 /* m[3] * -eyex + m[7] * -eyey + m[11] * -eyez + m[15] */;
181 // xglMultMatrixd( m );
186 // Update the view volume, position, and orientation
187 void fgVIEW::UpdateViewParams( void ) {
191 f = current_aircraft.fdm_state;
192 l = &cur_light_params;
197 if ((current_options.get_panel_status() != panel_hist) && (current_options.get_panel_status()))
199 fgPanelReInit( 0, 0, 1024, 768);
202 // if (!o->panel_status) {
203 // xglViewport( 0, (GLint)((winHeight) / 2 ) ,
204 // (GLint)(winWidth), (GLint)(winHeight) / 2 );
205 // Tell GL we are about to modify the projection parameters
206 // xglMatrixMode(GL_PROJECTION);
207 // xglLoadIdentity();
208 // gluPerspective(o->fov, win_ratio / 2.0, 1.0, 100000.0);
210 if ( ! current_options.get_panel_status() ) {
211 xglViewport(0, 0 , (GLint)(winWidth), (GLint)(winHeight) );
213 xglViewport(0, (GLint)((winHeight)*0.5768), (GLint)(winWidth),
214 (GLint)((winHeight)*0.4232) );
216 // Tell GL we are about to modify the projection parameters
217 xglMatrixMode(GL_PROJECTION);
219 if ( f->get_Altitude() * FEET_TO_METER - scenery.cur_elev > 10.0 ) {
220 gluPerspective(current_options.get_fov(), win_ratio, 10.0, 100000.0);
222 gluPerspective(current_options.get_fov(), win_ratio, 0.5, 100000.0);
223 // printf("Near ground, minimizing near clip plane\n");
227 xglMatrixMode(GL_MODELVIEW);
230 // set up our view volume (default)
231 LookAt(view_pos.x(), view_pos.y(), view_pos.z(),
232 view_pos.x() + view_forward[0],
233 view_pos.y() + view_forward[1],
234 view_pos.z() + view_forward[2],
235 view_up[0], view_up[1], view_up[2]);
237 // look almost straight up (testing and eclipse watching)
238 /* LookAt(view_pos.x(), view_pos.y(), view_pos.z(),
239 view_pos.x() + view_up[0] + .001,
240 view_pos.y() + view_up[1] + .001,
241 view_pos.z() + view_up[2] + .001,
242 view_up[0], view_up[1], view_up[2]); */
244 // lock view horizontally towards sun (testing)
245 /* LookAt(view_pos.x(), view_pos.y(), view_pos.z(),
246 view_pos.x() + surface_to_sun[0],
247 view_pos.y() + surface_to_sun[1],
248 view_pos.z() + surface_to_sun[2],
249 view_up[0], view_up[1], view_up[2]); */
251 // lock view horizontally towards south (testing)
252 /* LookAt(view_pos.x(), view_pos.y(), view_pos.z(),
253 view_pos.x() + surface_south[0],
254 view_pos.y() + surface_south[1],
255 view_pos.z() + surface_south[2],
256 view_up[0], view_up[1], view_up[2]); */
258 // set the sun position
259 xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
261 panel_hist = current_options.get_panel_status();
265 // Update the view parameters
266 void fgVIEW::UpdateViewMath( FGState *f ) {
268 MAT3vec vec, forward, v0, minus_z;
269 MAT3mat R, TMP, UP, LOCAL, VIEW;
272 if(update_fov == true) {
273 // printf("Updating fov\n");
274 UpdateFOV(¤t_options);
278 scenery.center = scenery.next_center;
280 // printf("scenery center = %.2f %.2f %.2f\n", scenery.center.x,
281 // scenery.center.y, scenery.center.z);
283 // calculate the cartesion coords of the current lat/lon/0 elev
284 p = Point3D( f->get_Longitude(),
285 f->get_Lat_geocentric(),
286 f->get_Sea_level_radius() * FEET_TO_METER );
288 cur_zero_elev = fgPolarToCart3d(p) - scenery.center;
290 // calculate view position in current FG view coordinate system
291 // p.lon & p.lat are already defined earlier, p.radius was set to
292 // the sea level radius, so now we add in our altitude.
293 if ( f->get_Altitude() * FEET_TO_METER >
294 (scenery.cur_elev + 0.5 * METER_TO_FEET) ) {
295 p.setz( p.radius() + f->get_Altitude() * FEET_TO_METER );
297 p.setz( p.radius() + scenery.cur_elev + 0.5 * METER_TO_FEET );
300 abs_view_pos = fgPolarToCart3d(p);
301 view_pos = abs_view_pos - scenery.center;
303 FG_LOG( FG_VIEW, FG_DEBUG, "Absolute view pos = "
304 << abs_view_pos.x() << ", "
305 << abs_view_pos.y() << ", "
306 << abs_view_pos.z() );
307 FG_LOG( FG_VIEW, FG_DEBUG, "Relative view pos = "
308 << view_pos.x() << ", " << view_pos.y() << ", " << view_pos.z() );
310 // Derive the LOCAL aircraft rotation matrix (roll, pitch, yaw)
311 // from FG_T_local_to_body[3][3]
313 // Question: Why is the LaRCsim matrix arranged so differently
314 // than the one we need???
315 LOCAL[0][0] = f->get_T_local_to_body_33();
316 LOCAL[0][1] = -f->get_T_local_to_body_32();
317 LOCAL[0][2] = -f->get_T_local_to_body_31();
319 LOCAL[1][0] = -f->get_T_local_to_body_23();
320 LOCAL[1][1] = f->get_T_local_to_body_22();
321 LOCAL[1][2] = f->get_T_local_to_body_21();
323 LOCAL[2][0] = -f->get_T_local_to_body_13();
324 LOCAL[2][1] = f->get_T_local_to_body_12();
325 LOCAL[2][2] = f->get_T_local_to_body_11();
327 LOCAL[3][0] = LOCAL[3][1] = LOCAL[3][2] = LOCAL[3][3] = 0.0;
329 // printf("LaRCsim LOCAL matrix\n");
330 // MAT3print(LOCAL, stdout);
332 #ifdef OLD_LOCAL_TO_BODY_CODE
333 // old code to calculate LOCAL matrix calculated from Phi,
334 // Theta, and Psi (roll, pitch, yaw)
336 MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
337 MAT3rotate(R, vec, f->get_Phi());
338 /* printf("Roll matrix\n"); */
339 /* MAT3print(R, stdout); */
341 MAT3_SET_VEC(vec, 0.0, 1.0, 0.0);
342 /* MAT3mult_vec(vec, vec, R); */
343 MAT3rotate(TMP, vec, f->get_Theta());
344 /* printf("Pitch matrix\n"); */
345 /* MAT3print(TMP, stdout); */
348 MAT3_SET_VEC(vec, 1.0, 0.0, 0.0);
349 /* MAT3mult_vec(vec, vec, R); */
350 /* MAT3rotate(TMP, vec, FG_Psi - FG_PI_2); */
351 MAT3rotate(TMP, vec, -f->get_Psi());
352 /* printf("Yaw matrix\n");
353 MAT3print(TMP, stdout); */
354 MAT3mult(LOCAL, R, TMP);
355 // printf("FG derived LOCAL matrix\n");
356 // MAT3print(LOCAL, stdout);
357 #endif // OLD_LOCAL_TO_BODY_CODE
359 // Derive the local UP transformation matrix based on *geodetic*
361 MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
362 MAT3rotate(R, vec, f->get_Longitude()); // R = rotate about Z axis
363 // printf("Longitude matrix\n");
364 // MAT3print(R, stdout);
366 MAT3_SET_VEC(vec, 0.0, 1.0, 0.0);
367 MAT3mult_vec(vec, vec, R);
368 MAT3rotate(TMP, vec, -f->get_Latitude()); // TMP = rotate about X axis
369 // printf("Latitude matrix\n");
370 // MAT3print(TMP, stdout);
372 MAT3mult(UP, R, TMP);
373 // printf("Local up matrix\n");
374 // MAT3print(UP, stdout);
376 MAT3_SET_VEC(local_up, 1.0, 0.0, 0.0);
377 MAT3mult_vec(local_up, local_up, UP);
379 // printf( "Local Up = (%.4f, %.4f, %.4f)\n",
380 // local_up[0], local_up[1], local_up[2]);
382 // Alternative method to Derive local up vector based on
383 // *geodetic* coordinates
384 // alt_up = fgPolarToCart(FG_Longitude, FG_Latitude, 1.0);
385 // printf( " Alt Up = (%.4f, %.4f, %.4f)\n",
386 // alt_up.x, alt_up.y, alt_up.z);
388 // Calculate the VIEW matrix
389 MAT3mult(VIEW, LOCAL, UP);
390 // printf("VIEW matrix\n");
391 // MAT3print(VIEW, stdout);
393 // generate the current up, forward, and fwrd-view vectors
394 MAT3_SET_VEC(vec, 1.0, 0.0, 0.0);
395 MAT3mult_vec(view_up, vec, VIEW);
397 MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
398 MAT3mult_vec(forward, vec, VIEW);
399 // printf( "Forward vector is (%.2f,%.2f,%.2f)\n", forward[0], forward[1],
402 MAT3rotate(TMP, view_up, view_offset);
403 MAT3mult_vec(view_forward, forward, TMP);
405 // make a vector to the current view position
406 MAT3_SET_VEC(v0, view_pos.x(), view_pos.y(), view_pos.z());
408 // Given a vector pointing straight down (-Z), map into onto the
409 // local plane representing "horizontal". This should give us the
410 // local direction for moving "south".
411 MAT3_SET_VEC(minus_z, 0.0, 0.0, -1.0);
412 map_vec_onto_cur_surface_plane(local_up, v0, minus_z, surface_south);
413 MAT3_NORMALIZE_VEC(surface_south, ntmp);
414 // printf( "Surface direction directly south %.2f %.2f %.2f\n",
415 // surface_south[0], surface_south[1], surface_south[2]);
417 // now calculate the surface east vector
418 MAT3rotate(TMP, view_up, FG_PI_2);
419 MAT3mult_vec(surface_east, surface_south, TMP);
420 // printf( "Surface direction directly east %.2f %.2f %.2f\n",
421 // surface_east[0], surface_east[1], surface_east[2]);
422 // printf( "Should be close to zero = %.2f\n",
423 // MAT3_DOT_PRODUCT(surface_south, surface_east));
427 // Update the "World to Eye" transformation matrix
428 // This is most useful for view frustum culling
429 void fgVIEW::UpdateWorldToEye( FGState *f ) {
430 MAT3mat R_Phi, R_Theta, R_Psi, R_Lat, R_Lon, T_view;
434 // if we have a view offset use slow way for now
435 if(fabs(view_offset)>FG_EPSILON){
437 MAT3_SET_HVEC(vec, 0.0, 0.0, -1.0, 1.0);
438 MAT3rotate(R_Phi, vec, f->get_Phi());
439 // printf("Roll matrix (Phi)\n");
440 // MAT3print(R_Phi, stdout);
443 MAT3_SET_HVEC(vec, 1.0, 0.0, 0.0, 1.0);
444 MAT3rotate(R_Theta, vec, f->get_Theta());
445 // printf("\nPitch matrix (Theta)\n");
446 // MAT3print(R_Theta, stdout);
449 MAT3_SET_HVEC(vec, 0.0, -1.0, 0.0, 1.0);
450 MAT3rotate(R_Psi, vec, f->get_Psi() + FG_PI - view_offset );
451 // printf("\nYaw matrix (Psi)\n");
452 // MAT3print(R_Psi, stdout);
454 // aircraft roll/pitch/yaw
455 MAT3mult(TMP, R_Phi, R_Theta);
456 MAT3mult(AIRCRAFT, TMP, R_Psi);
458 } else { // JUST USE LOCAL_TO_BODY NHV 5/25/98
459 // hey this is even different then LOCAL[][] above ??
461 AIRCRAFT[0][0] = -f->get_T_local_to_body_22();
462 AIRCRAFT[0][1] = -f->get_T_local_to_body_23();
463 AIRCRAFT[0][2] = f->get_T_local_to_body_21();
464 AIRCRAFT[0][3] = 0.0;
465 AIRCRAFT[1][0] = f->get_T_local_to_body_32();
466 AIRCRAFT[1][1] = f->get_T_local_to_body_33();
467 AIRCRAFT[1][2] = -f->get_T_local_to_body_31();
468 AIRCRAFT[1][3] = 0.0;
469 AIRCRAFT[2][0] = f->get_T_local_to_body_12();
470 AIRCRAFT[2][1] = f->get_T_local_to_body_13();
471 AIRCRAFT[2][2] = -f->get_T_local_to_body_11();
472 AIRCRAFT[2][3] = 0.0;
473 AIRCRAFT[3][0] = AIRCRAFT[3][1] = AIRCRAFT[3][2] = AIRCRAFT[3][3] = 0.0;
474 AIRCRAFT[3][3] = 1.0;
476 // ??? SOMETHING LIKE THIS SHOULD WORK NHV
477 // Rotate about LOCAL_UP (AIRCRAFT[2][])
478 // MAT3_SET_HVEC(vec, AIRCRAFT[2][0], AIRCRAFT[2][1],
479 // AIRCRAFT[2][2], AIRCRAFT[2][3]);
480 // MAT3rotate(TMP, vec, FG_PI - view_offset );
481 // MAT3mult(AIRCRAFT, AIRCRAFT, TMP);
483 // printf("\naircraft roll pitch yaw\n");
484 // MAT3print(AIRCRAFT, stdout);
486 // View position in scenery centered coordinates
487 MAT3_SET_HVEC(vec, view_pos.x(), view_pos.y(), view_pos.z(), 1.0);
488 MAT3translate(T_view, vec);
489 // printf("\nTranslation matrix\n");
490 // MAT3print(T_view, stdout);
493 MAT3_SET_HVEC(vec, 1.0, 0.0, 0.0, 1.0);
494 // R_Lat = rotate about X axis
495 MAT3rotate(R_Lat, vec, f->get_Latitude());
496 // printf("\nLatitude matrix\n");
497 // MAT3print(R_Lat, stdout);
500 MAT3_SET_HVEC(vec, 0.0, 0.0, 1.0, 1.0);
501 // R_Lon = rotate about Z axis
502 MAT3rotate(R_Lon, vec, f->get_Longitude() - FG_PI_2 );
503 // printf("\nLongitude matrix\n");
504 // MAT3print(R_Lon, stdout);
506 #ifdef THIS_IS_OLD_CODE
507 // View position in scenery centered coordinates
508 MAT3_SET_HVEC(vec, view_pos.x, view_pos.y, view_pos.z, 1.0);
509 MAT3translate(T_view, vec);
510 // printf("\nTranslation matrix\n");
511 // MAT3print(T_view, stdout);
513 // aircraft roll/pitch/yaw
514 MAT3mult(TMP, R_Phi, R_Theta);
515 MAT3mult(AIRCRAFT, TMP, R_Psi);
516 // printf("\naircraft roll pitch yaw\n");
517 // MAT3print(AIRCRAFT, stdout);
518 #endif THIS_IS_OLD_CODE
521 MAT3mult(WORLD, R_Lat, R_Lon);
522 // printf("\nworld\n");
523 // MAT3print(WORLD, stdout);
525 MAT3mult(EYE_TO_WORLD, AIRCRAFT, WORLD);
526 MAT3mult(EYE_TO_WORLD, EYE_TO_WORLD, T_view);
527 // printf("\nEye to world\n");
528 // MAT3print(EYE_TO_WORLD, stdout);
530 MAT3invert(WORLD_TO_EYE, EYE_TO_WORLD);
531 // printf("\nWorld to eye\n");
532 // MAT3print(WORLD_TO_EYE, stdout);
534 // printf( "\nview_pos = %.2f %.2f %.2f\n",
535 // view_pos.x, view_pos.y, view_pos.z );
537 // MAT3_SET_HVEC(eye, 0.0, 0.0, 0.0, 1.0);
538 // MAT3mult_vec(vec, eye, EYE_TO_WORLD);
539 // printf("\neye -> world = %.2f %.2f %.2f\n", vec[0], vec[1], vec[2]);
541 // MAT3_SET_HVEC(vec1, view_pos.x, view_pos.y, view_pos.z, 1.0);
542 // MAT3mult_vec(vec, vec1, WORLD_TO_EYE);
543 // printf( "\nabs_view_pos -> eye = %.2f %.2f %.2f\n",
544 // vec[0], vec[1], vec[2]);
549 // Reject non viewable spheres from current View Frustrum by Curt
550 // Olson curt@me.umn.edu and Norman Vine nhv@yahoo.com with 'gentle
551 // guidance' from Steve Baker sbaker@link.com
553 fgVIEW::SphereClip( const Point3D& cp, const double radius )
565 mat = (double *)(WORLD_TO_EYE);
567 eye[2] = x*mat[2] + y*mat[6] + z*mat[10] + mat[14];
569 // Check near and far clip plane
570 if( ( eye[2] > radius ) ||
571 ( eye[2] + radius + current_weather.visibility < 0) )
572 // ( eye[2] + radius + far_plane < 0) )
577 // check right and left clip plane (from eye perspective)
578 x1 = radius * fov_x_clip;
579 eye[0] = (x*mat[0] + y*mat[4] + z*mat[8] + mat[12]) * slope_x;
580 if( (eye[2] > -(eye[0]+x1)) || (eye[2] > (eye[0]-x1)) ) {
584 // check bottom and top clip plane (from eye perspective)
585 y1 = radius * fov_y_clip;
586 eye[1] = (x*mat[1] + y*mat[5] + z*mat[9] + mat[13]) * slope_y;
587 if( (eye[2] > -(eye[1]+y1)) || (eye[2] > (eye[1]-y1)) ) {
597 fgVIEW::~fgVIEW( void ) {
602 // Revision 1.29 1998/12/05 15:54:24 curt
603 // Renamed class fgFLIGHT to class FGState as per request by JSB.
605 // Revision 1.28 1998/12/03 01:17:20 curt
606 // Converted fgFLIGHT to a class.
608 // Revision 1.27 1998/11/16 14:00:06 curt
609 // Added pow() macro bug work around.
610 // Added support for starting FGFS at various resolutions.
611 // Added some initial serial port support.
612 // Specify default log levels in main().
614 // Revision 1.26 1998/11/09 23:39:25 curt
615 // Tweaks for the instrument panel.
617 // Revision 1.25 1998/11/06 21:18:15 curt
618 // Converted to new logstream debugging facility. This allows release
619 // builds with no messages at all (and no performance impact) by using
620 // the -DFG_NDEBUG flag.
622 // Revision 1.24 1998/10/18 01:17:19 curt
625 // Revision 1.23 1998/10/17 01:34:26 curt
628 // Revision 1.22 1998/10/16 00:54:03 curt
629 // Converted to Point3D class.
631 // Revision 1.21 1998/09/17 18:35:33 curt
632 // Added F8 to toggle fog and F9 to toggle texturing.
634 // Revision 1.20 1998/09/08 15:04:35 curt
635 // Optimizations by Norman Vine.
637 // Revision 1.19 1998/08/20 20:32:34 curt
638 // Reshuffled some of the code in and around views.[ch]xx
640 // Revision 1.18 1998/07/24 21:57:02 curt
641 // Set near clip plane to 0.5 meters when close to the ground. Also, let the view get a bit closer to the ground before hitting the hard limit.
643 // Revision 1.17 1998/07/24 21:39:12 curt
644 // Debugging output tweaks.
645 // Cast glGetString to (char *) to avoid compiler errors.
646 // Optimizations to fgGluLookAt() by Norman Vine.
648 // Revision 1.16 1998/07/13 21:01:41 curt
649 // Wrote access functions for current fgOPTIONS.
651 // Revision 1.15 1998/07/12 03:14:43 curt
652 // Added ground collision detection.
653 // Did some serious horsing around to be able to "hug" the ground properly
654 // and still be able to take off.
655 // Set the near clip plane to 1.0 meters when less than 10 meters above the
657 // Did some serious horsing around getting the initial airplane position to be
658 // correct based on rendered terrain elevation.
659 // Added a little cheat/hack that will prevent the view position from ever
660 // dropping below the terrain, even when the flight model doesn't quite
661 // put you as high as you'd like.
663 // Revision 1.14 1998/07/08 14:45:08 curt
664 // polar3d.h renamed to polar3d.hxx
665 // vector.h renamed to vector.hxx
666 // updated audio support so it waits to create audio classes (and tie up
667 // /dev/dsp) until the mpg123 player is finished.
669 // Revision 1.13 1998/07/04 00:52:27 curt
670 // Add my own version of gluLookAt() (which is nearly identical to the
671 // Mesa/glu version.) But, by calculating the Model View matrix our selves
672 // we can save this matrix without having to read it back in from the video
673 // card. This hopefully allows us to save a few cpu cycles when rendering
674 // out the fragments because we can just use glLoadMatrixd() with the
675 // precalculated matrix for each tile rather than doing a push(), translate(),
676 // pop() for every fragment.
678 // Panel status defaults to off for now until it gets a bit more developed.
680 // Extract OpenGL driver info on initialization.
682 // Revision 1.12 1998/06/03 00:47:15 curt
683 // Updated to compile in audio support if OSS available.
684 // Updated for new version of Steve's audio library.
685 // STL includes don't use .h
686 // Small view optimizations.
688 // Revision 1.11 1998/05/27 02:24:05 curt
689 // View optimizations by Norman Vine.
691 // Revision 1.10 1998/05/17 16:59:03 curt
692 // First pass at view frustum culling now operational.
694 // Revision 1.9 1998/05/16 13:08:37 curt
695 // C++ - ified views.[ch]xx
696 // Shuffled some additional view parameters into the fgVIEW class.
697 // Changed tile-radius to tile-diameter because it is a much better
699 // Added a WORLD_TO_EYE transformation to views.cxx. This allows us
700 // to transform world space to eye space for view frustum culling.
702 // Revision 1.8 1998/05/02 01:51:01 curt
703 // Updated polartocart conversion routine.
705 // Revision 1.7 1998/04/30 12:34:20 curt
706 // Added command line rendering options:
707 // enable/disable fog/haze
708 // specify smooth/flat shading
709 // disable sky blending and just use a solid color
710 // enable wireframe drawing mode
712 // Revision 1.6 1998/04/28 01:20:23 curt
713 // Type-ified fgTIME and fgVIEW.
714 // Added a command line option to disable textures.
716 // Revision 1.5 1998/04/26 05:10:04 curt
717 // "struct fgLIGHT" -> "fgLIGHT" because fgLIGHT is typedef'd.
719 // Revision 1.4 1998/04/25 22:04:53 curt
720 // Use already calculated LaRCsim values to create the roll/pitch/yaw
721 // transformation matrix (we call it LOCAL)
723 // Revision 1.3 1998/04/25 20:24:02 curt
724 // Cleaned up initialization sequence to eliminate interdependencies
725 // between sun position, lighting, and view position. This creates a
726 // valid single pass initialization path.
728 // Revision 1.2 1998/04/24 00:49:22 curt
729 // Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
730 // Trying out some different option parsing code.
731 // Some code reorganization.
733 // Revision 1.1 1998/04/22 13:25:45 curt
734 // C++ - ifing the code.
735 // Starting a bit of reorganization of lighting code.
737 // Revision 1.16 1998/04/18 04:11:29 curt
738 // Moved fg_debug to it's own library, added zlib support.
740 // Revision 1.15 1998/02/20 00:16:24 curt
741 // Thursday's tweaks.
743 // Revision 1.14 1998/02/09 15:07:50 curt
746 // Revision 1.13 1998/02/07 15:29:45 curt
747 // Incorporated HUD changes and struct/typedef changes from Charlie Hotchkiss
748 // <chotchkiss@namg.us.anritsu.com>
750 // Revision 1.12 1998/01/29 00:50:28 curt
751 // Added a view record field for absolute x, y, z position.
753 // Revision 1.11 1998/01/27 00:47:58 curt
754 // Incorporated Paul Bleisch's <pbleisch@acm.org> new debug message
755 // system and commandline/config file processing code.
757 // Revision 1.10 1998/01/19 19:27:09 curt
758 // Merged in make system changes from Bob Kuehne <rpk@sgi.com>
759 // This should simplify things tremendously.
761 // Revision 1.9 1998/01/13 00:23:09 curt
762 // Initial changes to support loading and management of scenery tiles. Note,
763 // there's still a fair amount of work left to be done.
765 // Revision 1.8 1997/12/30 22:22:33 curt
766 // Further integration of event manager.
768 // Revision 1.7 1997/12/30 20:47:45 curt
769 // Integrated new event manager with subsystem initializations.
771 // Revision 1.6 1997/12/22 04:14:32 curt
772 // Aligned sky with sun so dusk/dawn effects can be correct relative to the sun.
774 // Revision 1.5 1997/12/18 04:07:02 curt
775 // Worked on properly translating and positioning the sky dome.
777 // Revision 1.4 1997/12/17 23:13:36 curt
778 // Began working on rendering a sky.
780 // Revision 1.3 1997/12/15 23:54:50 curt
781 // Add xgl wrappers for debugging.
782 // Generate terrain normals on the fly.
784 // Revision 1.2 1997/12/10 22:37:48 curt
785 // Prepended "fg" on the name of all global structures that didn't have it yet.
786 // i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
788 // Revision 1.1 1997/08/27 21:31:17 curt