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 // temporary (hopefully) hack
46 static int panel_hist = 0;
49 // specify code paths ... these are done as variable rather than
50 // #define's because down the road we may want to choose between them
51 // on the fly for different flight models ... this way magic carpet
52 // and external modes wouldn't need to recreate the LaRCsim matrices
55 static const bool use_larcsim_local_to_body = false;
58 // This is a record containing current view parameters
63 FGView::FGView( void ) {
67 // Initialize a view structure
68 void FGView::Init( void ) {
69 FG_LOG( FG_VIEW, FG_INFO, "Initializing View parameters" );
72 goal_view_offset = 0.0;
74 winWidth = current_options.get_xsize();
75 winHeight = current_options.get_ysize();
76 win_ratio = (double) winWidth / (double) winHeight;
77 force_update_fov_math();
81 // Update the field of view coefficients
82 void FGView::UpdateFOV( const fgOPTIONS& o ) {
83 double fov, theta_x, theta_y;
87 // printf("win_ratio = %.2f\n", win_ratio);
88 // calculate sin() and cos() of fov / 2 in X direction;
89 theta_x = (fov * win_ratio * DEG_TO_RAD) / 2.0;
90 // printf("theta_x = %.2f\n", theta_x);
91 sin_fov_x = sin(theta_x);
92 cos_fov_x = cos(theta_x);
93 slope_x = -cos_fov_x / sin_fov_x;
94 // printf("slope_x = %.2f\n", slope_x);
96 #if defined( USE_FAST_FOV_CLIP )
97 fov_x_clip = slope_x*cos_fov_x - sin_fov_x;
98 #endif // defined( USE_FAST_FOV_CLIP )
100 // calculate sin() and cos() of fov / 2 in Y direction;
101 theta_y = (fov * DEG_TO_RAD) / 2.0;
102 // printf("theta_y = %.2f\n", theta_y);
103 sin_fov_y = sin(theta_y);
104 cos_fov_y = cos(theta_y);
105 slope_y = cos_fov_y / sin_fov_y;
106 // printf("slope_y = %.2f\n", slope_y);
108 #if defined( USE_FAST_FOV_CLIP )
109 fov_y_clip = -(slope_y*cos_fov_y + sin_fov_y);
110 #endif // defined( USE_FAST_FOV_CLIP )
114 // Basically, this is a modified version of the Mesa gluLookAt()
115 // function that's been modified slightly so we can capture the
116 // result before sending it off to OpenGL land.
117 void FGView::LookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez,
118 GLdouble centerx, GLdouble centery, GLdouble centerz,
119 GLdouble upx, GLdouble upy, GLdouble upz ) {
121 GLdouble x[3], y[3], z[3];
124 m = current_view.MODEL_VIEW;
126 /* Make rotation matrix */
129 z[0] = eyex - centerx;
130 z[1] = eyey - centery;
131 z[2] = eyez - centerz;
132 mag = sqrt( z[0]*z[0] + z[1]*z[1] + z[2]*z[2] );
133 if (mag) { /* mpichler, 19950515 */
144 /* X vector = Y cross Z */
145 x[0] = y[1]*z[2] - y[2]*z[1];
146 x[1] = -y[0]*z[2] + y[2]*z[0];
147 x[2] = y[0]*z[1] - y[1]*z[0];
149 /* Recompute Y = Z cross X */
150 y[0] = z[1]*x[2] - z[2]*x[1];
151 y[1] = -z[0]*x[2] + z[2]*x[0];
152 y[2] = z[0]*x[1] - z[1]*x[0];
154 /* mpichler, 19950515 */
155 /* cross product gives area of parallelogram, which is < 1.0 for
156 * non-perpendicular unit-length vectors; so normalize x, y here
159 mag = sqrt( x[0]*x[0] + x[1]*x[1] + x[2]*x[2] );
166 mag = sqrt( y[0]*y[0] + y[1]*y[1] + y[2]*y[2] );
173 #define M(row,col) m[col*4+row]
174 M(0,0) = x[0]; M(0,1) = x[1]; M(0,2) = x[2]; M(0,3) = 0.0;
175 M(1,0) = y[0]; M(1,1) = y[1]; M(1,2) = y[2]; M(1,3) = 0.0;
176 M(2,0) = z[0]; M(2,1) = z[1]; M(2,2) = z[2]; M(2,3) = 0.0;
177 // the following is part of the original gluLookAt(), but we are
178 // commenting it out because we know we are going to be doing a
179 // translation below which will set these values anyways
180 // M(3,0) = 0.0; M(3,1) = 0.0; M(3,2) = 0.0; M(3,3) = 1.0;
183 // Translate Eye to Origin
184 // replaces: glTranslated( -eyex, -eyey, -eyez );
186 // this has been slightly modified from the original glTranslate()
187 // code because we know that coming into this m[12] = m[13] =
188 // m[14] = 0.0, and m[15] = 1.0;
189 m[12] = m[0] * -eyex + m[4] * -eyey + m[8] * -eyez /* + m[12] */;
190 m[13] = m[1] * -eyex + m[5] * -eyey + m[9] * -eyez /* + m[13] */;
191 m[14] = m[2] * -eyex + m[6] * -eyey + m[10] * -eyez /* + m[14] */;
192 m[15] = 1.0 /* m[3] * -eyex + m[7] * -eyey + m[11] * -eyez + m[15] */;
194 // xglMultMatrixd( m );
199 // Update the view volume, position, and orientation
200 void FGView::UpdateViewParams( void ) {
201 FGInterface *f = current_aircraft.fdm_state;
206 if ((current_options.get_panel_status() != panel_hist) && (current_options.get_panel_status()))
208 fgPanelReInit( 0, 0, 1024, 768);
211 if ( ! current_options.get_panel_status() ) {
212 xglViewport(0, 0 , (GLint)(winWidth), (GLint)(winHeight) );
214 xglViewport(0, (GLint)((winHeight)*0.5768), (GLint)(winWidth),
215 (GLint)((winHeight)*0.4232) );
218 // Tell GL we are about to modify the projection parameters
219 xglMatrixMode(GL_PROJECTION);
221 if ( f->get_Altitude() * FEET_TO_METER - scenery.cur_elev > 10.0 ) {
222 gluPerspective(current_options.get_fov(), win_ratio, 10.0, 100000.0);
224 gluPerspective(current_options.get_fov(), win_ratio, 0.5, 100000.0);
225 // printf("Near ground, minimizing near clip plane\n");
229 xglMatrixMode(GL_MODELVIEW);
232 // set up our view volume (default)
233 LookAt(view_pos.x(), view_pos.y(), view_pos.z(),
234 view_pos.x() + view_forward[0],
235 view_pos.y() + view_forward[1],
236 view_pos.z() + view_forward[2],
237 view_up[0], view_up[1], view_up[2]);
239 // look almost straight up (testing and eclipse watching)
240 /* LookAt(view_pos.x(), view_pos.y(), view_pos.z(),
241 view_pos.x() + view_up[0] + .001,
242 view_pos.y() + view_up[1] + .001,
243 view_pos.z() + view_up[2] + .001,
244 view_up[0], view_up[1], view_up[2]); */
246 // lock view horizontally towards sun (testing)
247 /* LookAt(view_pos.x(), view_pos.y(), view_pos.z(),
248 view_pos.x() + surface_to_sun[0],
249 view_pos.y() + surface_to_sun[1],
250 view_pos.z() + surface_to_sun[2],
251 view_up[0], view_up[1], view_up[2]); */
253 // lock view horizontally towards south (testing)
254 /* LookAt(view_pos.x(), view_pos.y(), view_pos.z(),
255 view_pos.x() + surface_south[0],
256 view_pos.y() + surface_south[1],
257 view_pos.z() + surface_south[2],
258 view_up[0], view_up[1], view_up[2]); */
260 panel_hist = current_options.get_panel_status();
264 // Update the view parameters
265 void FGView::UpdateViewMath( FGInterface *f ) {
267 MAT3vec vec, forward, v0, minus_z;
268 MAT3mat R, TMP, UP, LOCAL, VIEW;
272 // printf("Updating fov\n");
273 UpdateFOV( current_options );
277 scenery.center = scenery.next_center;
279 // printf("scenery center = %.2f %.2f %.2f\n", scenery.center.x,
280 // scenery.center.y, scenery.center.z);
282 // calculate the cartesion coords of the current lat/lon/0 elev
283 p = Point3D( f->get_Longitude(),
284 f->get_Lat_geocentric(),
285 f->get_Sea_level_radius() * FEET_TO_METER );
287 cur_zero_elev = fgPolarToCart3d(p) - scenery.center;
289 // calculate view position in current FG view coordinate system
290 // p.lon & p.lat are already defined earlier, p.radius was set to
291 // the sea level radius, so now we add in our altitude.
292 if ( f->get_Altitude() * FEET_TO_METER >
293 (scenery.cur_elev + 0.5 * METER_TO_FEET) ) {
294 p.setz( p.radius() + f->get_Altitude() * FEET_TO_METER );
296 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, "Polar view pos = " << p );
304 FG_LOG( FG_VIEW, FG_DEBUG, "Absolute view pos = " << abs_view_pos );
305 FG_LOG( FG_VIEW, FG_DEBUG, "Relative view pos = " << view_pos );
307 // Derive the LOCAL aircraft rotation matrix (roll, pitch, yaw)
308 // from FG_T_local_to_body[3][3]
310 if ( use_larcsim_local_to_body ) {
312 // Question: Why is the LaRCsim matrix arranged so differently
313 // than the one we need???
315 // Answer (I think): The LaRCsim matrix is generated in a
316 // different reference frame than we've set up for our world
318 LOCAL[0][0] = f->get_T_local_to_body_33();
319 LOCAL[0][1] = -f->get_T_local_to_body_32();
320 LOCAL[0][2] = -f->get_T_local_to_body_31();
322 LOCAL[1][0] = -f->get_T_local_to_body_23();
323 LOCAL[1][1] = f->get_T_local_to_body_22();
324 LOCAL[1][2] = f->get_T_local_to_body_21();
326 LOCAL[2][0] = -f->get_T_local_to_body_13();
327 LOCAL[2][1] = f->get_T_local_to_body_12();
328 LOCAL[2][2] = f->get_T_local_to_body_11();
330 LOCAL[3][0] = LOCAL[3][1] = LOCAL[3][2] = LOCAL[3][3] = 0.0;
333 // printf("LaRCsim LOCAL matrix\n");
334 // MAT3print(LOCAL, stdout);
338 // code to calculate LOCAL matrix calculated from Phi, Theta, and
339 // Psi (roll, pitch, yaw) in case we aren't running LaRCsim as our
342 MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
343 MAT3rotate(R, vec, f->get_Phi());
344 /* printf("Roll matrix\n"); */
345 /* MAT3print(R, stdout); */
347 MAT3_SET_VEC(vec, 0.0, 1.0, 0.0);
348 /* MAT3mult_vec(vec, vec, R); */
349 MAT3rotate(TMP, vec, f->get_Theta());
350 /* printf("Pitch matrix\n"); */
351 /* MAT3print(TMP, stdout); */
354 MAT3_SET_VEC(vec, 1.0, 0.0, 0.0);
355 /* MAT3mult_vec(vec, vec, R); */
356 /* MAT3rotate(TMP, vec, FG_Psi - FG_PI_2); */
357 MAT3rotate(TMP, vec, -f->get_Psi());
358 /* printf("Yaw matrix\n");
359 MAT3print(TMP, stdout); */
360 MAT3mult(LOCAL, R, TMP);
361 // printf("FG derived LOCAL matrix\n");
362 // MAT3print(LOCAL, stdout);
364 } // if ( use_larcsim_local_to_body )
366 // Derive the local UP transformation matrix based on *geodetic*
368 MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
369 MAT3rotate(R, vec, f->get_Longitude()); // R = rotate about Z axis
370 // printf("Longitude matrix\n");
371 // MAT3print(R, stdout);
373 MAT3_SET_VEC(vec, 0.0, 1.0, 0.0);
374 MAT3mult_vec(vec, vec, R);
375 MAT3rotate(TMP, vec, -f->get_Latitude()); // TMP = rotate about X axis
376 // printf("Latitude matrix\n");
377 // MAT3print(TMP, stdout);
379 MAT3mult(UP, R, TMP);
380 // printf("Local up matrix\n");
381 // MAT3print(UP, stdout);
383 MAT3_SET_VEC(local_up, 1.0, 0.0, 0.0);
384 MAT3mult_vec(local_up, local_up, UP);
386 // printf( "Local Up = (%.4f, %.4f, %.4f)\n",
387 // local_up[0], local_up[1], local_up[2]);
389 // Alternative method to Derive local up vector based on
390 // *geodetic* coordinates
391 // alt_up = fgPolarToCart(FG_Longitude, FG_Latitude, 1.0);
392 // printf( " Alt Up = (%.4f, %.4f, %.4f)\n",
393 // alt_up.x, alt_up.y, alt_up.z);
395 // Calculate the VIEW matrix
396 MAT3mult(VIEW, LOCAL, UP);
397 // printf("VIEW matrix\n");
398 // MAT3print(VIEW, stdout);
400 // generate the current up, forward, and fwrd-view vectors
401 MAT3_SET_VEC(vec, 1.0, 0.0, 0.0);
402 MAT3mult_vec(view_up, vec, VIEW);
404 MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
405 MAT3mult_vec(forward, vec, VIEW);
406 // printf( "Forward vector is (%.2f,%.2f,%.2f)\n", forward[0], forward[1],
409 MAT3rotate(TMP, view_up, view_offset);
410 MAT3mult_vec(view_forward, forward, TMP);
412 // make a vector to the current view position
413 MAT3_SET_VEC(v0, view_pos.x(), view_pos.y(), view_pos.z());
415 // Given a vector pointing straight down (-Z), map into onto the
416 // local plane representing "horizontal". This should give us the
417 // local direction for moving "south".
418 MAT3_SET_VEC(minus_z, 0.0, 0.0, -1.0);
419 map_vec_onto_cur_surface_plane(local_up, v0, minus_z, surface_south);
420 MAT3_NORMALIZE_VEC(surface_south, ntmp);
421 // printf( "Surface direction directly south %.2f %.2f %.2f\n",
422 // surface_south[0], surface_south[1], surface_south[2]);
424 // now calculate the surface east vector
425 MAT3rotate(TMP, view_up, FG_PI_2);
426 MAT3mult_vec(surface_east, surface_south, TMP);
427 // printf( "Surface direction directly east %.2f %.2f %.2f\n",
428 // surface_east[0], surface_east[1], surface_east[2]);
429 // printf( "Should be close to zero = %.2f\n",
430 // MAT3_DOT_PRODUCT(surface_south, surface_east));
434 // Update the "World to Eye" transformation matrix
435 // This is most useful for view frustum culling
436 void FGView::UpdateWorldToEye( FGInterface *f ) {
437 MAT3mat R_Phi, R_Theta, R_Psi, R_Lat, R_Lon, T_view;
441 if ( use_larcsim_local_to_body ) {
443 // Question: hey this is even different then LOCAL[][] above??
444 // Answer: yet another coordinate system, this time the
445 // coordinate system in which we do our view frustum culling.
447 AIRCRAFT[0][0] = -f->get_T_local_to_body_22();
448 AIRCRAFT[0][1] = -f->get_T_local_to_body_23();
449 AIRCRAFT[0][2] = f->get_T_local_to_body_21();
450 AIRCRAFT[0][3] = 0.0;
451 AIRCRAFT[1][0] = f->get_T_local_to_body_32();
452 AIRCRAFT[1][1] = f->get_T_local_to_body_33();
453 AIRCRAFT[1][2] = -f->get_T_local_to_body_31();
454 AIRCRAFT[1][3] = 0.0;
455 AIRCRAFT[2][0] = f->get_T_local_to_body_12();
456 AIRCRAFT[2][1] = f->get_T_local_to_body_13();
457 AIRCRAFT[2][2] = -f->get_T_local_to_body_11();
458 AIRCRAFT[2][3] = 0.0;
459 AIRCRAFT[3][0] = AIRCRAFT[3][1] = AIRCRAFT[3][2] = AIRCRAFT[3][3] = 0.0;
460 AIRCRAFT[3][3] = 1.0;
465 MAT3_SET_HVEC(vec, 0.0, 0.0, -1.0, 1.0);
466 MAT3rotate(R_Phi, vec, f->get_Phi());
467 // printf("Roll matrix (Phi)\n");
468 // MAT3print(R_Phi, stdout);
471 MAT3_SET_HVEC(vec, 1.0, 0.0, 0.0, 1.0);
472 MAT3rotate(R_Theta, vec, f->get_Theta());
473 // printf("\nPitch matrix (Theta)\n");
474 // MAT3print(R_Theta, stdout);
477 MAT3_SET_HVEC(vec, 0.0, -1.0, 0.0, 1.0);
478 MAT3rotate(R_Psi, vec, f->get_Psi() + FG_PI /* - view_offset */ );
479 // MAT3rotate(R_Psi, vec, f->get_Psi() + FG_PI - view_offset );
480 // printf("\nYaw matrix (Psi)\n");
481 // MAT3print(R_Psi, stdout);
483 // aircraft roll/pitch/yaw
484 MAT3mult(TMP, R_Phi, R_Theta);
485 MAT3mult(AIRCRAFT, TMP, R_Psi);
487 } // if ( use_larcsim_local_to_body )
489 // printf("AIRCRAFT matrix\n");
490 // MAT3print(AIRCRAFT, stdout);
492 // View rotation matrix relative to current aircraft orientation
493 MAT3_SET_HVEC(vec, 0.0, -1.0, 0.0, 1.0);
494 MAT3mult_vec(vec, vec, AIRCRAFT);
495 // printf("aircraft up vector = %.2f %.2f %.2f\n",
496 // vec[0], vec[1], vec[2]);
497 MAT3rotate(TMP, vec, -view_offset );
498 MAT3mult(VIEW_OFFSET, AIRCRAFT, TMP);
499 // printf("VIEW_OFFSET matrix\n");
500 // MAT3print(VIEW_OFFSET, stdout);
502 // View position in scenery centered coordinates
503 MAT3_SET_HVEC(vec, view_pos.x(), view_pos.y(), view_pos.z(), 1.0);
504 MAT3translate(T_view, vec);
505 // printf("\nTranslation matrix\n");
506 // MAT3print(T_view, stdout);
509 MAT3_SET_HVEC(vec, 1.0, 0.0, 0.0, 1.0);
510 // R_Lat = rotate about X axis
511 MAT3rotate(R_Lat, vec, f->get_Latitude());
512 // printf("\nLatitude matrix\n");
513 // MAT3print(R_Lat, stdout);
516 MAT3_SET_HVEC(vec, 0.0, 0.0, 1.0, 1.0);
517 // R_Lon = rotate about Z axis
518 MAT3rotate(R_Lon, vec, f->get_Longitude() - FG_PI_2 );
519 // printf("\nLongitude matrix\n");
520 // MAT3print(R_Lon, stdout);
523 MAT3mult(WORLD, R_Lat, R_Lon);
524 // printf("\nworld\n");
525 // MAT3print(WORLD, stdout);
527 MAT3mult(EYE_TO_WORLD, VIEW_OFFSET, WORLD);
528 MAT3mult(EYE_TO_WORLD, EYE_TO_WORLD, T_view);
529 // printf("\nEye to world\n");
530 // MAT3print(EYE_TO_WORLD, stdout);
532 MAT3invert(WORLD_TO_EYE, EYE_TO_WORLD);
533 // printf("\nWorld to eye\n");
534 // MAT3print(WORLD_TO_EYE, stdout);
536 // printf( "\nview_pos = %.2f %.2f %.2f\n",
537 // view_pos.x, view_pos.y, view_pos.z );
539 // MAT3_SET_HVEC(eye, 0.0, 0.0, 0.0, 1.0);
540 // MAT3mult_vec(vec, eye, EYE_TO_WORLD);
541 // printf("\neye -> world = %.2f %.2f %.2f\n", vec[0], vec[1], vec[2]);
543 // MAT3_SET_HVEC(vec1, view_pos.x, view_pos.y, view_pos.z, 1.0);
544 // MAT3mult_vec(vec, vec1, WORLD_TO_EYE);
545 // printf( "\nabs_view_pos -> eye = %.2f %.2f %.2f\n",
546 // vec[0], vec[1], vec[2]);
551 // Reject non viewable spheres from current View Frustrum by Curt
552 // Olson curt@me.umn.edu and Norman Vine nhv@yahoo.com with 'gentle
553 // guidance' from Steve Baker sbaker@link.com
555 FGView::SphereClip( const Point3D& cp, const double radius )
567 mat = (double *)(WORLD_TO_EYE);
569 eye[2] = x*mat[2] + y*mat[6] + z*mat[10] + mat[14];
571 // Check near and far clip plane
572 if( ( eye[2] > radius ) ||
573 ( eye[2] + radius + current_weather.visibility < 0) )
574 // ( eye[2] + radius + far_plane < 0) )
579 // check right and left clip plane (from eye perspective)
580 x1 = radius * fov_x_clip;
581 eye[0] = (x*mat[0] + y*mat[4] + z*mat[8] + mat[12]) * slope_x;
582 if( (eye[2] > -(eye[0]+x1)) || (eye[2] > (eye[0]-x1)) ) {
586 // check bottom and top clip plane (from eye perspective)
587 y1 = radius * fov_y_clip;
588 eye[1] = (x*mat[1] + y*mat[5] + z*mat[9] + mat[13]) * slope_y;
589 if( (eye[2] > -(eye[1]+y1)) || (eye[2] > (eye[1]-y1)) ) {
599 FGView::~FGView( void ) {
604 // Revision 1.33 1999/02/05 21:29:14 curt
605 // Modifications to incorporate Jon S. Berndts flight model code.
607 // Revision 1.32 1999/01/07 20:25:12 curt
608 // Updated struct fgGENERAL to class FGGeneral.
610 // Revision 1.31 1998/12/11 20:26:28 curt
611 // Fixed view frustum culling accuracy bug so we can look out the sides and
612 // back without tri-stripes dropping out.
614 // Revision 1.30 1998/12/09 18:50:28 curt
615 // Converted "class fgVIEW" to "class FGView" and updated to make data
616 // members private and make required accessor functions.
618 // Revision 1.29 1998/12/05 15:54:24 curt
619 // Renamed class fgFLIGHT to class FGState as per request by JSB.
621 // Revision 1.28 1998/12/03 01:17:20 curt
622 // Converted fgFLIGHT to a class.
624 // Revision 1.27 1998/11/16 14:00:06 curt
625 // Added pow() macro bug work around.
626 // Added support for starting FGFS at various resolutions.
627 // Added some initial serial port support.
628 // Specify default log levels in main().
630 // Revision 1.26 1998/11/09 23:39:25 curt
631 // Tweaks for the instrument panel.
633 // Revision 1.25 1998/11/06 21:18:15 curt
634 // Converted to new logstream debugging facility. This allows release
635 // builds with no messages at all (and no performance impact) by using
636 // the -DFG_NDEBUG flag.
638 // Revision 1.24 1998/10/18 01:17:19 curt
641 // Revision 1.23 1998/10/17 01:34:26 curt
644 // Revision 1.22 1998/10/16 00:54:03 curt
645 // Converted to Point3D class.
647 // Revision 1.21 1998/09/17 18:35:33 curt
648 // Added F8 to toggle fog and F9 to toggle texturing.
650 // Revision 1.20 1998/09/08 15:04:35 curt
651 // Optimizations by Norman Vine.
653 // Revision 1.19 1998/08/20 20:32:34 curt
654 // Reshuffled some of the code in and around views.[ch]xx
656 // Revision 1.18 1998/07/24 21:57:02 curt
657 // 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.
659 // Revision 1.17 1998/07/24 21:39:12 curt
660 // Debugging output tweaks.
661 // Cast glGetString to (char *) to avoid compiler errors.
662 // Optimizations to fgGluLookAt() by Norman Vine.
664 // Revision 1.16 1998/07/13 21:01:41 curt
665 // Wrote access functions for current fgOPTIONS.
667 // Revision 1.15 1998/07/12 03:14:43 curt
668 // Added ground collision detection.
669 // Did some serious horsing around to be able to "hug" the ground properly
670 // and still be able to take off.
671 // Set the near clip plane to 1.0 meters when less than 10 meters above the
673 // Did some serious horsing around getting the initial airplane position to be
674 // correct based on rendered terrain elevation.
675 // Added a little cheat/hack that will prevent the view position from ever
676 // dropping below the terrain, even when the flight model doesn't quite
677 // put you as high as you'd like.
679 // Revision 1.14 1998/07/08 14:45:08 curt
680 // polar3d.h renamed to polar3d.hxx
681 // vector.h renamed to vector.hxx
682 // updated audio support so it waits to create audio classes (and tie up
683 // /dev/dsp) until the mpg123 player is finished.
685 // Revision 1.13 1998/07/04 00:52:27 curt
686 // Add my own version of gluLookAt() (which is nearly identical to the
687 // Mesa/glu version.) But, by calculating the Model View matrix our selves
688 // we can save this matrix without having to read it back in from the video
689 // card. This hopefully allows us to save a few cpu cycles when rendering
690 // out the fragments because we can just use glLoadMatrixd() with the
691 // precalculated matrix for each tile rather than doing a push(), translate(),
692 // pop() for every fragment.
694 // Panel status defaults to off for now until it gets a bit more developed.
696 // Extract OpenGL driver info on initialization.
698 // Revision 1.12 1998/06/03 00:47:15 curt
699 // Updated to compile in audio support if OSS available.
700 // Updated for new version of Steve's audio library.
701 // STL includes don't use .h
702 // Small view optimizations.
704 // Revision 1.11 1998/05/27 02:24:05 curt
705 // View optimizations by Norman Vine.
707 // Revision 1.10 1998/05/17 16:59:03 curt
708 // First pass at view frustum culling now operational.
710 // Revision 1.9 1998/05/16 13:08:37 curt
711 // C++ - ified views.[ch]xx
712 // Shuffled some additional view parameters into the fgVIEW class.
713 // Changed tile-radius to tile-diameter because it is a much better
715 // Added a WORLD_TO_EYE transformation to views.cxx. This allows us
716 // to transform world space to eye space for view frustum culling.
718 // Revision 1.8 1998/05/02 01:51:01 curt
719 // Updated polartocart conversion routine.
721 // Revision 1.7 1998/04/30 12:34:20 curt
722 // Added command line rendering options:
723 // enable/disable fog/haze
724 // specify smooth/flat shading
725 // disable sky blending and just use a solid color
726 // enable wireframe drawing mode
728 // Revision 1.6 1998/04/28 01:20:23 curt
729 // Type-ified fgTIME and fgVIEW.
730 // Added a command line option to disable textures.
732 // Revision 1.5 1998/04/26 05:10:04 curt
733 // "struct fgLIGHT" -> "fgLIGHT" because fgLIGHT is typedef'd.
735 // Revision 1.4 1998/04/25 22:04:53 curt
736 // Use already calculated LaRCsim values to create the roll/pitch/yaw
737 // transformation matrix (we call it LOCAL)
739 // Revision 1.3 1998/04/25 20:24:02 curt
740 // Cleaned up initialization sequence to eliminate interdependencies
741 // between sun position, lighting, and view position. This creates a
742 // valid single pass initialization path.
744 // Revision 1.2 1998/04/24 00:49:22 curt
745 // Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
746 // Trying out some different option parsing code.
747 // Some code reorganization.
749 // Revision 1.1 1998/04/22 13:25:45 curt
750 // C++ - ifing the code.
751 // Starting a bit of reorganization of lighting code.
753 // Revision 1.16 1998/04/18 04:11:29 curt
754 // Moved fg_debug to it's own library, added zlib support.
756 // Revision 1.15 1998/02/20 00:16:24 curt
757 // Thursday's tweaks.
759 // Revision 1.14 1998/02/09 15:07:50 curt
762 // Revision 1.13 1998/02/07 15:29:45 curt
763 // Incorporated HUD changes and struct/typedef changes from Charlie Hotchkiss
764 // <chotchkiss@namg.us.anritsu.com>
766 // Revision 1.12 1998/01/29 00:50:28 curt
767 // Added a view record field for absolute x, y, z position.
769 // Revision 1.11 1998/01/27 00:47:58 curt
770 // Incorporated Paul Bleisch's <pbleisch@acm.org> new debug message
771 // system and commandline/config file processing code.
773 // Revision 1.10 1998/01/19 19:27:09 curt
774 // Merged in make system changes from Bob Kuehne <rpk@sgi.com>
775 // This should simplify things tremendously.
777 // Revision 1.9 1998/01/13 00:23:09 curt
778 // Initial changes to support loading and management of scenery tiles. Note,
779 // there's still a fair amount of work left to be done.
781 // Revision 1.8 1997/12/30 22:22:33 curt
782 // Further integration of event manager.
784 // Revision 1.7 1997/12/30 20:47:45 curt
785 // Integrated new event manager with subsystem initializations.
787 // Revision 1.6 1997/12/22 04:14:32 curt
788 // Aligned sky with sun so dusk/dawn effects can be correct relative to the sun.
790 // Revision 1.5 1997/12/18 04:07:02 curt
791 // Worked on properly translating and positioning the sky dome.
793 // Revision 1.4 1997/12/17 23:13:36 curt
794 // Began working on rendering a sky.
796 // Revision 1.3 1997/12/15 23:54:50 curt
797 // Add xgl wrappers for debugging.
798 // Generate terrain normals on the fly.
800 // Revision 1.2 1997/12/10 22:37:48 curt
801 // Prepended "fg" on the name of all global structures that didn't have it yet.
802 // i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
804 // Revision 1.1 1997/08/27 21:31:17 curt