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.h>
31 #include <Debug/fg_debug.h>
32 #include <Include/fg_constants.h>
33 #include <Math/mat3.h>
34 #include <Math/polar3d.hxx>
35 #include <Math/vector.hxx>
36 #include <Scenery/scenery.hxx>
37 #include <Time/fg_time.hxx>
39 #include "options.hxx"
43 // This is a record containing current view parameters
48 fgVIEW::fgVIEW( void ) {
52 // Initialize a view structure
53 void fgVIEW::Init( void ) {
54 fgPrintf( FG_VIEW, FG_INFO, "Initializing View parameters\n");
57 goal_view_offset = 0.0;
59 winWidth = 640; // FG_DEFAULT_WIN_WIDTH
60 winHeight = 480; // FG_DEFAULT_WIN_HEIGHT
61 win_ratio = (double) winWidth / (double) winHeight;
66 // Update the field of view parameters
67 void fgVIEW::UpdateFOV( fgOPTIONS *o ) {
68 double fov, theta_x, theta_y;
72 // printf("win_ratio = %.2f\n", win_ratio);
73 // calculate sin() and cos() of fov / 2 in X direction;
74 theta_x = (fov * win_ratio * DEG_TO_RAD) / 2.0;
75 // printf("theta_x = %.2f\n", theta_x);
76 sin_fov_x = sin(theta_x);
77 cos_fov_x = cos(theta_x);
78 slope_x = -cos_fov_x / sin_fov_x;
79 // printf("slope_x = %.2f\n", slope_x);
81 #if defined( USE_FAST_FOV_CLIP )
82 fov_x_clip = slope_x*cos_fov_x - sin_fov_x;
83 #endif // defined( USE_FAST_FOV_CLIP )
85 // calculate sin() and cos() of fov / 2 in Y direction;
86 theta_y = (fov * DEG_TO_RAD) / 2.0;
87 // printf("theta_y = %.2f\n", theta_y);
88 sin_fov_y = sin(theta_y);
89 cos_fov_y = cos(theta_y);
90 slope_y = cos_fov_y / sin_fov_y;
91 // printf("slope_y = %.2f\n", slope_y);
93 #if defined( USE_FAST_FOV_CLIP )
94 fov_y_clip = -(slope_y*cos_fov_y + sin_fov_y);
95 #endif // defined( USE_FAST_FOV_CLIP )
99 // Basically, this is a modified version of the Mesa gluLookAt()
100 // function that's been modified slightly so we can capture the
101 // result before sending it off to OpenGL land.
102 void fgVIEW::LookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez,
103 GLdouble centerx, GLdouble centery, GLdouble centerz,
104 GLdouble upx, GLdouble upy, GLdouble upz ) {
106 GLdouble x[3], y[3], z[3];
109 m = current_view.MODEL_VIEW;
111 /* Make rotation matrix */
114 z[0] = eyex - centerx;
115 z[1] = eyey - centery;
116 z[2] = eyez - centerz;
117 mag = sqrt( z[0]*z[0] + z[1]*z[1] + z[2]*z[2] );
118 if (mag) { /* mpichler, 19950515 */
129 /* X vector = Y cross Z */
130 x[0] = y[1]*z[2] - y[2]*z[1];
131 x[1] = -y[0]*z[2] + y[2]*z[0];
132 x[2] = y[0]*z[1] - y[1]*z[0];
134 /* Recompute Y = Z cross X */
135 y[0] = z[1]*x[2] - z[2]*x[1];
136 y[1] = -z[0]*x[2] + z[2]*x[0];
137 y[2] = z[0]*x[1] - z[1]*x[0];
139 /* mpichler, 19950515 */
140 /* cross product gives area of parallelogram, which is < 1.0 for
141 * non-perpendicular unit-length vectors; so normalize x, y here
144 mag = sqrt( x[0]*x[0] + x[1]*x[1] + x[2]*x[2] );
151 mag = sqrt( y[0]*y[0] + y[1]*y[1] + y[2]*y[2] );
158 #define M(row,col) m[col*4+row]
159 M(0,0) = x[0]; M(0,1) = x[1]; M(0,2) = x[2]; M(0,3) = 0.0;
160 M(1,0) = y[0]; M(1,1) = y[1]; M(1,2) = y[2]; M(1,3) = 0.0;
161 M(2,0) = z[0]; M(2,1) = z[1]; M(2,2) = z[2]; M(2,3) = 0.0;
162 // the following is part of the original gluLookAt(), but we are
163 // commenting it out because we know we are going to be doing a
164 // translation below which will set these values anyways
165 // M(3,0) = 0.0; M(3,1) = 0.0; M(3,2) = 0.0; M(3,3) = 1.0;
168 // Translate Eye to Origin
169 // replaces: glTranslated( -eyex, -eyey, -eyez );
171 // this has been slightly modified from the original glTranslate()
172 // code because we know that coming into this m[12] = m[13] =
173 // m[14] = 0.0, and m[15] = 1.0;
174 m[12] = m[0] * -eyex + m[4] * -eyey + m[8] * -eyez /* + m[12] */;
175 m[13] = m[1] * -eyex + m[5] * -eyey + m[9] * -eyez /* + m[13] */;
176 m[14] = m[2] * -eyex + m[6] * -eyey + m[10] * -eyez /* + m[14] */;
177 m[15] = 1.0 /* m[3] * -eyex + m[7] * -eyey + m[11] * -eyez + m[15] */;
179 // xglMultMatrixd( m );
184 // Update the view volume, position, and orientation
185 void fgVIEW::UpdateViewParams( void ) {
189 f = current_aircraft.flight;
190 l = &cur_light_params;
195 // if (!o->panel_status) {
196 // xglViewport( 0, (GLint)((winHeight) / 2 ) ,
197 // (GLint)(winWidth), (GLint)(winHeight) / 2 );
198 // Tell GL we are about to modify the projection parameters
199 // xglMatrixMode(GL_PROJECTION);
200 // xglLoadIdentity();
201 // gluPerspective(o->fov, win_ratio / 2.0, 1.0, 100000.0);
203 xglViewport(0, 0 , (GLint)(winWidth), (GLint)(winHeight) );
204 // Tell GL we are about to modify the projection parameters
205 xglMatrixMode(GL_PROJECTION);
207 if ( FG_Altitude * FEET_TO_METER - scenery.cur_elev > 10.0 ) {
208 gluPerspective(current_options.get_fov(), win_ratio, 10.0, 100000.0);
210 gluPerspective(current_options.get_fov(), win_ratio, 0.5, 100000.0);
211 // printf("Near ground, minimizing near clip plane\n");
215 xglMatrixMode(GL_MODELVIEW);
218 // set up our view volume (default)
219 LookAt(view_pos.x, view_pos.y, view_pos.z,
220 view_pos.x + view_forward[0],
221 view_pos.y + view_forward[1],
222 view_pos.z + view_forward[2],
223 view_up[0], view_up[1], view_up[2]);
225 // look almost straight up (testing and eclipse watching)
226 /* LookAt(view_pos.x, view_pos.y, view_pos.z,
227 view_pos.x + view_up[0] + .001,
228 view_pos.y + view_up[1] + .001,
229 view_pos.z + view_up[2] + .001,
230 view_up[0], view_up[1], view_up[2]); */
232 // lock view horizontally towards sun (testing)
233 /* LookAt(view_pos.x, view_pos.y, view_pos.z,
234 view_pos.x + surface_to_sun[0],
235 view_pos.y + surface_to_sun[1],
236 view_pos.z + surface_to_sun[2],
237 view_up[0], view_up[1], view_up[2]); */
239 // lock view horizontally towards south (testing)
240 /* LookAt(view_pos.x, view_pos.y, view_pos.z,
241 view_pos.x + surface_south[0],
242 view_pos.y + surface_south[1],
243 view_pos.z + surface_south[2],
244 view_up[0], view_up[1], view_up[2]); */
246 // set the sun position
247 xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
251 // Update the view parameters
252 void fgVIEW::UpdateViewMath( fgFLIGHT *f ) {
254 MAT3vec vec, forward, v0, minus_z;
255 MAT3mat R, TMP, UP, LOCAL, VIEW;
258 if(update_fov == true) {
259 // printf("Updating fov\n");
260 UpdateFOV(¤t_options);
264 scenery.center.x = scenery.next_center.x;
265 scenery.center.y = scenery.next_center.y;
266 scenery.center.z = scenery.next_center.z;
268 // printf("scenery center = %.2f %.2f %.2f\n", scenery.center.x,
269 // scenery.center.y, scenery.center.z);
271 // calculate the cartesion coords of the current lat/lon/0 elev
272 p.lon = FG_Longitude;
273 p.lat = FG_Lat_geocentric;
274 p.radius = FG_Sea_level_radius * FEET_TO_METER;
276 cur_zero_elev = fgPolarToCart3d(p);
278 cur_zero_elev.x -= scenery.center.x;
279 cur_zero_elev.y -= scenery.center.y;
280 cur_zero_elev.z -= scenery.center.z;
282 // calculate view position in current FG view coordinate system
283 // p.lon & p.lat are already defined earlier, p.radius was set to
284 // the sea level radius, so now we add in our altitude.
285 if ( FG_Altitude * FEET_TO_METER >
286 (scenery.cur_elev + 0.5 * METER_TO_FEET) ) {
287 p.radius += FG_Altitude * FEET_TO_METER;
289 p.radius += scenery.cur_elev + 0.5 * METER_TO_FEET;
292 abs_view_pos = fgPolarToCart3d(p);
294 view_pos.x = abs_view_pos.x - scenery.center.x;
295 view_pos.y = abs_view_pos.y - scenery.center.y;
296 view_pos.z = abs_view_pos.z - scenery.center.z;
298 fgPrintf( FG_VIEW, FG_DEBUG, "Absolute view pos = %.4f, %.4f, %.4f\n",
299 abs_view_pos.x, abs_view_pos.y, abs_view_pos.z);
300 fgPrintf( FG_VIEW, FG_DEBUG, "Relative view pos = %.4f, %.4f, %.4f\n",
301 view_pos.x, view_pos.y, view_pos.z);
303 // Derive the LOCAL aircraft rotation matrix (roll, pitch, yaw)
304 // from FG_T_local_to_body[3][3]
306 // Question: Why is the LaRCsim matrix arranged so differently
307 // than the one we need???
308 LOCAL[0][0] = FG_T_local_to_body_33;
309 LOCAL[0][1] = -FG_T_local_to_body_32;
310 LOCAL[0][2] = -FG_T_local_to_body_31;
312 LOCAL[1][0] = -FG_T_local_to_body_23;
313 LOCAL[1][1] = FG_T_local_to_body_22;
314 LOCAL[1][2] = FG_T_local_to_body_21;
316 LOCAL[2][0] = -FG_T_local_to_body_13;
317 LOCAL[2][1] = FG_T_local_to_body_12;
318 LOCAL[2][2] = FG_T_local_to_body_11;
320 LOCAL[3][0] = LOCAL[3][1] = LOCAL[3][2] = LOCAL[3][3] = 0.0;
322 // printf("LaRCsim LOCAL matrix\n");
323 // MAT3print(LOCAL, stdout);
325 #ifdef OLD_LOCAL_TO_BODY_CODE
326 // old code to calculate LOCAL matrix calculated from Phi,
327 // Theta, and Psi (roll, pitch, yaw)
329 MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
330 MAT3rotate(R, vec, FG_Phi);
331 /* printf("Roll matrix\n"); */
332 /* MAT3print(R, stdout); */
334 MAT3_SET_VEC(vec, 0.0, 1.0, 0.0);
335 /* MAT3mult_vec(vec, vec, R); */
336 MAT3rotate(TMP, vec, FG_Theta);
337 /* printf("Pitch matrix\n"); */
338 /* MAT3print(TMP, stdout); */
341 MAT3_SET_VEC(vec, 1.0, 0.0, 0.0);
342 /* MAT3mult_vec(vec, vec, R); */
343 /* MAT3rotate(TMP, vec, FG_Psi - FG_PI_2); */
344 MAT3rotate(TMP, vec, -FG_Psi);
345 /* printf("Yaw matrix\n");
346 MAT3print(TMP, stdout); */
347 MAT3mult(LOCAL, R, TMP);
348 // printf("FG derived LOCAL matrix\n");
349 // MAT3print(LOCAL, stdout);
350 #endif // OLD_LOCAL_TO_BODY_CODE
352 // Derive the local UP transformation matrix based on *geodetic*
354 MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
355 MAT3rotate(R, vec, FG_Longitude); // R = rotate about Z axis
356 // printf("Longitude matrix\n");
357 // MAT3print(R, stdout);
359 MAT3_SET_VEC(vec, 0.0, 1.0, 0.0);
360 MAT3mult_vec(vec, vec, R);
361 MAT3rotate(TMP, vec, -FG_Latitude); // TMP = rotate about X axis
362 // printf("Latitude matrix\n");
363 // MAT3print(TMP, stdout);
365 MAT3mult(UP, R, TMP);
366 // printf("Local up matrix\n");
367 // MAT3print(UP, stdout);
369 MAT3_SET_VEC(local_up, 1.0, 0.0, 0.0);
370 MAT3mult_vec(local_up, local_up, UP);
372 // printf( "Local Up = (%.4f, %.4f, %.4f)\n",
373 // local_up[0], local_up[1], local_up[2]);
375 // Alternative method to Derive local up vector based on
376 // *geodetic* coordinates
377 // alt_up = fgPolarToCart(FG_Longitude, FG_Latitude, 1.0);
378 // printf( " Alt Up = (%.4f, %.4f, %.4f)\n",
379 // alt_up.x, alt_up.y, alt_up.z);
381 // Calculate the VIEW matrix
382 MAT3mult(VIEW, LOCAL, UP);
383 // printf("VIEW matrix\n");
384 // MAT3print(VIEW, stdout);
386 // generate the current up, forward, and fwrd-view vectors
387 MAT3_SET_VEC(vec, 1.0, 0.0, 0.0);
388 MAT3mult_vec(view_up, vec, VIEW);
390 MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
391 MAT3mult_vec(forward, vec, VIEW);
392 // printf( "Forward vector is (%.2f,%.2f,%.2f)\n", forward[0], forward[1],
395 MAT3rotate(TMP, view_up, view_offset);
396 MAT3mult_vec(view_forward, forward, TMP);
398 // make a vector to the current view position
399 MAT3_SET_VEC(v0, view_pos.x, view_pos.y, view_pos.z);
401 // Given a vector pointing straight down (-Z), map into onto the
402 // local plane representing "horizontal". This should give us the
403 // local direction for moving "south".
404 MAT3_SET_VEC(minus_z, 0.0, 0.0, -1.0);
405 map_vec_onto_cur_surface_plane(local_up, v0, minus_z, surface_south);
406 MAT3_NORMALIZE_VEC(surface_south, ntmp);
407 // printf( "Surface direction directly south %.2f %.2f %.2f\n",
408 // surface_south[0], surface_south[1], surface_south[2]);
410 // now calculate the surface east vector
411 MAT3rotate(TMP, view_up, FG_PI_2);
412 MAT3mult_vec(surface_east, surface_south, TMP);
413 // printf( "Surface direction directly east %.2f %.2f %.2f\n",
414 // surface_east[0], surface_east[1], surface_east[2]);
415 // printf( "Should be close to zero = %.2f\n",
416 // MAT3_DOT_PRODUCT(surface_south, surface_east));
420 // Update the "World to Eye" transformation matrix
421 // This is most useful for view frustum culling
422 void fgVIEW::UpdateWorldToEye( fgFLIGHT *f ) {
423 MAT3mat R_Phi, R_Theta, R_Psi, R_Lat, R_Lon, T_view;
427 // if we have a view offset use slow way for now
428 if(fabs(view_offset)>FG_EPSILON){
430 MAT3_SET_HVEC(vec, 0.0, 0.0, -1.0, 1.0);
431 MAT3rotate(R_Phi, vec, FG_Phi);
432 // printf("Roll matrix (Phi)\n");
433 // MAT3print(R_Phi, stdout);
436 MAT3_SET_HVEC(vec, 1.0, 0.0, 0.0, 1.0);
437 MAT3rotate(R_Theta, vec, FG_Theta);
438 // printf("\nPitch matrix (Theta)\n");
439 // MAT3print(R_Theta, stdout);
442 MAT3_SET_HVEC(vec, 0.0, -1.0, 0.0, 1.0);
443 MAT3rotate(R_Psi, vec, FG_Psi + FG_PI - view_offset );
444 // printf("\nYaw matrix (Psi)\n");
445 // MAT3print(R_Psi, stdout);
447 // aircraft roll/pitch/yaw
448 MAT3mult(TMP, R_Phi, R_Theta);
449 MAT3mult(AIRCRAFT, TMP, R_Psi);
451 } else { // JUST USE LOCAL_TO_BODY NHV 5/25/98
452 // hey this is even different then LOCAL[][] above ??
454 AIRCRAFT[0][0] = -FG_T_local_to_body_22;
455 AIRCRAFT[0][1] = -FG_T_local_to_body_23;
456 AIRCRAFT[0][2] = FG_T_local_to_body_21;
457 AIRCRAFT[0][3] = 0.0;
458 AIRCRAFT[1][0] = FG_T_local_to_body_32;
459 AIRCRAFT[1][1] = FG_T_local_to_body_33;
460 AIRCRAFT[1][2] = -FG_T_local_to_body_31;
461 AIRCRAFT[1][3] = 0.0;
462 AIRCRAFT[2][0] = FG_T_local_to_body_12;
463 AIRCRAFT[2][1] = FG_T_local_to_body_13;
464 AIRCRAFT[2][2] = -FG_T_local_to_body_11;
465 AIRCRAFT[2][3] = 0.0;
466 AIRCRAFT[3][0] = AIRCRAFT[3][1] = AIRCRAFT[3][2] = AIRCRAFT[3][3] = 0.0;
467 AIRCRAFT[3][3] = 1.0;
469 // ??? SOMETHING LIKE THIS SHOULD WORK NHV
470 // Rotate about LOCAL_UP (AIRCRAFT[2][])
471 // MAT3_SET_HVEC(vec, AIRCRAFT[2][0], AIRCRAFT[2][1],
472 // AIRCRAFT[2][2], AIRCRAFT[2][3]);
473 // MAT3rotate(TMP, vec, FG_PI - view_offset );
474 // MAT3mult(AIRCRAFT, AIRCRAFT, TMP);
476 // printf("\naircraft roll pitch yaw\n");
477 // MAT3print(AIRCRAFT, stdout);
479 // View position in scenery centered coordinates
480 MAT3_SET_HVEC(vec, view_pos.x, view_pos.y, view_pos.z, 1.0);
481 MAT3translate(T_view, vec);
482 // printf("\nTranslation matrix\n");
483 // MAT3print(T_view, stdout);
486 MAT3_SET_HVEC(vec, 1.0, 0.0, 0.0, 1.0);
487 // R_Lat = rotate about X axis
488 MAT3rotate(R_Lat, vec, FG_Latitude);
489 // printf("\nLatitude matrix\n");
490 // MAT3print(R_Lat, stdout);
493 MAT3_SET_HVEC(vec, 0.0, 0.0, 1.0, 1.0);
494 // R_Lon = rotate about Z axis
495 MAT3rotate(R_Lon, vec, FG_Longitude - FG_PI_2 );
496 // printf("\nLongitude matrix\n");
497 // MAT3print(R_Lon, stdout);
499 #ifdef THIS_IS_OLD_CODE
500 // View position in scenery centered coordinates
501 MAT3_SET_HVEC(vec, view_pos.x, view_pos.y, view_pos.z, 1.0);
502 MAT3translate(T_view, vec);
503 // printf("\nTranslation matrix\n");
504 // MAT3print(T_view, stdout);
506 // aircraft roll/pitch/yaw
507 MAT3mult(TMP, R_Phi, R_Theta);
508 MAT3mult(AIRCRAFT, TMP, R_Psi);
509 // printf("\naircraft roll pitch yaw\n");
510 // MAT3print(AIRCRAFT, stdout);
511 #endif THIS_IS_OLD_CODE
514 MAT3mult(WORLD, R_Lat, R_Lon);
515 // printf("\nworld\n");
516 // MAT3print(WORLD, stdout);
518 MAT3mult(EYE_TO_WORLD, AIRCRAFT, WORLD);
519 MAT3mult(EYE_TO_WORLD, EYE_TO_WORLD, T_view);
520 // printf("\nEye to world\n");
521 // MAT3print(EYE_TO_WORLD, stdout);
523 MAT3invert(WORLD_TO_EYE, EYE_TO_WORLD);
524 // printf("\nWorld to eye\n");
525 // MAT3print(WORLD_TO_EYE, stdout);
527 // printf( "\nview_pos = %.2f %.2f %.2f\n",
528 // view_pos.x, view_pos.y, view_pos.z );
530 // MAT3_SET_HVEC(eye, 0.0, 0.0, 0.0, 1.0);
531 // MAT3mult_vec(vec, eye, EYE_TO_WORLD);
532 // printf("\neye -> world = %.2f %.2f %.2f\n", vec[0], vec[1], vec[2]);
534 // MAT3_SET_HVEC(vec1, view_pos.x, view_pos.y, view_pos.z, 1.0);
535 // MAT3mult_vec(vec, vec1, WORLD_TO_EYE);
536 // printf( "\nabs_view_pos -> eye = %.2f %.2f %.2f\n",
537 // vec[0], vec[1], vec[2]);
542 // Reject non viewable spheres from current View Frustrum by Curt
543 // Olson curt@me.umn.edu and Norman Vine nhv@yahoo.com with 'gentle
544 // guidance' from Steve Baker sbaker@link.com
546 fgVIEW::SphereClip( const fgPoint3d *cp,
547 const double radius )
559 mat = (double *)(WORLD_TO_EYE);
561 eye[2] = x*mat[2] + y*mat[6] + z*mat[10] + mat[14];
563 // Check near and far clip plane
564 if( ( eye[2] > radius ) ||
565 ( eye[2] + radius + current_weather.visibility < 0) )
566 // ( eye[2] + radius + far_plane < 0) )
571 // check right and left clip plane (from eye perspective)
572 x1 = radius * fov_x_clip;
573 eye[0] = (x*mat[0] + y*mat[4] + z*mat[8] + mat[12]) * slope_x;
574 if( (eye[2] > -(eye[0]+x1)) || (eye[2] > (eye[0]-x1)) ) {
578 // check bottom and top clip plane (from eye perspective)
579 y1 = radius * fov_y_clip;
580 eye[1] = (x*mat[1] + y*mat[5] + z*mat[9] + mat[13]) * slope_y;
581 if( (eye[2] > -(eye[1]+y1)) || (eye[2] > (eye[1]-y1)) ) {
591 fgVIEW::~fgVIEW( void ) {
596 // Revision 1.21 1998/09/17 18:35:33 curt
597 // Added F8 to toggle fog and F9 to toggle texturing.
599 // Revision 1.20 1998/09/08 15:04:35 curt
600 // Optimizations by Norman Vine.
602 // Revision 1.19 1998/08/20 20:32:34 curt
603 // Reshuffled some of the code in and around views.[ch]xx
605 // Revision 1.18 1998/07/24 21:57:02 curt
606 // 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.
608 // Revision 1.17 1998/07/24 21:39:12 curt
609 // Debugging output tweaks.
610 // Cast glGetString to (char *) to avoid compiler errors.
611 // Optimizations to fgGluLookAt() by Norman Vine.
613 // Revision 1.16 1998/07/13 21:01:41 curt
614 // Wrote access functions for current fgOPTIONS.
616 // Revision 1.15 1998/07/12 03:14:43 curt
617 // Added ground collision detection.
618 // Did some serious horsing around to be able to "hug" the ground properly
619 // and still be able to take off.
620 // Set the near clip plane to 1.0 meters when less than 10 meters above the
622 // Did some serious horsing around getting the initial airplane position to be
623 // correct based on rendered terrain elevation.
624 // Added a little cheat/hack that will prevent the view position from ever
625 // dropping below the terrain, even when the flight model doesn't quite
626 // put you as high as you'd like.
628 // Revision 1.14 1998/07/08 14:45:08 curt
629 // polar3d.h renamed to polar3d.hxx
630 // vector.h renamed to vector.hxx
631 // updated audio support so it waits to create audio classes (and tie up
632 // /dev/dsp) until the mpg123 player is finished.
634 // Revision 1.13 1998/07/04 00:52:27 curt
635 // Add my own version of gluLookAt() (which is nearly identical to the
636 // Mesa/glu version.) But, by calculating the Model View matrix our selves
637 // we can save this matrix without having to read it back in from the video
638 // card. This hopefully allows us to save a few cpu cycles when rendering
639 // out the fragments because we can just use glLoadMatrixd() with the
640 // precalculated matrix for each tile rather than doing a push(), translate(),
641 // pop() for every fragment.
643 // Panel status defaults to off for now until it gets a bit more developed.
645 // Extract OpenGL driver info on initialization.
647 // Revision 1.12 1998/06/03 00:47:15 curt
648 // Updated to compile in audio support if OSS available.
649 // Updated for new version of Steve's audio library.
650 // STL includes don't use .h
651 // Small view optimizations.
653 // Revision 1.11 1998/05/27 02:24:05 curt
654 // View optimizations by Norman Vine.
656 // Revision 1.10 1998/05/17 16:59:03 curt
657 // First pass at view frustum culling now operational.
659 // Revision 1.9 1998/05/16 13:08:37 curt
660 // C++ - ified views.[ch]xx
661 // Shuffled some additional view parameters into the fgVIEW class.
662 // Changed tile-radius to tile-diameter because it is a much better
664 // Added a WORLD_TO_EYE transformation to views.cxx. This allows us
665 // to transform world space to eye space for view frustum culling.
667 // Revision 1.8 1998/05/02 01:51:01 curt
668 // Updated polartocart conversion routine.
670 // Revision 1.7 1998/04/30 12:34:20 curt
671 // Added command line rendering options:
672 // enable/disable fog/haze
673 // specify smooth/flat shading
674 // disable sky blending and just use a solid color
675 // enable wireframe drawing mode
677 // Revision 1.6 1998/04/28 01:20:23 curt
678 // Type-ified fgTIME and fgVIEW.
679 // Added a command line option to disable textures.
681 // Revision 1.5 1998/04/26 05:10:04 curt
682 // "struct fgLIGHT" -> "fgLIGHT" because fgLIGHT is typedef'd.
684 // Revision 1.4 1998/04/25 22:04:53 curt
685 // Use already calculated LaRCsim values to create the roll/pitch/yaw
686 // transformation matrix (we call it LOCAL)
688 // Revision 1.3 1998/04/25 20:24:02 curt
689 // Cleaned up initialization sequence to eliminate interdependencies
690 // between sun position, lighting, and view position. This creates a
691 // valid single pass initialization path.
693 // Revision 1.2 1998/04/24 00:49:22 curt
694 // Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
695 // Trying out some different option parsing code.
696 // Some code reorganization.
698 // Revision 1.1 1998/04/22 13:25:45 curt
699 // C++ - ifing the code.
700 // Starting a bit of reorganization of lighting code.
702 // Revision 1.16 1998/04/18 04:11:29 curt
703 // Moved fg_debug to it's own library, added zlib support.
705 // Revision 1.15 1998/02/20 00:16:24 curt
706 // Thursday's tweaks.
708 // Revision 1.14 1998/02/09 15:07:50 curt
711 // Revision 1.13 1998/02/07 15:29:45 curt
712 // Incorporated HUD changes and struct/typedef changes from Charlie Hotchkiss
713 // <chotchkiss@namg.us.anritsu.com>
715 // Revision 1.12 1998/01/29 00:50:28 curt
716 // Added a view record field for absolute x, y, z position.
718 // Revision 1.11 1998/01/27 00:47:58 curt
719 // Incorporated Paul Bleisch's <pbleisch@acm.org> new debug message
720 // system and commandline/config file processing code.
722 // Revision 1.10 1998/01/19 19:27:09 curt
723 // Merged in make system changes from Bob Kuehne <rpk@sgi.com>
724 // This should simplify things tremendously.
726 // Revision 1.9 1998/01/13 00:23:09 curt
727 // Initial changes to support loading and management of scenery tiles. Note,
728 // there's still a fair amount of work left to be done.
730 // Revision 1.8 1997/12/30 22:22:33 curt
731 // Further integration of event manager.
733 // Revision 1.7 1997/12/30 20:47:45 curt
734 // Integrated new event manager with subsystem initializations.
736 // Revision 1.6 1997/12/22 04:14:32 curt
737 // Aligned sky with sun so dusk/dawn effects can be correct relative to the sun.
739 // Revision 1.5 1997/12/18 04:07:02 curt
740 // Worked on properly translating and positioning the sky dome.
742 // Revision 1.4 1997/12/17 23:13:36 curt
743 // Began working on rendering a sky.
745 // Revision 1.3 1997/12/15 23:54:50 curt
746 // Add xgl wrappers for debugging.
747 // Generate terrain normals on the fly.
749 // Revision 1.2 1997/12/10 22:37:48 curt
750 // Prepended "fg" on the name of all global structures that didn't have it yet.
751 // i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
753 // Revision 1.1 1997/08/27 21:31:17 curt