1 // viewer.cxx -- class for managing a viewer in the flightgear world.
3 // Written by Curtis Olson, started August 1997.
4 // overhaul started October 2000.
5 // partially rewritten by Jim Wilson jim@kelcomaine.com using interface
6 // by David Megginson March 2002
8 // Copyright (C) 1997 - 2000 Curtis L. Olson - http://www.flightgear.org/~curt
10 // This program is free software; you can redistribute it and/or
11 // modify it under the terms of the GNU General Public License as
12 // published by the Free Software Foundation; either version 2 of the
13 // License, or (at your option) any later version.
15 // This program is distributed in the hope that it will be useful, but
16 // WITHOUT ANY WARRANTY; without even the implied warranty of
17 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 // General Public License for more details.
20 // You should have received a copy of the GNU General Public License
21 // along with this program; if not, write to the Free Software
22 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
27 #include <simgear/compiler.h>
29 #include "fg_props.hxx"
35 #include <simgear/debug/logstream.hxx>
36 #include <simgear/constants.h>
37 #include <simgear/math/point3d.hxx>
38 #include <simgear/math/polar3d.hxx>
39 #include <simgear/math/sg_geodesy.hxx>
40 #include <simgear/scene/model/location.hxx>
41 #include <simgear/scene/model/placement.hxx>
42 #include <simgear/math/vector.hxx>
44 #include <Main/globals.hxx>
45 #include <Scenery/scenery.hxx>
46 #include <Model/acmodel.hxx>
51 //////////////////////////////////////////////////////////////////
52 // Norman's Optimized matrix rotators! //
53 //////////////////////////////////////////////////////////////////
56 // Since these are pure rotation matrices we can save some bookwork
57 // by considering them to be 3x3 until the very end -- NHV
58 static void MakeVIEW_OFFSET( sgMat4 dst,
59 const float angle1, const sgVec3 axis1,
60 const float angle2, const sgVec3 axis2,
61 const float angle3, const sgVec3 axis3 )
63 // make rotmatrix1 from angle and axis
64 float s = (float) sin ( angle1 ) ;
65 float c = (float) cos ( angle1 ) ;
66 float t = SG_ONE - c ;
69 float tmp = t * axis1[0];
70 mat1[0][0] = tmp * axis1[0] + c ;
71 mat1[0][1] = tmp * axis1[1] + s * axis1[2] ;
72 mat1[0][2] = tmp * axis1[2] - s * axis1[1] ;
75 mat1[1][0] = tmp * axis1[0] - s * axis1[2] ;
76 mat1[1][1] = tmp * axis1[1] + c ;
77 mat1[1][2] = tmp * axis1[2] + s * axis1[0] ;
80 mat1[2][0] = tmp * axis1[0] + s * axis1[1] ;
81 mat1[2][1] = tmp * axis1[1] - s * axis1[0] ;
82 mat1[2][2] = tmp * axis1[2] + c ;
84 // make rotmatrix2 from angle and axis
85 s = (float) sin ( angle2 ) ;
86 c = (float) cos ( angle2 ) ;
91 mat2[0][0] = tmp * axis2[0] + c ;
92 mat2[0][1] = tmp * axis2[1] + s * axis2[2] ;
93 mat2[0][2] = tmp * axis2[2] - s * axis2[1] ;
96 mat2[1][0] = tmp * axis2[0] - s * axis2[2] ;
97 mat2[1][1] = tmp * axis2[1] + c ;
98 mat2[1][2] = tmp * axis2[2] + s * axis2[0] ;
101 mat2[2][0] = tmp * axis2[0] + s * axis2[1] ;
102 mat2[2][1] = tmp * axis2[1] - s * axis2[0] ;
103 mat2[2][2] = tmp * axis2[2] + c ;
106 // make rotmatrix3 from angle and axis (roll)
107 s = (float) sin ( angle3 ) ;
108 c = (float) cos ( angle3 ) ;
113 mat3[0][0] = tmp * axis3[0] + c ;
114 mat3[0][1] = tmp * axis3[1] + s * axis3[2] ;
115 mat3[0][2] = tmp * axis3[2] - s * axis3[1] ;
118 mat3[1][0] = tmp * axis3[0] - s * axis3[2] ;
119 mat3[1][1] = tmp * axis3[1] + c ;
120 mat3[1][2] = tmp * axis3[2] + s * axis3[0] ;
123 mat3[2][0] = tmp * axis3[0] + s * axis3[1] ;
124 mat3[2][1] = tmp * axis3[1] - s * axis3[0] ;
125 mat3[2][2] = tmp * axis3[2] + c ;
130 for ( int j = 0 ; j < 3 ; j++ ) {
131 matt[0][j] = mat2[0][0] * mat1[0][j] +
132 mat2[0][1] * mat1[1][j] +
133 mat2[0][2] * mat1[2][j];
135 matt[1][j] = mat2[1][0] * mat1[0][j] +
136 mat2[1][1] * mat1[1][j] +
137 mat2[1][2] * mat1[2][j];
139 matt[2][j] = mat2[2][0] * mat1[0][j] +
140 mat2[2][1] * mat1[1][j] +
141 mat2[2][2] * mat1[2][j];
145 for ( int j = 0 ; j < 3 ; j++ ) {
146 dst[0][j] = mat3[0][0] * matt[0][j] +
147 mat3[0][1] * matt[1][j] +
148 mat3[0][2] * matt[2][j];
150 dst[1][j] = mat3[1][0] * matt[0][j] +
151 mat3[1][1] * matt[1][j] +
152 mat3[1][2] * matt[2][j];
154 dst[2][j] = mat3[2][0] * matt[0][j] +
155 mat3[2][1] * matt[1][j] +
156 mat3[2][2] * matt[2][j];
158 // fill in 4x4 matrix elements
169 ////////////////////////////////////////////////////////////////////////
170 // Implementation of FGViewer.
171 ////////////////////////////////////////////////////////////////////////
174 FGViewer::FGViewer( fgViewType Type, bool from_model, int from_model_index,
175 bool at_model, int at_model_index,
176 double damp_roll, double damp_pitch, double damp_heading,
177 double x_offset_m, double y_offset_m, double z_offset_m,
178 double heading_offset_deg, double pitch_offset_deg,
179 double roll_offset_deg, double fov_deg,
180 double target_x_offset_m, double target_y_offset_m,
181 double target_z_offset_m, double near_m, bool internal ):
196 _scaling_type(FG_SCALING_MAX)
198 sgdZeroVec3(_absolute_view_pos);
200 _from_model = from_model;
201 _from_model_index = from_model_index;
202 _at_model = at_model;
203 _at_model_index = at_model_index;
205 _internal = internal;
208 _damp_roll = 1.0 / pow(10.0, fabs(damp_roll));
209 if (damp_pitch > 0.0)
210 _damp_pitch = 1.0 / pow(10.0, fabs(damp_pitch));
211 if (damp_heading > 0.0)
212 _damp_heading = 1.0 / pow(10.0, fabs(damp_heading));
214 _x_offset_m = x_offset_m;
215 _y_offset_m = y_offset_m;
216 _z_offset_m = z_offset_m;
217 _heading_offset_deg = heading_offset_deg;
218 _pitch_offset_deg = pitch_offset_deg;
219 _roll_offset_deg = roll_offset_deg;
220 _goal_heading_offset_deg = heading_offset_deg;
221 _goal_pitch_offset_deg = pitch_offset_deg;
222 _goal_roll_offset_deg = roll_offset_deg;
228 _target_x_offset_m = target_x_offset_m;
229 _target_y_offset_m = target_y_offset_m;
230 _target_z_offset_m = target_z_offset_m;
231 _ground_level_nearplane_m = near_m;
232 // a reasonable guess for init, so that the math doesn't blow up
237 FGViewer::~FGViewer( void ) {
244 _location = (SGLocation *) globals->get_aircraft_model()->get3DModel()->getSGLocation();
246 _location = (SGLocation *) new SGLocation;
248 if ( _type == FG_LOOKAT ) {
250 _target_location = (SGLocation *) globals->get_aircraft_model()->get3DModel()->getSGLocation();
252 _target_location = (SGLocation *) new SGLocation;
267 FGViewer::setType ( int type )
276 FGViewer::setInternal ( bool internal )
278 _internal = internal;
282 FGViewer::setLongitude_deg (double lon_deg)
289 FGViewer::setLatitude_deg (double lat_deg)
296 FGViewer::setAltitude_ft (double alt_ft)
303 FGViewer::setPosition (double lon_deg, double lat_deg, double alt_ft)
312 FGViewer::setTargetLongitude_deg (double lon_deg)
315 _target_lon_deg = lon_deg;
319 FGViewer::setTargetLatitude_deg (double lat_deg)
322 _target_lat_deg = lat_deg;
326 FGViewer::setTargetAltitude_ft (double alt_ft)
329 _target_alt_ft = alt_ft;
333 FGViewer::setTargetPosition (double lon_deg, double lat_deg, double alt_ft)
336 _target_lon_deg = lon_deg;
337 _target_lat_deg = lat_deg;
338 _target_alt_ft = alt_ft;
342 FGViewer::setRoll_deg (double roll_deg)
345 _roll_deg = roll_deg;
349 FGViewer::setPitch_deg (double pitch_deg)
352 _pitch_deg = pitch_deg;
356 FGViewer::setHeading_deg (double heading_deg)
359 _heading_deg = heading_deg;
363 FGViewer::setOrientation (double roll_deg, double pitch_deg, double heading_deg)
366 _roll_deg = roll_deg;
367 _pitch_deg = pitch_deg;
368 _heading_deg = heading_deg;
372 FGViewer::setTargetRoll_deg (double target_roll_deg)
375 _target_roll_deg = target_roll_deg;
379 FGViewer::setTargetPitch_deg (double target_pitch_deg)
382 _target_pitch_deg = target_pitch_deg;
386 FGViewer::setTargetHeading_deg (double target_heading_deg)
389 _target_heading_deg = target_heading_deg;
393 FGViewer::setTargetOrientation (double target_roll_deg, double target_pitch_deg, double target_heading_deg)
396 _target_roll_deg = target_roll_deg;
397 _target_pitch_deg = target_pitch_deg;
398 _target_heading_deg = target_heading_deg;
402 FGViewer::setXOffset_m (double x_offset_m)
405 _x_offset_m = x_offset_m;
409 FGViewer::setYOffset_m (double y_offset_m)
412 _y_offset_m = y_offset_m;
416 FGViewer::setZOffset_m (double z_offset_m)
419 _z_offset_m = z_offset_m;
423 FGViewer::setTargetXOffset_m (double target_x_offset_m)
426 _target_x_offset_m = target_x_offset_m;
430 FGViewer::setTargetYOffset_m (double target_y_offset_m)
433 _target_y_offset_m = target_y_offset_m;
437 FGViewer::setTargetZOffset_m (double target_z_offset_m)
440 _target_z_offset_m = target_z_offset_m;
444 FGViewer::setPositionOffsets (double x_offset_m, double y_offset_m, double z_offset_m)
447 _x_offset_m = x_offset_m;
448 _y_offset_m = y_offset_m;
449 _z_offset_m = z_offset_m;
453 FGViewer::setRollOffset_deg (double roll_offset_deg)
456 _roll_offset_deg = roll_offset_deg;
460 FGViewer::setPitchOffset_deg (double pitch_offset_deg)
463 _pitch_offset_deg = pitch_offset_deg;
467 FGViewer::setHeadingOffset_deg (double heading_offset_deg)
470 _heading_offset_deg = heading_offset_deg;
474 FGViewer::setGoalRollOffset_deg (double goal_roll_offset_deg)
477 _goal_roll_offset_deg = goal_roll_offset_deg;
481 FGViewer::setGoalPitchOffset_deg (double goal_pitch_offset_deg)
484 _goal_pitch_offset_deg = goal_pitch_offset_deg;
485 if ( _goal_pitch_offset_deg < -90 ) {
486 _goal_pitch_offset_deg = -90.0;
488 if ( _goal_pitch_offset_deg > 90.0 ) {
489 _goal_pitch_offset_deg = 90.0;
495 FGViewer::setGoalHeadingOffset_deg (double goal_heading_offset_deg)
498 _goal_heading_offset_deg = goal_heading_offset_deg;
499 while ( _goal_heading_offset_deg < 0.0 ) {
500 _goal_heading_offset_deg += 360;
502 while ( _goal_heading_offset_deg > 360 ) {
503 _goal_heading_offset_deg -= 360;
508 FGViewer::setOrientationOffsets (double roll_offset_deg, double pitch_offset_deg, double heading_offset_deg)
511 _roll_offset_deg = roll_offset_deg;
512 _pitch_offset_deg = pitch_offset_deg;
513 _heading_offset_deg = heading_offset_deg;
517 FGViewer::get_absolute_view_pos ()
521 return _absolute_view_pos;
525 FGViewer::getRelativeViewPos ()
529 return _relative_view_pos;
533 FGViewer::getZeroElevViewPos ()
537 return _zero_elev_view_pos;
541 FGViewer::updateFromModelLocation (SGLocation * location)
543 sgCopyMat4(LOCAL, location->getCachedTransformMatrix());
547 FGViewer::updateAtModelLocation (SGLocation * location)
550 location->getCachedTransformMatrix());
554 FGViewer::recalcOurOwnLocation (SGLocation * location, double lon_deg, double lat_deg, double alt_ft,
555 double roll_deg, double pitch_deg, double heading_deg)
557 // update from our own data...
558 dampEyeData(roll_deg, pitch_deg, heading_deg);
559 location->setPosition( lon_deg, lat_deg, alt_ft );
560 location->setOrientation( roll_deg, pitch_deg, heading_deg );
562 location->getTransformMatrix(globals->get_scenery()->get_center()));
565 // recalc() is done every time one of the setters is called (making the
566 // cached data "dirty") on the next "get". It calculates all the outputs
571 if (_type == FG_LOOKFROM) {
580 // recalculate for LookFrom view type...
582 FGViewer::recalcLookFrom ()
585 sgVec3 right, forward;
587 sgVec3 position_offset; // eye position offsets (xyz)
591 // Update location data...
593 // update or data from model location
594 updateFromModelLocation(_location);
596 // update from our own data...
597 recalcOurOwnLocation( _location, _lon_deg, _lat_deg, _alt_ft,
598 _roll_deg, _pitch_deg, _heading_deg );
601 // copy data from location class to local items...
604 // make sg vectors view up, right and forward vectors from LOCAL
605 sgSetVec3( _view_up, LOCAL[2][0], LOCAL[2][1], LOCAL[2][2] );
606 sgSetVec3( right, LOCAL[1][0], LOCAL[1][1], LOCAL[1][2] );
607 sgSetVec3( forward, -LOCAL[0][0], -LOCAL[0][1], -LOCAL[0][2] );
609 // Note that when in "lookfrom" view the "view up" vector is always applied
610 // to the viewer. View up is based on verticle of the aircraft itself. (see
611 // "LOCAL" matrix above)
613 // Orientation Offsets matrix
614 MakeVIEW_OFFSET( VIEW_OFFSET,
615 _heading_offset_deg * SG_DEGREES_TO_RADIANS, _view_up,
616 _pitch_offset_deg * SG_DEGREES_TO_RADIANS, right,
617 _roll_offset_deg * SG_DEGREES_TO_RADIANS, forward );
619 // Make the VIEW matrix.
620 sgSetVec4(VIEW[0], right[0], right[1], right[2],SG_ZERO);
621 sgSetVec4(VIEW[1], forward[0], forward[1], forward[2],SG_ZERO);
622 sgSetVec4(VIEW[2], _view_up[0], _view_up[1], _view_up[2],SG_ZERO);
623 sgSetVec4(VIEW[3], SG_ZERO, SG_ZERO, SG_ZERO,SG_ONE);
625 // rotate model or local matrix to get a matrix to apply Eye Position Offsets
626 sgMat4 VIEW_UP; // L0 forward L1 right L2 up
627 sgCopyVec4(VIEW_UP[0], LOCAL[1]);
628 sgCopyVec4(VIEW_UP[1], LOCAL[2]);
629 sgCopyVec4(VIEW_UP[2], LOCAL[0]);
630 sgZeroVec4(VIEW_UP[3]);
632 // Eye Position Offsets to vector
633 sgSetVec3( position_offset, _x_offset_m, _y_offset_m, _z_offset_m );
634 sgXformVec3( position_offset, position_offset, VIEW_UP);
636 // add the offsets including rotations to the translation vector
637 sgAddVec3( _view_pos, position_offset );
639 // multiply the OFFSETS (for heading and pitch) into the VIEW
640 sgPostMultMat4(VIEW, VIEW_OFFSET);
642 // add the position data to the matrix
643 sgSetVec4(VIEW[3], _view_pos[0], _view_pos[1], _view_pos[2],SG_ONE);
648 FGViewer::recalcLookAt ()
651 sgVec3 right, forward;
652 sgVec3 eye_pos, at_pos;
653 sgVec3 position_offset; // eye position offsets (xyz)
654 sgVec3 target_position_offset; // target position offsets (xyz)
656 // The position vectors originate from the view point or target location
657 // depending on the type of view.
661 // Update location data for target...
663 // update or data from model location
664 updateAtModelLocation(_target_location);
666 // if not model then calculate our own target position...
667 recalcOurOwnLocation( _target_location, _target_lon_deg, _target_lat_deg, _target_alt_ft,
668 _target_roll_deg, _target_pitch_deg, _target_heading_deg );
670 // calculate the "at" target object positon relative to eye or view's tile center...
672 sgdSetVec3(dVec3, _location->get_tile_center()[0], _location->get_tile_center()[1], _location->get_tile_center()[2]);
674 _target_location->get_absolute_view_pos(globals->get_scenery()->get_center()),
676 sgSetVec3(at_pos, dVec3[0], dVec3[1], dVec3[2]);
678 // Update location data for eye...
680 // update or data from model location
681 updateFromModelLocation(_location);
683 // update from our own data, just the rotation here...
684 recalcOurOwnLocation( _location, _lon_deg, _lat_deg, _alt_ft,
685 _roll_deg, _pitch_deg, _heading_deg );
687 // save the eye positon...
688 sgCopyVec3(eye_pos, _location->get_view_pos());
690 // copy data from location class to local items...
693 // make sg vectors view up, right and forward vectors from LOCAL
694 sgSetVec3( _view_up, LOCAL[2][0], LOCAL[2][1], LOCAL[2][2] );
695 sgSetVec3( right, LOCAL[1][0], LOCAL[1][1], LOCAL[1][2] );
696 sgSetVec3( forward, -LOCAL[0][0], -LOCAL[0][1], -LOCAL[0][2] );
698 // rotate model or local matrix to get a matrix to apply Eye Position Offsets
699 sgMat4 VIEW_UP; // L0 forward L1 right L2 up
700 sgCopyVec4(VIEW_UP[0], LOCAL[1]);
701 sgCopyVec4(VIEW_UP[1], LOCAL[2]);
702 sgCopyVec4(VIEW_UP[2], LOCAL[0]);
703 sgZeroVec4(VIEW_UP[3]);
705 // get Orientation Offsets matrix
706 MakeVIEW_OFFSET( VIEW_OFFSET,
707 (_heading_offset_deg - 180) * SG_DEGREES_TO_RADIANS, _view_up,
708 _pitch_offset_deg * SG_DEGREES_TO_RADIANS, right,
709 _roll_offset_deg * SG_DEGREES_TO_RADIANS, forward );
711 // add in the position offsets
712 sgSetVec3( position_offset, _y_offset_m, _x_offset_m, _z_offset_m );
713 sgXformVec3( position_offset, position_offset, VIEW_UP);
715 // apply the Orientation offsets
716 sgXformVec3( position_offset, position_offset, VIEW_OFFSET );
718 // add the Position offsets from object to the eye position
719 sgAddVec3( eye_pos, eye_pos, position_offset );
721 // add target offsets to at_position...
722 sgSetVec3(target_position_offset, _target_z_offset_m, _target_x_offset_m,
723 _target_y_offset_m );
724 sgXformVec3(target_position_offset, target_position_offset, ATLOCAL);
725 sgAddVec3( at_pos, at_pos, target_position_offset);
727 sgAddVec3( eye_pos, eye_pos, target_position_offset);
729 // Make the VIEW matrix for a "LOOKAT".
730 sgMakeLookAtMat4( VIEW, eye_pos, at_pos, _view_up );
734 // copy results from location class to viewer...
735 // FIXME: some of these should be changed to reference directly to SGLocation...
737 FGViewer::copyLocationData()
739 // Get our friendly vectors from the eye location...
740 sgCopyVec3(_zero_elev_view_pos, _location->get_zero_elev());
741 sgCopyVec3(_relative_view_pos, _location->get_view_pos());
742 sgdCopyVec3(_absolute_view_pos,
743 _location->get_absolute_view_pos(globals->get_scenery()->get_center()));
744 sgCopyMat4(UP, _location->getCachedUpMatrix());
745 sgCopyVec3(_world_up, _location->get_world_up());
746 // these are the vectors that the sun and moon code like to get...
747 sgCopyVec3(_surface_east, _location->get_surface_east());
748 sgCopyVec3(_surface_south, _location->get_surface_south());
750 // Update viewer's postion data for the eye location...
751 _lon_deg = _location->getLongitude_deg();
752 _lat_deg = _location->getLatitude_deg();
753 _alt_ft = _location->getAltitudeASL_ft();
754 _roll_deg = _location->getRoll_deg();
755 _pitch_deg = _location->getPitch_deg();
756 _heading_deg = _location->getHeading_deg();
758 // Update viewer's postion data for the target (at object) location
759 if (_type == FG_LOOKAT) {
760 _target_lon_deg = _target_location->getLongitude_deg();
761 _target_lat_deg = _target_location->getLatitude_deg();
762 _target_alt_ft = _target_location->getAltitudeASL_ft();
763 _target_roll_deg = _target_location->getRoll_deg();
764 _target_pitch_deg = _target_location->getPitch_deg();
765 _target_heading_deg = _target_location->getHeading_deg();
768 // copy coordinates to outputs for viewer...
769 sgCopyVec3(_zero_elev, _zero_elev_view_pos);
770 sgCopyVec3(_view_pos, _relative_view_pos);
774 FGViewer::dampEyeData (double &roll_deg, double &pitch_deg, double &heading_deg)
776 const double interval = 0.01;
778 static FGViewer *last_view = 0;
779 if (last_view != this) {
781 _damped_roll_deg = roll_deg;
782 _damped_pitch_deg = pitch_deg;
783 _damped_heading_deg = heading_deg;
788 if (_damp_sync < interval) {
789 if (_damp_roll > 0.0)
790 roll_deg = _damped_roll_deg;
791 if (_damp_pitch > 0.0)
792 pitch_deg = _damped_pitch_deg;
793 if (_damp_heading > 0.0)
794 heading_deg = _damped_heading_deg;
798 while (_damp_sync >= interval) {
799 _damp_sync -= interval;
802 if (_damp_roll > 0.0) {
803 d = _damped_roll_deg - roll_deg;
805 _damped_roll_deg -= 360.0;
807 _damped_roll_deg += 360.0;
808 roll_deg = _damped_roll_deg = roll_deg * _damp_roll + _damped_roll_deg * (1 - _damp_roll);
811 if (_damp_pitch > 0.0) {
812 d = _damped_pitch_deg - pitch_deg;
814 _damped_pitch_deg -= 360.0;
816 _damped_pitch_deg += 360.0;
817 pitch_deg = _damped_pitch_deg = pitch_deg * _damp_pitch + _damped_pitch_deg * (1 - _damp_pitch);
820 if (_damp_heading > 0.0) {
821 d = _damped_heading_deg - heading_deg;
823 _damped_heading_deg -= 360.0;
825 _damped_heading_deg += 360.0;
826 heading_deg = _damped_heading_deg = heading_deg * _damp_heading + _damped_heading_deg * (1 - _damp_heading);
832 FGViewer::get_h_fov()
834 switch (_scaling_type) {
835 case FG_SCALING_WIDTH: // h_fov == fov
838 if (_aspect_ratio < 1.0) {
843 return atan(tan(_fov_deg/2 * SG_DEGREES_TO_RADIANS) / _aspect_ratio) *
844 SG_RADIANS_TO_DEGREES * 2;
855 FGViewer::get_v_fov()
857 switch (_scaling_type) {
858 case FG_SCALING_WIDTH: // h_fov == fov
859 return atan(tan(_fov_deg/2 * SG_DEGREES_TO_RADIANS) * _aspect_ratio) *
860 SG_RADIANS_TO_DEGREES * 2;
862 if (_aspect_ratio < 1.0) {
864 return atan(tan(_fov_deg/2 * SG_DEGREES_TO_RADIANS) * _aspect_ratio) *
865 SG_RADIANS_TO_DEGREES * 2;
877 FGViewer::update (double dt)
882 int dt_ms = int(dt * 1000);
883 for ( i = 0; i < dt_ms; i++ ) {
884 if ( fabs( _goal_heading_offset_deg - _heading_offset_deg) < 1 ) {
885 setHeadingOffset_deg( _goal_heading_offset_deg );
888 // move current_view.headingoffset towards
889 // current_view.goal_view_offset
890 if ( _goal_heading_offset_deg > _heading_offset_deg )
892 if ( _goal_heading_offset_deg - _heading_offset_deg < 180 ){
893 incHeadingOffset_deg( 0.5 );
895 incHeadingOffset_deg( -0.5 );
898 if ( _heading_offset_deg - _goal_heading_offset_deg < 180 ){
899 incHeadingOffset_deg( -0.5 );
901 incHeadingOffset_deg( 0.5 );
904 if ( _heading_offset_deg > 360 ) {
905 incHeadingOffset_deg( -360 );
906 } else if ( _heading_offset_deg < 0 ) {
907 incHeadingOffset_deg( 360 );
912 for ( i = 0; i < dt_ms; i++ ) {
913 if ( fabs( _goal_pitch_offset_deg - _pitch_offset_deg ) < 1 ) {
914 setPitchOffset_deg( _goal_pitch_offset_deg );
917 // move current_view.pitch_offset_deg towards
918 // current_view.goal_pitch_offset
919 if ( _goal_pitch_offset_deg > _pitch_offset_deg )
921 incPitchOffset_deg( 1.0 );
923 incPitchOffset_deg( -1.0 );
925 if ( _pitch_offset_deg > 90 ) {
926 setPitchOffset_deg(90);
927 } else if ( _pitch_offset_deg < -90 ) {
928 setPitchOffset_deg( -90 );
934 for ( i = 0; i < dt_ms; i++ ) {
935 if ( fabs( _goal_roll_offset_deg - _roll_offset_deg ) < 1 ) {
936 setRollOffset_deg( _goal_roll_offset_deg );
939 // move current_view.roll_offset_deg towards
940 // current_view.goal_roll_offset
941 if ( _goal_roll_offset_deg > _roll_offset_deg )
943 incRollOffset_deg( 1.0 );
945 incRollOffset_deg( -1.0 );
947 if ( _roll_offset_deg > 90 ) {
948 setRollOffset_deg(90);
949 } else if ( _roll_offset_deg < -90 ) {
950 setRollOffset_deg( -90 );