+ virtual fgViewType getType() const { return _type; }
+ virtual void setType( int type );
+
+ virtual bool getInternal() const { return _internal; }
+ virtual void setInternal( bool internal );
+
+ // Reference geodetic position of view from position...
+ // These are the actual aircraft position (pilot in
+ // pilot view, model in model view).
+ // FIXME: the model view position (ie target positions)
+ // should be in the model class.
+ virtual double getLongitude_deg () const { return _lon_deg; }
+ virtual double getLatitude_deg () const { return _lat_deg; }
+ virtual double getAltitudeASL_ft () const { return _alt_ft; }
+ virtual void setLongitude_deg (double lon_deg);
+ virtual void setLatitude_deg (double lat_deg);
+ virtual void setAltitude_ft (double alt_ft);
+ virtual void setPosition (double lon_deg, double lat_deg, double alt_ft);
+
+ // Reference geodetic target position...
+ virtual double getTargetLongitude_deg () const { return _target_lon_deg; }
+ virtual double getTargetLatitude_deg () const { return _target_lat_deg; }
+ virtual double getTargetAltitudeASL_ft () const { return _target_alt_ft; }
+ virtual void setTargetLongitude_deg (double lon_deg);
+ virtual void setTargetLatitude_deg (double lat_deg);
+ virtual void setTargetAltitude_ft (double alt_ft);
+ virtual void setTargetPosition (double lon_deg, double lat_deg, double alt_ft);
+
+
+
+
+ // Position offsets from reference
+ // These offsets position they "eye" in the scene according to a given
+ // location. For example in pilot view they are used to position the
+ // head inside the aircraft.
+ // Note that in pilot view these are applied "before" the orientation
+ // rotations (see below) so that the orientation rotations have the
+ // effect of the pilot staying in his seat and "looking out" in
+ // different directions.
+ // In chase view these are applied "after" the application of the
+ // orientation rotations listed below. This has the effect of the
+ // eye moving around and "looking at" the object (model) from
+ // different angles.
+ virtual double getXOffset_m () const { return _x_offset_m; }
+ virtual double getYOffset_m () const { return _y_offset_m; }
+ virtual double getZOffset_m () const { return _z_offset_m; }
+ virtual double getTargetXOffset_m () const { return _target_x_offset_m; }
+ virtual double getTargetYOffset_m () const { return _target_y_offset_m; }
+ virtual double getTargetZOffset_m () const { return _target_z_offset_m; }
+ virtual void setXOffset_m (double x_offset_m);
+ virtual void setYOffset_m (double y_offset_m);
+ virtual void setZOffset_m (double z_offset_m);
+ virtual void setTargetXOffset_m (double x_offset_m);
+ virtual void setTargetYOffset_m (double y_offset_m);
+ virtual void setTargetZOffset_m (double z_offset_m);
+ virtual void setPositionOffsets (double x_offset_m,
+ double y_offset_m,
+ double z_offset_m);
+
+
+
+
+ // Reference orientation rotations...
+ // These are rotations that represent the plane attitude effect on
+ // the view (in Pilot view). IE The view frustrum rotates as the plane
+ // turns, pitches, and rolls.
+ // In model view (lookat/chaseview) these end up changing the angle that
+ // the eye is looking at the ojbect (ie the model).
+ // FIXME: the FGModel class should have its own version of these so that
+ // it can generate it's own model rotations.
+ virtual double getRoll_deg () const { return _roll_deg; }
+ virtual double getPitch_deg () const {return _pitch_deg; }
+ virtual double getHeading_deg () const {return _heading_deg; }
+ virtual void setRoll_deg (double roll_deg);
+ virtual void setPitch_deg (double pitch_deg);
+ virtual void setHeading_deg (double heading_deg);
+ virtual void setOrientation (double roll_deg, double pitch_deg, double heading_deg);
+ virtual double getTargetRoll_deg () const { return _target_roll_deg; }
+ virtual double getTargetPitch_deg () const {return _target_pitch_deg; }
+ virtual double getTargetHeading_deg () const {return _target_heading_deg; }
+ virtual void setTargetRoll_deg (double roll_deg);
+ virtual void setTargetPitch_deg (double pitch_deg);
+ virtual void setTargetHeading_deg (double heading_deg);
+ virtual void setTargetOrientation (double roll_deg, double pitch_deg, double heading_deg);
+
+
+
+
+ // Orientation offsets rotations from reference orientation.
+ // Goal settings are for smooth transition from prior
+ // offset when changing view direction.
+ // These offsets are in ADDITION to the orientation rotations listed
+ // above.
+ // In pilot view they are applied after the position offsets in order to
+ // give the effect of the pilot looking around.
+ // In lookat view they are applied before the position offsets so that
+ // the effect is the eye moving around looking at the object (ie the model)
+ // from different angles.
+ virtual double getRollOffset_deg () const { return _roll_offset_deg; }
+ virtual double getPitchOffset_deg () const { return _pitch_offset_deg; }
+ virtual double getHeadingOffset_deg () const { return _heading_offset_deg; }
+ virtual double getGoalRollOffset_deg () const { return _goal_roll_offset_deg; }
+ virtual double getGoalPitchOffset_deg () const { return _goal_pitch_offset_deg; }
+ virtual double getGoalHeadingOffset_deg () const {return _goal_heading_offset_deg; }
+ virtual void setRollOffset_deg (double roll_offset_deg);
+ virtual void setPitchOffset_deg (double pitch_offset_deg);
+ virtual void setHeadingOffset_deg (double heading_offset_deg);
+ virtual void setGoalRollOffset_deg (double goal_roll_offset_deg);
+ virtual void setGoalPitchOffset_deg (double goal_pitch_offset_deg);
+ virtual void setGoalHeadingOffset_deg (double goal_heading_offset_deg);
+ virtual void setOrientationOffsets (double roll_offset_deg,
+ double heading_offset_deg,
+ double pitch_offset_deg);