**************************************************************************/
-#include <stdio.h>
-
#ifdef WIN32
# include <windows.h>
#endif
-#ifdef GLUT
- #include <GL/glut.h>
- #include "GLUTkey.h"
-#endif
+#include <GL/glut.h>
+#include <stdio.h>
+#include "GLUTkey.h"
#include "fg_init.h"
+#include "views.h"
#include "../constants.h"
#include "../general.h"
#include "../Aircraft/aircraft.h"
+#include "../Cockpit/cockpit.h"
+#include "../Joystick/joystick.h"
#include "../Math/fg_geodesy.h"
#include "../Math/mat3.h"
#include "../Math/polar.h"
/* This is a record containing all the info for the aircraft currently
being operated */
-struct aircraft_params current_aircraft;
+struct AIRCRAFT current_aircraft;
/* This is a record containing global housekeeping information */
-struct general_params general;
+struct GENERAL general;
/* This is a record containing current weather info */
-struct weather_params current_weather;
+struct WEATHER current_weather;
+
+/* This is a record containing current view parameters */
+struct VIEW current_view;
/* view parameters */
static GLfloat win_ratio = 1.0;
/* sun direction */
-static GLfloat sun_vec[4] = {1.0, 0.0, 0.0, 0.0 };
+/* static GLfloat sun_vec[4] = {1.0, 0.0, 0.0, 0.0 }; */
/* if the 4th field is 0.0, this specifies a direction ... */
/* clear color (sky) */
/* pointer to scenery structure */
/* static GLint scenery, runway; */
-/* Another hack */
-double view_offset = 0.0;
-double goal_view_offset = 0.0;
-
double Simtime;
/* Another hack */
int use_signals = 0;
+/* Yet another hack. This one used by the HUD code. Michele */
+int show_hud;
+
/**************************************************************************
* fgInitVisuals() -- Initialize various GL/view parameters
**************************************************************************/
static void fgInitVisuals() {
- struct weather_params *w;
+ struct fgTIME *t;
+ struct WEATHER *w;
+ t = &cur_time_params;
w = ¤t_weather;
glEnable( GL_DEPTH_TEST );
to unit length after transformation. See glNormal. */
glEnable( GL_NORMALIZE );
- glLightfv( GL_LIGHT0, GL_POSITION, sun_vec );
+ glLightfv( GL_LIGHT0, GL_POSITION, t->sun_vec );
glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
**************************************************************************/
static void fgUpdateViewParams() {
- struct fgCartesianPoint view_pos /*, alt_up */;
- struct flight_params *f;
- struct time_params *t;
- MAT3mat R, TMP, UP, LOCAL, VIEW;
- MAT3vec vec, view_up, forward, view_forward, local_up, nup, nsun;
- double sun_angle, temp, ambient, diffuse, sky;
+ struct FLIGHT *f;
+ struct fgTIME *t;
+ struct VIEW *v;
+ double ambient, diffuse, sky;
GLfloat color[4] = { 1.0, 1.0, 0.50, 1.0 };
GLfloat amb[3], diff[3], fog[4], clear[4];
f = ¤t_aircraft.flight;
t = &cur_time_params;
+ v = ¤t_view;
+
+ fgViewUpdate(f, v);
/* Tell GL we are about to modify the projection parameters */
glMatrixMode(GL_PROJECTION);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
- /* calculate view position in current FG view coordinate system */
- view_pos = fgPolarToCart(FG_Longitude, FG_Lat_geocentric,
- FG_Radius_to_vehicle * FEET_TO_METER + 1.0);
- view_pos.x -= scenery.center.x;
- view_pos.y -= scenery.center.y;
- view_pos.z -= scenery.center.z;
-
- printf("View pos = %.4f, %.4f, %.4f\n", view_pos.x, view_pos.y, view_pos.z);
-
- /* Derive the LOCAL aircraft rotation matrix (roll, pitch, yaw) */
- MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
- MAT3rotate(R, vec, FG_Phi);
- /* printf("Roll matrix\n"); */
- /* MAT3print(R, stdout); */
-
- MAT3_SET_VEC(vec, 0.0, 1.0, 0.0);
- /* MAT3mult_vec(vec, vec, R); */
- MAT3rotate(TMP, vec, FG_Theta);
- /* printf("Pitch matrix\n"); */
- /* MAT3print(TMP, stdout); */
- MAT3mult(R, R, TMP);
-
- MAT3_SET_VEC(vec, 1.0, 0.0, 0.0);
- /* MAT3mult_vec(vec, vec, R); */
- /* MAT3rotate(TMP, vec, FG_Psi - FG_PI_2); */
- MAT3rotate(TMP, vec, -FG_Psi);
- /* printf("Yaw matrix\n");
- MAT3print(TMP, stdout); */
- MAT3mult(LOCAL, R, TMP);
- /* printf("LOCAL matrix\n"); */
- /* MAT3print(LOCAL, stdout); */
-
- /* Derive the local UP transformation matrix based on *geodetic*
- * coordinates */
- MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
- MAT3rotate(R, vec, FG_Longitude); /* R = rotate about Z axis */
- /* printf("Longitude matrix\n"); */
- /* MAT3print(R, stdout); */
-
- MAT3_SET_VEC(vec, 0.0, 1.0, 0.0);
- MAT3mult_vec(vec, vec, R);
- MAT3rotate(TMP, vec, -FG_Latitude); /* TMP = rotate about X axis */
- /* printf("Latitude matrix\n"); */
- /* MAT3print(TMP, stdout); */
-
- MAT3mult(UP, R, TMP);
- /* printf("Local up matrix\n"); */
- /* MAT3print(UP, stdout); */
-
- MAT3_SET_VEC(local_up, 1.0, 0.0, 0.0);
- MAT3mult_vec(local_up, local_up, UP);
-
- printf(" Local Up = (%.4f, %.4f, %.4f)\n", local_up[0], local_up[1],
- local_up[2]);
-
- /* Alternative method to Derive local up vector based on
- * *geodetic* coordinates */
- /* alt_up = fgPolarToCart(FG_Longitude, FG_Latitude, 1.0); */
- /* printf(" Alt Up = (%.4f, %.4f, %.4f)\n",
- alt_up.x, alt_up.y, alt_up.z); */
-
- /* Derive the VIEW matrix */
- MAT3mult(VIEW, LOCAL, UP);
- /* printf("VIEW matrix\n"); */
- /* MAT3print(VIEW, stdout); */
-
- /* generate the current up, forward, and fwrd-view vectors */
- MAT3_SET_VEC(vec, 1.0, 0.0, 0.0);
- MAT3mult_vec(view_up, vec, VIEW);
-
- MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
- MAT3mult_vec(forward, vec, VIEW);
- printf("Forward vector is (%.2f,%.2f,%.2f)\n", forward[0], forward[1],
- forward[2]);
-
- MAT3rotate(TMP, view_up, view_offset);
- MAT3mult_vec(view_forward, forward, TMP);
-
/* set up our view volume */
- gluLookAt(view_pos.x, view_pos.y, view_pos.z,
- view_pos.x + view_forward[0], view_pos.y + view_forward[1],
- view_pos.z + view_forward[2],
- view_up[0], view_up[1], view_up[2]);
+ gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z,
+ v->view_pos.x + v->view_forward[0],
+ v->view_pos.y + v->view_forward[1],
+ v->view_pos.z + v->view_forward[2],
+ v->view_up[0], v->view_up[1], v->view_up[2]);
/* set the sun position */
- glLightfv( GL_LIGHT0, GL_POSITION, sun_vec );
+ glLightfv( GL_LIGHT0, GL_POSITION, t->sun_vec );
/* calculate lighting parameters based on sun's relative angle to
* local up */
- MAT3_COPY_VEC(nup, local_up);
- nsun[0] = t->fg_sunpos.x;
- nsun[1] = t->fg_sunpos.y;
- nsun[2] = t->fg_sunpos.z;
- MAT3_NORMALIZE_VEC(nup, temp);
- MAT3_NORMALIZE_VEC(nsun, temp);
-
- sun_angle = acos(MAT3_DOT_PRODUCT(nup, nsun));
- printf("SUN ANGLE relative to current location = %.3f rads.\n", sun_angle);
-
/* ya kind'a have to plot this to see the magic */
- ambient = 0.4 * pow(2.4, -sun_angle*sun_angle*sun_angle*sun_angle/3.0);
- diffuse = 0.4 * cos(0.6*sun_angle*sun_angle);
- sky = 0.85 * pow(1.6, -sun_angle*sun_angle*sun_angle*sun_angle/2.0) + 0.15;
+ ambient = 0.4 *
+ pow(2.4, -t->sun_angle*t->sun_angle*t->sun_angle*t->sun_angle / 3.0);
+ diffuse = 0.4 * cos(0.6 * t->sun_angle * t->sun_angle);
+ sky = 0.85 *
+ pow(1.6, -t->sun_angle*t->sun_angle*t->sun_angle*t->sun_angle/2.0)
+ + 0.15;
if ( ambient < 0.1 ) { ambient = 0.1; }
if ( diffuse < 0.0 ) { diffuse = 0.0; }
/* draw scenery */
fgSceneryRender();
+ /* display HUD */
+ if( show_hud )
+ fgCockpitUpdate();
+
#ifdef GLUT
glutSwapBuffers();
#endif
**************************************************************************/
void fgUpdateTimeDepCalcs(int multi_loop) {
- struct flight_params *f;
- struct time_params *t;
+ struct FLIGHT *f;
+ struct fgTIME *t;
+ struct VIEW *v;
int i;
f = ¤t_aircraft.flight;
t = &cur_time_params;
+ v = ¤t_view;
/* update the flight model */
if ( multi_loop < 0 ) {
fgFlightModelUpdate(FG_LARCSIM, f, multi_loop);
/* refresh shared sun position and sun_vec */
- fgUpdateSunPos();
-
- /* the sun position has to be translated just like everything else */
- sun_vec[0] = t->fg_sunpos.x - scenery.center.x;
- sun_vec[1] = t->fg_sunpos.y - scenery.center.y;
- sun_vec[2] = t->fg_sunpos.z - scenery.center.z;
- /* make this a directional light source only */
- sun_vec[3] = 0.0;
+ fgUpdateSunPos(scenery.center);
/* update the view angle */
for ( i = 0; i < multi_loop; i++ ) {
- if ( fabs(goal_view_offset - view_offset) < 0.05 ) {
- view_offset = goal_view_offset;
+ if ( fabs(v->goal_view_offset - v->view_offset) < 0.05 ) {
+ v->view_offset = v->goal_view_offset;
break;
} else {
- /* move view_offset towards goal_view_offset */
- if ( goal_view_offset > view_offset ) {
- if ( goal_view_offset - view_offset < FG_PI ) {
- view_offset += 0.01;
+ /* move v->view_offset towards v->goal_view_offset */
+ if ( v->goal_view_offset > v->view_offset ) {
+ if ( v->goal_view_offset - v->view_offset < FG_PI ) {
+ v->view_offset += 0.01;
} else {
- view_offset -= 0.01;
+ v->view_offset -= 0.01;
}
} else {
- if ( view_offset - goal_view_offset < FG_PI ) {
- view_offset -= 0.01;
+ if ( v->view_offset - v->goal_view_offset < FG_PI ) {
+ v->view_offset -= 0.01;
} else {
- view_offset += 0.01;
+ v->view_offset += 0.01;
}
}
- if ( view_offset > FG_2PI ) {
- view_offset -= FG_2PI;
- } else if ( view_offset < 0 ) {
- view_offset += FG_2PI;
+ if ( v->view_offset > FG_2PI ) {
+ v->view_offset -= FG_2PI;
+ } else if ( v->view_offset < 0 ) {
+ v->view_offset += FG_2PI;
}
}
}
static int remainder = 0;
int elapsed, multi_loop;
double cur_elev;
- struct flight_params *f;
+ double joy_x, joy_y;
+ int joy_b1, joy_b2;
+ struct FLIGHT *f;
f = ¤t_aircraft.flight;
+ /* Read joystick */
+ /* fgJoystickRead( &joy_x, &joy_y, &joy_b1, &joy_b2 );
+ printf( "Joystick X %f Y %f B1 %d B2 %d\n",
+ joy_x, joy_y, joy_b1, joy_b2 );
+ fgElevSet( -joy_y );
+ fgAileronSet( joy_x ); */
+
+ /* update the weather for our current position */
+ fgWeatherUpdate(FG_Longitude * RAD_TO_ARCSEC,
+ FG_Latitude * RAD_TO_ARCSEC,
+ FG_Altitude * FEET_TO_METER);
+
+ /* Calculate model iterations needed */
elapsed = fgGetTimeInterval();
printf("Time interval is = %d, previous remainder is = %d\n", elapsed,
remainder);
printf("Model iterations needed = %d, new remainder = %d\n", multi_loop,
remainder);
- aircraft_debug(1);
- fgUpdateVisuals();
-
if ( ! use_signals ) {
/* flight model */
fgUpdateTimeDepCalcs(multi_loop);
FG_Altitude * FEET_TO_METER);
}
- /* update the weather for our current position */
- fgWeatherUpdate(FG_Longitude * RAD_TO_ARCSEC,
- FG_Latitude * RAD_TO_ARCSEC,
- FG_Altitude * FEET_TO_METER);
+ aircraft_debug(1);
+
+ /* redraw display */
+ fgUpdateVisuals();
}
**************************************************************************/
int main( int argc, char *argv[] ) {
- struct flight_params *f;
+ struct FLIGHT *f;
f = ¤t_aircraft.flight;
/* $Log$
-/* Revision 1.9 1997/08/22 21:34:39 curt
-/* Doing a bit of reorganizing and house cleaning.
+/* Revision 1.13 1997/09/04 02:17:34 curt
+/* Shufflin' stuff.
/*
+ * Revision 1.12 1997/08/27 21:32:24 curt
+ * Restructured view calculation code. Added stars.
+ *
+ * Revision 1.11 1997/08/27 03:30:16 curt
+ * Changed naming scheme of basic shared structures.
+ *
+ * Revision 1.10 1997/08/25 20:27:22 curt
+ * Merged in initial HUD and Joystick code.
+ *
+ * Revision 1.9 1997/08/22 21:34:39 curt
+ * Doing a bit of reorganizing and house cleaning.
+ *
* Revision 1.8 1997/08/19 23:55:03 curt
* Worked on better simulating real lighting.
*