**************************************************************************/
-#include "views.h"
+#include <Main/views.h>
-#include "../Include/constants.h"
+#include <Include/constants.h>
-#include "../Flight/flight.h"
-#include "../Math/mat3.h"
-#include "../Math/polar.h"
-#include "../Scenery/scenery.h"
+#include <Flight/flight.h>
+#include <Math/mat3.h>
+#include <Math/polar.h>
+#include <Math/vector.h>
+#include <Scenery/scenery.h>
+#include <Time/fg_time.h>
/* This is a record containing current view parameters */
/* Initialize a view structure */
void fgViewInit(struct fgVIEW *v) {
+ printf("Initializing View parameters\n");
+
v->view_offset = 0.0;
v->goal_view_offset = 0.0;
}
/* Update the view parameters */
-void fgViewUpdate(struct fgFLIGHT *f, struct fgVIEW *v) {
- MAT3vec vec, forward;
+void fgViewUpdate(struct fgFLIGHT *f, struct fgVIEW *v, struct fgLIGHT *l) {
+ MAT3vec vec, forward, v0, minus_z;
MAT3mat R, TMP, UP, LOCAL, VIEW;
+ double ntmp;
/* calculate the cartesion coords of the current lat/lon/0 elev */
v->cur_zero_elev = fgPolarToCart(FG_Longitude, FG_Lat_geocentric,
- FG_Sea_level_radius);
+ FG_Sea_level_radius * FEET_TO_METER);
+ v->cur_zero_elev.x -= scenery.center.x;
+ v->cur_zero_elev.y -= scenery.center.y;
+ v->cur_zero_elev.z -= scenery.center.z;
/* calculate view position in current FG view coordinate system */
v->view_pos = fgPolarToCart(FG_Longitude, FG_Lat_geocentric,
printf("View pos = %.4f, %.4f, %.4f\n",
v->view_pos.x, v->view_pos.y, v->view_pos.z);
+ /* make a vector to the current view position */
+ MAT3_SET_VEC(v0, v->view_pos.x, v->view_pos.y, v->view_pos.z);
+
+ /* calculate vector to sun's position on the earth's surface */
+ v->to_sun[0] = l->fg_sunpos.x - (v->view_pos.x + scenery.center.x);
+ v->to_sun[1] = l->fg_sunpos.y - (v->view_pos.y + scenery.center.y);
+ v->to_sun[2] = l->fg_sunpos.z - (v->view_pos.z + scenery.center.z);
+ /* printf("Vector to sun = %.2f %.2f %.2f\n",
+ v->to_sun[0], v->to_sun[1], v->to_sun[2]); */
+
/* Derive the LOCAL aircraft rotation matrix (roll, pitch, yaw) */
MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
MAT3rotate(R, vec, FG_Phi);
MAT3_SET_VEC(v->local_up, 1.0, 0.0, 0.0);
MAT3mult_vec(v->local_up, v->local_up, UP);
- printf(" Local Up = (%.4f, %.4f, %.4f)\n",
- v->local_up[0], v->local_up[1], v->local_up[2]);
+ /* printf("Local Up = (%.4f, %.4f, %.4f)\n",
+ v->local_up[0], v->local_up[1], v->local_up[2]); */
/* Alternative method to Derive local up vector based on
* *geodetic* coordinates */
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]);
+ /* printf("Forward vector is (%.2f,%.2f,%.2f)\n", forward[0], forward[1],
+ forward[2]); */
MAT3rotate(TMP, v->view_up, v->view_offset);
MAT3mult_vec(v->view_forward, forward, TMP);
+ /* Given a vector from the view position to the point on the
+ * earth's surface the sun is directly over, map into onto the
+ * local plane representing "horizontal". */
+ map_vec_onto_cur_surface_plane(v->local_up, v0, v->to_sun,
+ v->surface_to_sun);
+ MAT3_NORMALIZE_VEC(v->surface_to_sun, ntmp);
+ /* printf("Surface direction to sun is %.2f %.2f %.2f\n",
+ v->surface_to_sun[0], v->surface_to_sun[1], v->surface_to_sun[2]); */
+ /* printf("Should be close to zero = %.2f\n",
+ MAT3_DOT_PRODUCT(v->local_up, v->surface_to_sun)); */
+
+ /* Given a vector pointing straight down (-Z), map into onto the
+ * local plane representing "horizontal". This should give us the
+ * local direction for moving "south". */
+ MAT3_SET_VEC(minus_z, 0.0, 0.0, -1.0);
+ map_vec_onto_cur_surface_plane(v->local_up, v0, minus_z, v->surface_south);
+ MAT3_NORMALIZE_VEC(v->surface_south, ntmp);
+ /* printf("Surface direction directly south %.2f %.2f %.2f\n",
+ v->surface_south[0], v->surface_south[1], v->surface_south[2]); */
+
+ /* now calculate the surface east vector */
+ MAT3rotate(TMP, v->view_up, FG_PI_2);
+ MAT3mult_vec(v->surface_east, v->surface_south, TMP);
+ /* printf("Surface direction directly east %.2f %.2f %.2f\n",
+ v->surface_east[0], v->surface_east[1], v->surface_east[2]); */
+ /* printf("Should be close to zero = %.2f\n",
+ MAT3_DOT_PRODUCT(v->surface_south, v->surface_east)); */
}
/* $Log$
-/* Revision 1.4 1997/12/17 23:13:36 curt
-/* Began working on rendering a sky.
+/* Revision 1.10 1998/01/19 19:27:09 curt
+/* Merged in make system changes from Bob Kuehne <rpk@sgi.com>
+/* This should simplify things tremendously.
/*
+ * Revision 1.9 1998/01/13 00:23:09 curt
+ * Initial changes to support loading and management of scenery tiles. Note,
+ * there's still a fair amount of work left to be done.
+ *
+ * Revision 1.8 1997/12/30 22:22:33 curt
+ * Further integration of event manager.
+ *
+ * Revision 1.7 1997/12/30 20:47:45 curt
+ * Integrated new event manager with subsystem initializations.
+ *
+ * Revision 1.6 1997/12/22 04:14:32 curt
+ * Aligned sky with sun so dusk/dawn effects can be correct relative to the sun.
+ *
+ * Revision 1.5 1997/12/18 04:07:02 curt
+ * Worked on properly translating and positioning the sky dome.
+ *
+ * Revision 1.4 1997/12/17 23:13:36 curt
+ * Began working on rendering a sky.
+ *
* Revision 1.3 1997/12/15 23:54:50 curt
* Add xgl wrappers for debugging.
* Generate terrain normals on the fly.