#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,
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);
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 1.5 1997/12/18 04:07:02 curt
-/* Worked on properly translating and positioning the sky dome.
+/* 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.
*