# include <config.h>
#endif
-#include <Aircraft/aircraft.h>
-#include <Debug/fg_debug.h>
+#include <Aircraft/aircraft.hxx>
+#include <Cockpit/panel.hxx>
+#include <Debug/logstream.hxx>
#include <Include/fg_constants.h>
#include <Math/mat3.h>
#include <Math/point3d.hxx>
// Initialize a view structure
void fgVIEW::Init( void ) {
- fgPrintf( FG_VIEW, FG_INFO, "Initializing View parameters\n");
+ FG_LOG( FG_VIEW, FG_INFO, "Initializing View parameters" );
view_offset = 0.0;
goal_view_offset = 0.0;
- winWidth = 640; // FG_DEFAULT_WIN_WIDTH
- winHeight = 480; // FG_DEFAULT_WIN_HEIGHT
+ winWidth = current_options.get_xsize();
+ winHeight = current_options.get_ysize();
win_ratio = (double) winWidth / (double) winHeight;
update_fov = true;
}
// Update the view volume, position, and orientation
void fgVIEW::UpdateViewParams( void ) {
- fgFLIGHT *f;
+ FGState *f;
fgLIGHT *l;
- f = current_aircraft.flight;
+ f = current_aircraft.fdm_state;
l = &cur_light_params;
UpdateViewMath(f);
UpdateWorldToEye(f);
+
+ if ((current_options.get_panel_status() != panel_hist) && (current_options.get_panel_status()))
+ {
+ fgPanelReInit( 0, 0, 1024, 768);
+ }
// if (!o->panel_status) {
// xglViewport( 0, (GLint)((winHeight) / 2 ) ,
// xglLoadIdentity();
// gluPerspective(o->fov, win_ratio / 2.0, 1.0, 100000.0);
// } else {
- xglViewport(0, 0 , (GLint)(winWidth), (GLint)(winHeight) );
+ if ( ! current_options.get_panel_status() ) {
+ xglViewport(0, 0 , (GLint)(winWidth), (GLint)(winHeight) );
+ } else {
+ xglViewport(0, (GLint)((winHeight)*0.5768), (GLint)(winWidth),
+ (GLint)((winHeight)*0.4232) );
+ }
// Tell GL we are about to modify the projection parameters
xglMatrixMode(GL_PROJECTION);
xglLoadIdentity();
- if ( FG_Altitude * FEET_TO_METER - scenery.cur_elev > 10.0 ) {
+ if ( f->get_Altitude() * FEET_TO_METER - scenery.cur_elev > 10.0 ) {
gluPerspective(current_options.get_fov(), win_ratio, 10.0, 100000.0);
} else {
gluPerspective(current_options.get_fov(), win_ratio, 0.5, 100000.0);
// set the sun position
xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
+
+ panel_hist = current_options.get_panel_status();
}
// Update the view parameters
-void fgVIEW::UpdateViewMath( fgFLIGHT *f ) {
+void fgVIEW::UpdateViewMath( FGState *f ) {
Point3D p;
MAT3vec vec, forward, v0, minus_z;
MAT3mat R, TMP, UP, LOCAL, VIEW;
// scenery.center.y, scenery.center.z);
// calculate the cartesion coords of the current lat/lon/0 elev
- p.setvals(
- FG_Longitude,
- FG_Lat_geocentric,
- FG_Sea_level_radius * FEET_TO_METER );
+ p = Point3D( f->get_Longitude(),
+ f->get_Lat_geocentric(),
+ f->get_Sea_level_radius() * FEET_TO_METER );
cur_zero_elev = fgPolarToCart3d(p) - scenery.center;
// calculate view position in current FG view coordinate system
// p.lon & p.lat are already defined earlier, p.radius was set to
// the sea level radius, so now we add in our altitude.
- if ( FG_Altitude * FEET_TO_METER >
+ if ( f->get_Altitude() * FEET_TO_METER >
(scenery.cur_elev + 0.5 * METER_TO_FEET) ) {
- p.setz( p.radius() + FG_Altitude * FEET_TO_METER );
+ p.setz( p.radius() + f->get_Altitude() * FEET_TO_METER );
} else {
p.setz( p.radius() + scenery.cur_elev + 0.5 * METER_TO_FEET );
}
abs_view_pos = fgPolarToCart3d(p);
view_pos = abs_view_pos - scenery.center;
- fgPrintf( FG_VIEW, FG_DEBUG, "Absolute view pos = %.4f, %.4f, %.4f\n",
- abs_view_pos.x(), abs_view_pos.y(), abs_view_pos.z());
- fgPrintf( FG_VIEW, FG_DEBUG, "Relative view pos = %.4f, %.4f, %.4f\n",
- view_pos.x(), view_pos.y(), view_pos.z());
+ FG_LOG( FG_VIEW, FG_DEBUG, "Absolute view pos = "
+ << abs_view_pos.x() << ", "
+ << abs_view_pos.y() << ", "
+ << abs_view_pos.z() );
+ FG_LOG( FG_VIEW, FG_DEBUG, "Relative view pos = "
+ << view_pos.x() << ", " << view_pos.y() << ", " << view_pos.z() );
// Derive the LOCAL aircraft rotation matrix (roll, pitch, yaw)
// from FG_T_local_to_body[3][3]
// Question: Why is the LaRCsim matrix arranged so differently
// than the one we need???
- LOCAL[0][0] = FG_T_local_to_body_33;
- LOCAL[0][1] = -FG_T_local_to_body_32;
- LOCAL[0][2] = -FG_T_local_to_body_31;
+ LOCAL[0][0] = f->get_T_local_to_body_33();
+ LOCAL[0][1] = -f->get_T_local_to_body_32();
+ LOCAL[0][2] = -f->get_T_local_to_body_31();
LOCAL[0][3] = 0.0;
- LOCAL[1][0] = -FG_T_local_to_body_23;
- LOCAL[1][1] = FG_T_local_to_body_22;
- LOCAL[1][2] = FG_T_local_to_body_21;
+ LOCAL[1][0] = -f->get_T_local_to_body_23();
+ LOCAL[1][1] = f->get_T_local_to_body_22();
+ LOCAL[1][2] = f->get_T_local_to_body_21();
LOCAL[1][3] = 0.0;
- LOCAL[2][0] = -FG_T_local_to_body_13;
- LOCAL[2][1] = FG_T_local_to_body_12;
- LOCAL[2][2] = FG_T_local_to_body_11;
+ LOCAL[2][0] = -f->get_T_local_to_body_13();
+ LOCAL[2][1] = f->get_T_local_to_body_12();
+ LOCAL[2][2] = f->get_T_local_to_body_11();
LOCAL[2][3] = 0.0;
LOCAL[3][0] = LOCAL[3][1] = LOCAL[3][2] = LOCAL[3][3] = 0.0;
LOCAL[3][3] = 1.0;
// Theta, and Psi (roll, pitch, yaw)
MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
- MAT3rotate(R, vec, FG_Phi);
+ MAT3rotate(R, vec, f->get_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);
+ MAT3rotate(TMP, vec, f->get_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);
+ MAT3rotate(TMP, vec, -f->get_Psi());
/* printf("Yaw matrix\n");
MAT3print(TMP, stdout); */
MAT3mult(LOCAL, R, TMP);
// 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
+ MAT3rotate(R, vec, f->get_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
+ MAT3rotate(TMP, vec, -f->get_Latitude()); // TMP = rotate about X axis
// printf("Latitude matrix\n");
// MAT3print(TMP, stdout);
// Update the "World to Eye" transformation matrix
// This is most useful for view frustum culling
-void fgVIEW::UpdateWorldToEye( fgFLIGHT *f ) {
+void fgVIEW::UpdateWorldToEye( FGState *f ) {
MAT3mat R_Phi, R_Theta, R_Psi, R_Lat, R_Lon, T_view;
MAT3mat TMP;
MAT3hvec vec;
if(fabs(view_offset)>FG_EPSILON){
// Roll Matrix
MAT3_SET_HVEC(vec, 0.0, 0.0, -1.0, 1.0);
- MAT3rotate(R_Phi, vec, FG_Phi);
+ MAT3rotate(R_Phi, vec, f->get_Phi());
// printf("Roll matrix (Phi)\n");
// MAT3print(R_Phi, stdout);
// Pitch Matrix
MAT3_SET_HVEC(vec, 1.0, 0.0, 0.0, 1.0);
- MAT3rotate(R_Theta, vec, FG_Theta);
+ MAT3rotate(R_Theta, vec, f->get_Theta());
// printf("\nPitch matrix (Theta)\n");
// MAT3print(R_Theta, stdout);
// Yaw Matrix
MAT3_SET_HVEC(vec, 0.0, -1.0, 0.0, 1.0);
- MAT3rotate(R_Psi, vec, FG_Psi + FG_PI - view_offset );
+ MAT3rotate(R_Psi, vec, f->get_Psi() + FG_PI - view_offset );
// printf("\nYaw matrix (Psi)\n");
// MAT3print(R_Psi, stdout);
} else { // JUST USE LOCAL_TO_BODY NHV 5/25/98
// hey this is even different then LOCAL[][] above ??
- AIRCRAFT[0][0] = -FG_T_local_to_body_22;
- AIRCRAFT[0][1] = -FG_T_local_to_body_23;
- AIRCRAFT[0][2] = FG_T_local_to_body_21;
+ AIRCRAFT[0][0] = -f->get_T_local_to_body_22();
+ AIRCRAFT[0][1] = -f->get_T_local_to_body_23();
+ AIRCRAFT[0][2] = f->get_T_local_to_body_21();
AIRCRAFT[0][3] = 0.0;
- AIRCRAFT[1][0] = FG_T_local_to_body_32;
- AIRCRAFT[1][1] = FG_T_local_to_body_33;
- AIRCRAFT[1][2] = -FG_T_local_to_body_31;
+ AIRCRAFT[1][0] = f->get_T_local_to_body_32();
+ AIRCRAFT[1][1] = f->get_T_local_to_body_33();
+ AIRCRAFT[1][2] = -f->get_T_local_to_body_31();
AIRCRAFT[1][3] = 0.0;
- AIRCRAFT[2][0] = FG_T_local_to_body_12;
- AIRCRAFT[2][1] = FG_T_local_to_body_13;
- AIRCRAFT[2][2] = -FG_T_local_to_body_11;
+ AIRCRAFT[2][0] = f->get_T_local_to_body_12();
+ AIRCRAFT[2][1] = f->get_T_local_to_body_13();
+ AIRCRAFT[2][2] = -f->get_T_local_to_body_11();
AIRCRAFT[2][3] = 0.0;
AIRCRAFT[3][0] = AIRCRAFT[3][1] = AIRCRAFT[3][2] = AIRCRAFT[3][3] = 0.0;
AIRCRAFT[3][3] = 1.0;
// Latitude
MAT3_SET_HVEC(vec, 1.0, 0.0, 0.0, 1.0);
// R_Lat = rotate about X axis
- MAT3rotate(R_Lat, vec, FG_Latitude);
+ MAT3rotate(R_Lat, vec, f->get_Latitude());
// printf("\nLatitude matrix\n");
// MAT3print(R_Lat, stdout);
// Longitude
MAT3_SET_HVEC(vec, 0.0, 0.0, 1.0, 1.0);
// R_Lon = rotate about Z axis
- MAT3rotate(R_Lon, vec, FG_Longitude - FG_PI_2 );
+ MAT3rotate(R_Lon, vec, f->get_Longitude() - FG_PI_2 );
// printf("\nLongitude matrix\n");
// MAT3print(R_Lon, stdout);
// $Log$
+// Revision 1.29 1998/12/05 15:54:24 curt
+// Renamed class fgFLIGHT to class FGState as per request by JSB.
+//
+// Revision 1.28 1998/12/03 01:17:20 curt
+// Converted fgFLIGHT to a class.
+//
+// Revision 1.27 1998/11/16 14:00:06 curt
+// Added pow() macro bug work around.
+// Added support for starting FGFS at various resolutions.
+// Added some initial serial port support.
+// Specify default log levels in main().
+//
+// Revision 1.26 1998/11/09 23:39:25 curt
+// Tweaks for the instrument panel.
+//
+// Revision 1.25 1998/11/06 21:18:15 curt
+// Converted to new logstream debugging facility. This allows release
+// builds with no messages at all (and no performance impact) by using
+// the -DFG_NDEBUG flag.
+//
+// Revision 1.24 1998/10/18 01:17:19 curt
+// Point3D tweaks.
+//
+// Revision 1.23 1998/10/17 01:34:26 curt
+// C++ ifying ...
+//
// Revision 1.22 1998/10/16 00:54:03 curt
// Converted to Point3D class.
//