# include <config.h>
#endif
-#include <Debug/fg_debug.h>
-#include <Flight/flight.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>
#include <Math/polar3d.hxx>
#include <Math/vector.hxx>
#include <Scenery/scenery.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_fov = true;
}
// printf("theta_x = %.2f\n", theta_x);
sin_fov_x = sin(theta_x);
cos_fov_x = cos(theta_x);
- slope_x = - cos_fov_x / sin_fov_x;
+ slope_x = -cos_fov_x / sin_fov_x;
// printf("slope_x = %.2f\n", slope_x);
+#if defined( USE_FAST_FOV_CLIP )
+ fov_x_clip = slope_x*cos_fov_x - sin_fov_x;
+#endif // defined( USE_FAST_FOV_CLIP )
+
// calculate sin() and cos() of fov / 2 in Y direction;
theta_y = (fov * DEG_TO_RAD) / 2.0;
// printf("theta_y = %.2f\n", theta_y);
cos_fov_y = cos(theta_y);
slope_y = cos_fov_y / sin_fov_y;
// printf("slope_y = %.2f\n", slope_y);
+
+#if defined( USE_FAST_FOV_CLIP )
+ fov_y_clip = -(slope_y*cos_fov_y + sin_fov_y);
+#endif // defined( USE_FAST_FOV_CLIP )
+}
+
+
+// Basically, this is a modified version of the Mesa gluLookAt()
+// function that's been modified slightly so we can capture the
+// result before sending it off to OpenGL land.
+void fgVIEW::LookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez,
+ GLdouble centerx, GLdouble centery, GLdouble centerz,
+ GLdouble upx, GLdouble upy, GLdouble upz ) {
+ GLdouble *m;
+ GLdouble x[3], y[3], z[3];
+ GLdouble mag;
+
+ m = current_view.MODEL_VIEW;
+
+ /* Make rotation matrix */
+
+ /* Z vector */
+ z[0] = eyex - centerx;
+ z[1] = eyey - centery;
+ z[2] = eyez - centerz;
+ mag = sqrt( z[0]*z[0] + z[1]*z[1] + z[2]*z[2] );
+ if (mag) { /* mpichler, 19950515 */
+ z[0] /= mag;
+ z[1] /= mag;
+ z[2] /= mag;
+ }
+
+ /* Y vector */
+ y[0] = upx;
+ y[1] = upy;
+ y[2] = upz;
+
+ /* X vector = Y cross Z */
+ x[0] = y[1]*z[2] - y[2]*z[1];
+ x[1] = -y[0]*z[2] + y[2]*z[0];
+ x[2] = y[0]*z[1] - y[1]*z[0];
+
+ /* Recompute Y = Z cross X */
+ y[0] = z[1]*x[2] - z[2]*x[1];
+ y[1] = -z[0]*x[2] + z[2]*x[0];
+ y[2] = z[0]*x[1] - z[1]*x[0];
+
+ /* mpichler, 19950515 */
+ /* cross product gives area of parallelogram, which is < 1.0 for
+ * non-perpendicular unit-length vectors; so normalize x, y here
+ */
+
+ mag = sqrt( x[0]*x[0] + x[1]*x[1] + x[2]*x[2] );
+ if (mag) {
+ x[0] /= mag;
+ x[1] /= mag;
+ x[2] /= mag;
+ }
+
+ mag = sqrt( y[0]*y[0] + y[1]*y[1] + y[2]*y[2] );
+ if (mag) {
+ y[0] /= mag;
+ y[1] /= mag;
+ y[2] /= mag;
+ }
+
+#define M(row,col) m[col*4+row]
+ M(0,0) = x[0]; M(0,1) = x[1]; M(0,2) = x[2]; M(0,3) = 0.0;
+ M(1,0) = y[0]; M(1,1) = y[1]; M(1,2) = y[2]; M(1,3) = 0.0;
+ M(2,0) = z[0]; M(2,1) = z[1]; M(2,2) = z[2]; M(2,3) = 0.0;
+ // the following is part of the original gluLookAt(), but we are
+ // commenting it out because we know we are going to be doing a
+ // translation below which will set these values anyways
+ // M(3,0) = 0.0; M(3,1) = 0.0; M(3,2) = 0.0; M(3,3) = 1.0;
+#undef M
+
+ // Translate Eye to Origin
+ // replaces: glTranslated( -eyex, -eyey, -eyez );
+
+ // this has been slightly modified from the original glTranslate()
+ // code because we know that coming into this m[12] = m[13] =
+ // m[14] = 0.0, and m[15] = 1.0;
+ m[12] = m[0] * -eyex + m[4] * -eyey + m[8] * -eyez /* + m[12] */;
+ m[13] = m[1] * -eyex + m[5] * -eyey + m[9] * -eyez /* + m[13] */;
+ m[14] = m[2] * -eyex + m[6] * -eyey + m[10] * -eyez /* + m[14] */;
+ m[15] = 1.0 /* m[3] * -eyex + m[7] * -eyey + m[11] * -eyez + m[15] */;
+
+ // xglMultMatrixd( m );
+ xglLoadMatrixd( m );
+}
+
+
+// Update the view volume, position, and orientation
+void fgVIEW::UpdateViewParams( void ) {
+ FGState *f;
+ fgLIGHT *l;
+
+ 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 ) ,
+ // (GLint)(winWidth), (GLint)(winHeight) / 2 );
+ // Tell GL we are about to modify the projection parameters
+ // xglMatrixMode(GL_PROJECTION);
+ // xglLoadIdentity();
+ // gluPerspective(o->fov, win_ratio / 2.0, 1.0, 100000.0);
+ // } else {
+ 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 ( 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);
+ // printf("Near ground, minimizing near clip plane\n");
+ }
+ // }
+
+ xglMatrixMode(GL_MODELVIEW);
+ xglLoadIdentity();
+
+ // set up our view volume (default)
+ LookAt(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]);
+
+ // look almost straight up (testing and eclipse watching)
+ /* LookAt(view_pos.x(), view_pos.y(), view_pos.z(),
+ view_pos.x() + view_up[0] + .001,
+ view_pos.y() + view_up[1] + .001,
+ view_pos.z() + view_up[2] + .001,
+ view_up[0], view_up[1], view_up[2]); */
+
+ // lock view horizontally towards sun (testing)
+ /* LookAt(view_pos.x(), view_pos.y(), view_pos.z(),
+ view_pos.x() + surface_to_sun[0],
+ view_pos.y() + surface_to_sun[1],
+ view_pos.z() + surface_to_sun[2],
+ view_up[0], view_up[1], view_up[2]); */
+
+ // lock view horizontally towards south (testing)
+ /* LookAt(view_pos.x(), view_pos.y(), view_pos.z(),
+ view_pos.x() + surface_south[0],
+ view_pos.y() + surface_south[1],
+ view_pos.z() + surface_south[2],
+ view_up[0], view_up[1], view_up[2]); */
+
+ // 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::Update( fgFLIGHT *f ) {
- fgPoint3d p;
+void fgVIEW::UpdateViewMath( FGState *f ) {
+ Point3D p;
MAT3vec vec, forward, v0, minus_z;
MAT3mat R, TMP, UP, LOCAL, VIEW;
double ntmp;
- if(update_fov == TRUE) {
+ if(update_fov == true) {
// printf("Updating fov\n");
UpdateFOV(¤t_options);
- update_fov = FALSE;
+ update_fov = false;
}
- scenery.center.x = scenery.next_center.x;
- scenery.center.y = scenery.next_center.y;
- scenery.center.z = scenery.next_center.z;
+ scenery.center = scenery.next_center;
// printf("scenery center = %.2f %.2f %.2f\n", scenery.center.x,
// scenery.center.y, scenery.center.z);
// calculate the cartesion coords of the current lat/lon/0 elev
- p.lon = FG_Longitude;
- p.lat = FG_Lat_geocentric;
- p.radius = FG_Sea_level_radius * FEET_TO_METER;
-
- cur_zero_elev = fgPolarToCart3d(p);
+ p = Point3D( f->get_Longitude(),
+ f->get_Lat_geocentric(),
+ f->get_Sea_level_radius() * FEET_TO_METER );
- cur_zero_elev.x -= scenery.center.x;
- cur_zero_elev.y -= scenery.center.y;
- cur_zero_elev.z -= scenery.center.z;
+ 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.radius += FG_Altitude * FEET_TO_METER;
+ p.setz( p.radius() + f->get_Altitude() * FEET_TO_METER );
} else {
- p.radius += scenery.cur_elev + 0.5 * METER_TO_FEET;
+ p.setz( p.radius() + scenery.cur_elev + 0.5 * METER_TO_FEET );
}
abs_view_pos = fgPolarToCart3d(p);
+ view_pos = abs_view_pos - scenery.center;
- view_pos.x = abs_view_pos.x - scenery.center.x;
- view_pos.y = abs_view_pos.y - scenery.center.y;
- view_pos.z = abs_view_pos.z - scenery.center.z;
-
- 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);
MAT3mult_vec(view_forward, forward, TMP);
// make a vector to the current view position
- MAT3_SET_VEC(v0, view_pos.x, view_pos.y, view_pos.z);
+ MAT3_SET_VEC(v0, view_pos.x(), view_pos.y(), view_pos.z());
// Given a vector pointing straight down (-Z), map into onto the
// local plane representing "horizontal". This should give us the
// 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;
// MAT3print(AIRCRAFT, stdout);
// View position in scenery centered coordinates
- MAT3_SET_HVEC(vec, view_pos.x, view_pos.y, view_pos.z, 1.0);
+ MAT3_SET_HVEC(vec, view_pos.x(), view_pos.y(), view_pos.z(), 1.0);
MAT3translate(T_view, vec);
// printf("\nTranslation matrix\n");
// MAT3print(T_view, stdout);
// 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);
}
-// Destructor
-fgVIEW::~fgVIEW( void ) {
-}
-
-
-// Basically, this is a modified version of the Mesa gluLookAt()
-// function that's been modified slightly so we can capture the result
-// before sending it off to OpenGL land.
-void fg_gluLookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez,
- GLdouble centerx, GLdouble centery, GLdouble centerz,
- GLdouble upx, GLdouble upy, GLdouble upz )
+#if 0
+// Reject non viewable spheres from current View Frustrum by Curt
+// Olson curt@me.umn.edu and Norman Vine nhv@yahoo.com with 'gentle
+// guidance' from Steve Baker sbaker@link.com
+int
+fgVIEW::SphereClip( const Point3D& cp, const double radius )
{
- GLdouble *m;
- GLdouble x[3], y[3], z[3];
- GLdouble mag;
-
- m = current_view.MODEL_VIEW;
+ double x1, y1;
- /* Make rotation matrix */
+ MAT3vec eye;
+ double *mat;
+ double x, y, z;
- /* Z vector */
- z[0] = eyex - centerx;
- z[1] = eyey - centery;
- z[2] = eyez - centerz;
- mag = sqrt( z[0]*z[0] + z[1]*z[1] + z[2]*z[2] );
- if (mag) { /* mpichler, 19950515 */
- z[0] /= mag;
- z[1] /= mag;
- z[2] /= mag;
+ x = cp->x;
+ y = cp->y;
+ z = cp->z;
+
+ mat = (double *)(WORLD_TO_EYE);
+
+ eye[2] = x*mat[2] + y*mat[6] + z*mat[10] + mat[14];
+
+ // Check near and far clip plane
+ if( ( eye[2] > radius ) ||
+ ( eye[2] + radius + current_weather.visibility < 0) )
+ // ( eye[2] + radius + far_plane < 0) )
+ {
+ return 1;
}
-
- /* Y vector */
- y[0] = upx;
- y[1] = upy;
- y[2] = upz;
-
- /* X vector = Y cross Z */
- x[0] = y[1]*z[2] - y[2]*z[1];
- x[1] = -y[0]*z[2] + y[2]*z[0];
- x[2] = y[0]*z[1] - y[1]*z[0];
-
- /* Recompute Y = Z cross X */
- y[0] = z[1]*x[2] - z[2]*x[1];
- y[1] = -z[0]*x[2] + z[2]*x[0];
- y[2] = z[0]*x[1] - z[1]*x[0];
-
- /* mpichler, 19950515 */
- /* cross product gives area of parallelogram, which is < 1.0 for
- * non-perpendicular unit-length vectors; so normalize x, y here
- */
-
- mag = sqrt( x[0]*x[0] + x[1]*x[1] + x[2]*x[2] );
- if (mag) {
- x[0] /= mag;
- x[1] /= mag;
- x[2] /= mag;
+
+ // check right and left clip plane (from eye perspective)
+ x1 = radius * fov_x_clip;
+ eye[0] = (x*mat[0] + y*mat[4] + z*mat[8] + mat[12]) * slope_x;
+ if( (eye[2] > -(eye[0]+x1)) || (eye[2] > (eye[0]-x1)) ) {
+ return(1);
}
-
- mag = sqrt( y[0]*y[0] + y[1]*y[1] + y[2]*y[2] );
- if (mag) {
- y[0] /= mag;
- y[1] /= mag;
- y[2] /= mag;
+
+ // check bottom and top clip plane (from eye perspective)
+ y1 = radius * fov_y_clip;
+ eye[1] = (x*mat[1] + y*mat[5] + z*mat[9] + mat[13]) * slope_y;
+ if( (eye[2] > -(eye[1]+y1)) || (eye[2] > (eye[1]-y1)) ) {
+ return 1;
}
-#define M(row,col) m[col*4+row]
- M(0,0) = x[0]; M(0,1) = x[1]; M(0,2) = x[2]; M(0,3) = 0.0;
- M(1,0) = y[0]; M(1,1) = y[1]; M(1,2) = y[2]; M(1,3) = 0.0;
- M(2,0) = z[0]; M(2,1) = z[1]; M(2,2) = z[2]; M(2,3) = 0.0;
- // the following is part of the original gluLookAt(), but we are
- // commenting it out because we know we are going to be doing a
- // translation below which will set these values anyways
- // M(3,0) = 0.0; M(3,1) = 0.0; M(3,2) = 0.0; M(3,3) = 1.0;
-#undef M
-
- // Translate Eye to Origin
- // replaces: glTranslated( -eyex, -eyey, -eyez );
+ return 0;
+}
+#endif
- // this has been slightly modified from the original glTranslate()
- // code because we know that coming into this m[12] = m[13] =
- // m[14] = 0.0, and m[15] = 1.0;
- m[12] = m[0] * -eyex + m[4] * -eyey + m[8] * -eyez /* + m[12] */;
- m[13] = m[1] * -eyex + m[5] * -eyey + m[9] * -eyez /* + m[13] */;
- m[14] = m[2] * -eyex + m[6] * -eyey + m[10] * -eyez /* + m[14] */;
- m[15] = 1.0 /* m[3] * -eyex + m[7] * -eyey + m[11] * -eyez + m[15] */;
- // xglMultMatrixd( m );
- xglLoadMatrixd( m );
+// Destructor
+fgVIEW::~fgVIEW( void ) {
}
// $Log$
+// 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.
+//
+// Revision 1.21 1998/09/17 18:35:33 curt
+// Added F8 to toggle fog and F9 to toggle texturing.
+//
+// Revision 1.20 1998/09/08 15:04:35 curt
+// Optimizations by Norman Vine.
+//
+// Revision 1.19 1998/08/20 20:32:34 curt
+// Reshuffled some of the code in and around views.[ch]xx
+//
// Revision 1.18 1998/07/24 21:57:02 curt
// Set near clip plane to 0.5 meters when close to the ground. Also, let the view get a bit closer to the ground before hitting the hard limit.
//