// and external modes wouldn't need to recreate the LaRCsim matrices
// themselves.
-static const bool use_larcsim_local_to_body = true;
+static const bool use_larcsim_local_to_body = false;
// This is a record containing current view parameters
// Update the view volume, position, and orientation
void FGView::UpdateViewParams( void ) {
- FGState *f = current_aircraft.fdm_state;
+ FGInterface *f = current_aircraft.fdm_state;
UpdateViewMath(f);
UpdateWorldToEye(f);
// Update the view parameters
-void FGView::UpdateViewMath( FGState *f ) {
+void FGView::UpdateViewMath( FGInterface *f ) {
Point3D p;
MAT3vec vec, forward, v0, minus_z;
MAT3mat R, TMP, UP, LOCAL, VIEW;
p.setz( p.radius() + scenery.cur_elev + 0.5 * METER_TO_FEET );
}
+
abs_view_pos = fgPolarToCart3d(p);
view_pos = abs_view_pos - scenery.center;
- 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() );
+ FG_LOG( FG_VIEW, FG_DEBUG, "Polar view pos = " << p );
+ FG_LOG( FG_VIEW, FG_DEBUG, "Absolute view pos = " << abs_view_pos );
+ FG_LOG( FG_VIEW, FG_DEBUG, "Relative view pos = " << view_pos );
// Derive the LOCAL aircraft rotation matrix (roll, pitch, yaw)
// from FG_T_local_to_body[3][3]
// Update the "World to Eye" transformation matrix
// This is most useful for view frustum culling
-void FGView::UpdateWorldToEye( FGState *f ) {
+void FGView::UpdateWorldToEye( FGInterface *f ) {
MAT3mat R_Phi, R_Theta, R_Psi, R_Lat, R_Lon, T_view;
MAT3mat TMP;
MAT3hvec vec;
// $Log$
+// Revision 1.33 1999/02/05 21:29:14 curt
+// Modifications to incorporate Jon S. Berndts flight model code.
+//
// Revision 1.32 1999/01/07 20:25:12 curt
// Updated struct fgGENERAL to class FGGeneral.
//