// 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);
// scenery.center.y, scenery.center.z);
// calculate the cartesion coords of the current lat/lon/0 elev
- p = Point3D( 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 );
}
// 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);
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 1.28 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.