#endif
-#include <Flight/flight.hxx>
+#include <FDM/flight.hxx>
#include <Math/mat3.h>
#include <Math/point3d.hxx>
#include <Time/fg_time.hxx>
// Define a structure containing view information
-class fgVIEW {
-
-public:
+class FGView {
// the current offset from forward for viewing
double view_offset;
// Transformation matrix for eye coordinates to aircraft coordinates
MAT3mat AIRCRAFT;
+ // Transformation matrix for the view direction offset relative to
+ // the AIRCRAFT matrix
+ MAT3mat VIEW_OFFSET;
+
// Transformation matrix for aircraft coordinates to world
// coordinates
MAT3mat WORLD;
// Current model view matrix;
GLdouble MODEL_VIEW[16];
+public:
+
// Constructor
- fgVIEW( void );
+ FGView( void );
+
+ // Destructor
+ ~FGView( void );
// Initialize a view class
void Init( void );
- void update_globals( fgFLIGHT *f );
-
// 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.
+ // result (and use it later) otherwise this all gets calculated in
+ // OpenGL land and we don't have access to the results.
void LookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez,
GLdouble centerx, GLdouble centery, GLdouble centerz,
GLdouble upx, GLdouble upy, GLdouble upz );
// Update the view volume, position, and orientation
void UpdateViewParams( void );
+ // Flag to request that UpdateFOV() be called next time
+ // UpdateViewMath() is run.
+ inline void force_update_fov_math() { update_fov = true; }
+
// Update the view parameters
- void UpdateViewMath( fgFLIGHT *f );
+ void UpdateViewMath( FGState *f );
// Update the "World to Eye" transformation matrix
- void UpdateWorldToEye( fgFLIGHT *f );
-
- // Update the field of view parameters
- void UpdateFOV( fgOPTIONS *o );
-
- // Destructor
- ~fgVIEW( void );
+ void UpdateWorldToEye( FGState *f );
+
+ // Update the field of view coefficients
+ void UpdateFOV( const fgOPTIONS& o );
+
+ // accessor functions
+ inline double get_view_offset() const { return view_offset; }
+ inline void set_view_offset( double a ) { view_offset = a; }
+ inline void inc_view_offset( double amt ) { view_offset += amt; }
+ inline double get_goal_view_offset() const { return goal_view_offset; }
+ inline void set_goal_view_offset( double a) { goal_view_offset = a; }
+ inline double get_win_ratio() const { return win_ratio; }
+ inline void set_win_ratio( double r ) { win_ratio = r; }
+ inline int get_winWidth() const { return winWidth; }
+ inline void set_winWidth( int w ) { winWidth = w; }
+ inline int get_winHeight() const { return winHeight; }
+ inline void set_winHeight( int h ) { winHeight = h; }
+ inline double get_slope_y() const { return slope_y; }
+ inline double get_slope_x() const { return slope_x; }
+#if defined( USE_FAST_FOV_CLIP )
+ inline double get_fov_x_clip() const { return fov_x_clip; }
+ inline double get_fov_y_clip() const { return fov_y_clip; }
+#endif // USE_FAST_FOV_CLIP
+ inline double get_vfc_ratio() const { return vfc_ratio; }
+ inline void set_vfc_ratio(double r) { vfc_ratio = r; }
+ inline int get_tris_rendered() const { return tris_rendered; }
+ inline void set_tris_rendered( int tris) { tris_rendered = tris; }
+ inline Point3D get_abs_view_pos() const { return abs_view_pos; }
+ inline Point3D get_view_pos() const { return view_pos; }
+ inline Point3D get_cur_zero_elev() const { return cur_zero_elev; }
+ inline double *get_to_sun() { return to_sun; }
+ inline void set_to_sun( double x, double y, double z) {
+ to_sun[0] = x;
+ to_sun[1] = y;
+ to_sun[2] = z;
+ }
+ inline double *get_surface_to_sun() { return surface_to_sun; }
+ inline void set_surface_to_sun( double x, double y, double z) {
+ surface_to_sun[0] = x;
+ surface_to_sun[1] = y;
+ surface_to_sun[2] = z;
+ }
+ inline double *get_surface_south() { return surface_south; }
+ inline double *get_surface_east() { return surface_east; }
+ inline double *get_local_up() { return local_up; }
+ inline MAT3mat *get_WORLD_TO_EYE() const { return &WORLD_TO_EYE; }
+ inline GLdouble *get_MODEL_VIEW() { return MODEL_VIEW; }
};
-extern fgVIEW current_view;
+extern FGView current_view;
#endif // _VIEWS_HXX
// $Log$
+// Revision 1.19 1999/02/01 21:33:36 curt
+// Renamed FlightGear/Simulator/Flight to FlightGear/Simulator/FDM since
+// Jon accepted my offer to do this and thought it was a good idea.
+//
+// Revision 1.18 1998/12/11 20:26:30 curt
+// Fixed view frustum culling accuracy bug so we can look out the sides and
+// back without tri-stripes dropping out.
+//
+// Revision 1.17 1998/12/09 18:50:29 curt
+// Converted "class fgVIEW" to "class FGView" and updated to make data
+// members private and make required accessor functions.
+//
+// Revision 1.16 1998/12/05 15:54:25 curt
+// Renamed class fgFLIGHT to class FGState as per request by JSB.
+//
// Revision 1.15 1998/10/16 23:27:56 curt
// C++-ifying.
//