bool
fgPanelVisible ()
{
- return (fgGetBool("/sim/virtual-cockpit") ||
- ((current_panel != 0) &&
- (current_panel->getVisibility()) &&
- (globals->get_viewmgr()->get_current() == 0) &&
- (globals->get_current_view()->get_view_offset() == 0.0)));
+ if(current_panel == 0)
+ return false;
+ if(current_panel->getVisibility() == 0)
+ return false;
+ if(globals->get_viewmgr()->get_current() != 0)
+ return false;
+ if(globals->get_current_view()->getHeadingOffset_deg() * SGD_DEGREES_TO_RADIANS != 0 &&
+ !fgGetBool("/sim/virtual-cockpit"))
+ return false;
+ return true;
}
_mouseInstrument(0),
_width(WIN_W), _height(int(WIN_H * 0.5768 + 1)),
_x_offset(0), _y_offset(0), _view_height(int(WIN_H * 0.4232)),
- _bound(false),
_jitter(0.0),
_xsize_node(fgGetNode("/sim/startup/xsize", true)),
_ysize_node(fgGetNode("/sim/startup/ysize", true))
*/
FGPanel::~FGPanel ()
{
- if (_bound)
- unbind();
for (instrument_list_type::iterator it = _instruments.begin();
it != _instruments.end();
it++) {
void
FGPanel::bind ()
{
- fgTie("/sim/panel/visibility", &_visibility);
fgSetArchivable("/sim/panel/visibility");
- fgTie("/sim/panel/x-offset", &_x_offset);
fgSetArchivable("/sim/panel/x-offset");
- fgTie("/sim/panel/y-offset", &_y_offset);
fgSetArchivable("/sim/panel/y-offset");
- fgTie("/sim/panel/jitter", &_jitter);
fgSetArchivable("/sim/panel/jitter");
- _bound = true;
}
void
FGPanel::unbind ()
{
- fgUntie("/sim/panel/visibility");
- fgUntie("/sim/panel/x-offset");
- fgUntie("/sim/panel/y-offset");
- _bound = false;
}
* Update the panel.
*/
void
-FGPanel::update (int dt)
+FGPanel::update (double dt)
{
+ // TODO: cache the nodes
+ _visibility = fgGetBool("/sim/panel/visibility");
+ _x_offset = fgGetInt("/sim/panel/x-offset");
+ _y_offset = fgGetInt("/sim/panel/y-offset");
+ _jitter = fgGetFloat("/sim/panel/jitter");
+
// Do nothing if the panel isn't visible.
if ( !fgPanelVisible() ) {
return;
for ( ; current != end; current++) {
FGPanelInstrument * instr = *current;
glPushMatrix();
- glTranslated(x_offset, y_offset, 0);
glTranslated(instr->getXPos(), instr->getYPos(), 0);
instr->draw();
glPopMatrix();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
-// Yanked from the YASim codebase. Should probably be replaced with
-// the 4x4 routine from plib, which is more appropriate here.
-static void invert33Matrix(float* m)
-{
- // Compute the inverse as the adjoint matrix times 1/(det M).
- // A, B ... I are the cofactors of a b c
- // d e f
- // g h i
- float a=m[0], b=m[1], c=m[2];
- float d=m[3], e=m[4], f=m[5];
- float g=m[6], h=m[7], i=m[8];
-
- float A = (e*i - h*f);
- float B = -(d*i - g*f);
- float C = (d*h - g*e);
- float D = -(b*i - h*c);
- float E = (a*i - g*c);
- float F = -(a*h - g*b);
- float G = (b*f - e*c);
- float H = -(a*f - d*c);
- float I = (a*e - d*b);
-
- float id = 1/(a*A + b*B + c*C);
-
- m[0] = id*A; m[1] = id*D; m[2] = id*G;
- m[3] = id*B; m[4] = id*E; m[5] = id*H;
- m[6] = id*C; m[7] = id*F; m[8] = id*I;
-}
-
void
FGPanel::setupVirtualCockpit()
{
int i;
FGViewer* view = globals->get_current_view();
- // Corners for the panel quad. These numbers put a "standard"
- // panel at 1m from the eye, with a horizontal size of 60 degrees,
- // and with its center 5 degrees down. This will work well for
- // most typical screen-space panel definitions. In principle,
- // these should be settable per-panel, so that you can have lots
- // of panel objects plastered about the cockpit in realistic
+ // Generate corners for the panel quad. Put the top edge of the
+ // panel 1m in and 6 degrees down from the forward direction, and
+ // make the whole thing 60 degrees wide. In principle, these
+ // should be settable per-panel, so that you can have lots of
+ // panel objects plastered about the cockpit in realistic
// positions and orientations.
- float DY = .0875; // tan(5 degrees)
- float a[] = { -0.5773503, -0.4330172 - DY, -1 }; // bottom left
- float b[] = { 0.5773503, -0.4330172 - DY, -1 }; // bottom right
- float c[] = { -0.5773503, 0.4330172 - DY, -1 }; // top left
+ float a[3], b[3], c[3];
+ float pw = tan(30*SGD_DEGREES_TO_RADIANS);
+ float ph = 2 * pw * (float)_height/(float)_width;
+ float ptop = -tan(6*SGD_DEGREES_TO_RADIANS);
+ a[0] = -pw; a[1] = ptop-ph; a[2] = -1; // bottom left
+ b[0] = pw; b[1] = ptop-ph; b[2] = -1; // bottom right
+ c[0] = -pw; c[1] = ptop; c[2] = -1; // top left
// A standard projection, in meters, with especially close clip
// planes.
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
+ glLoadIdentity();
// Generate a "look at" matrix using OpenGL (!) coordinate
// conventions.
float lookat[3];
- float pitch = view->get_view_tilt();
- float rot = view->get_view_offset();
+ float pitch = view->getPitchOffset_deg() * SGD_DEGREES_TO_RADIANS;
+ float rot = view->getHeadingOffset_deg() * SGD_DEGREES_TO_RADIANS;
lookat[0] = -sin(rot);
lookat[1] = sin(pitch) / cos(pitch);
lookat[2] = -cos(rot);
glTranslatef(a[0], a[1], a[2]);
// Generate a matrix to translate unit square coordinates from the
- // panel to real world coordinates. Use a basis for the panel
- // quad and invert. Note: this matrix is relatively expensive to
+ // panel to real world coordinates. Use a transposed basis for
+ // the panel quad. Note: this matrix is relatively expensive to
// compute, and is invariant. Consider precomputing and storing
// it. Also, consider using the plib vector math routines, so the
// reuse junkies don't yell at me. (Fine, I hard-coded a cross
// product. Just shoot me and be done with it.)
- float u[3], v[3], w[3], m[9];
+ float u[3], v[3], w[3], m[16];
for(i=0; i<3; i++) u[i] = b[i] - a[i]; // U = B - A
for(i=0; i<3; i++) v[i] = c[i] - a[i]; // V = C - A
w[0] = u[1]*v[2] - v[1]*u[2]; // W = U x V
w[1] = u[2]*v[0] - v[2]*u[0];
w[2] = u[0]*v[1] - v[0]*u[1];
- for(int i=0; i<3; i++) { // |Ux Uy Uz|-1
- m[i] = u[i]; // m =|Vx Vy Vz|
- m[i+3] = v[i]; // |Wx Wy Wz|
- m[i+6] = w[i];
- }
- invert33Matrix(m);
-
- float glm[16]; // Expand to a 4x4 OpenGL matrix.
- glm[0] = m[0]; glm[4] = m[1]; glm[8] = m[2]; glm[12] = 0;
- glm[1] = m[3]; glm[5] = m[4]; glm[9] = m[5]; glm[13] = 0;
- glm[2] = m[6]; glm[6] = m[7]; glm[10] = m[8]; glm[14] = 0;
- glm[3] = 0; glm[7] = 0; glm[11] = 0; glm[15] = 1;
- glMultMatrixf(glm);
-
- // Finally, a scaling factor to convert the 1024x768 range the
- // panel uses to a unit square mapped to the panel quad.
- glScalef(1./1024, 1./768, 1);
-
- // Scale to the appropriate vertical size. I'm not quite clear on
- // this yet; an identical scaling is not appropriate for
- // _width, for example. This should probably go away when panel
- // coordinates get sanified for virtual cockpits.
- glScalef(1, _height/768.0, 1);
-
+
+ m[0] = u[0]; m[4] = v[0]; m[8] = w[0]; m[12] = 0; // |Ux Vx Wx|
+ m[1] = u[1]; m[5] = v[1]; m[9] = w[1]; m[13] = 0; // m = |Uy Vy Wy|
+ m[2] = u[2]; m[6] = v[2]; m[10] = w[2]; m[14] = 0; // |Uz Vz Wz|
+ m[3] = 0; m[7] = 0; m[11] = 0; m[15] = 1;
+ glMultMatrixf(m);
+
+ // Finally, a scaling factor to map the panel's width and height
+ // to the unit square.
+ glScalef(1./_width, 1./_height, 1);
+
// Now, turn off the Z buffer. The panel code doesn't need
// it, and we're using different clip planes anyway (meaning we
// can't share it without glDepthRange() hackery or much
if (updown == 1) {
_mouseDown = false;
_mouseInstrument = 0;
- return true;
+ return false;
}
// Scale for the real window size.
_mouseX = x - ix;
_mouseY = y - iy;
// Always do the action once.
- _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
- return true;
+ return _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
}
}
return false;
FGLayeredInstrument::draw ()
{
if (test()) {
+ float z = 0.1f;
+ float z_inc = 0.01;
+ bool vc = fgGetBool("/sim/virtual-cockpit");
for (int i = 0; i < (int)_layers.size(); i++) {
glPushMatrix();
- if(!fgGetBool("/sim/virtual-cockpit"))
- glTranslatef(0.0, 0.0, (i / 100.0) + 0.1);
+ if(!vc) {
+ glTranslatef(0.0, 0.0, z);
+ z += z_inc;
+ }
_layers[i]->draw();
glPopMatrix();
}
text_renderer.start3f(0, 0, 0);
_now.stamp();
- if (_now - _then > 100000) {
+ long diff = _now - _then;
+#if 0
+ // It would be nice to keep this #ifdef'd stuff for (04/18/2002 +
+ // a couple days) as I verify my solution to the panel text
+ // drawing problem is actually correct. -CLO
+ cout << "time diff = " << diff << endl;
+ if ( _now - _then < 0 ) {
+ cout << "Eeek, the past is now in the future!" << endl;
+ cout << "Now = " << _now.get_seconds() << " seconds "
+ << _now.get_usec() << "usecs" << endl;
+ cout << "Past = " << _then.get_seconds() << " seconds "
+ << _then.get_usec() << "usecs" << endl;
+ exit(-1);
+ }
+#endif
+ if (diff > 100000 || diff < 0 ) {
+ // ( diff < 0 ) is a sanity check and indicates our time stamp
+ // difference math probably overflowed. We can handle a max
+ // difference of 35.8 minutes since the returned value is in
+ // usec. So if the panel is left off longer than that we can
+ // over flow the math with it is turned back on. This (diff <
+ // 0) catches that situation, get's us out of trouble, and
+ // back on track.
recalc_value();
_then = _now;
}
: _type(FGTextLayer::TEXT), _fmt(fmt)
{
_text = text;
- if (_fmt == "")
+ if (_fmt.empty())
_fmt = "%s";
}
const string &fmt, float mult)
: _type(type), _fmt(fmt), _mult(mult)
{
- if (_fmt == "") {
+ if (_fmt.empty()) {
if (type == TEXT_VALUE)
_fmt = "%s";
else
FGTextLayer::Chunk::getValue () const
{
if (test()) {
+ _buf[0] = '\0';
switch (_type) {
case TEXT:
sprintf(_buf, _fmt.c_str(), _text.c_str());
return _buf;
case TEXT_VALUE:
- sprintf(_buf, _fmt.c_str(), _node->getStringValue().c_str());
+ sprintf(_buf, _fmt.c_str(), _node->getStringValue());
break;
case DOUBLE_VALUE:
sprintf(_buf, _fmt.c_str(), _node->getFloatValue() * _mult);
// end of panel.cxx
+