#endif
#include <sstream>
-#include <simgear/math/vector.hxx>
-#include <Main/viewer.hxx>
+#include <simgear/math/SGGeometry.hxx>
+#include <Viewer/viewer.hxx>
+
#include "HUD.hxx"
+#include "HUD_private.hxx"
+
+#include <Main/fg_props.hxx>
+using std::string;
// FIXME
static float get__heading() { return fgGetFloat("/orientation/heading-deg") * M_PI / 180.0; }
_roll(n->getNode("roll-input", false)),
_width_units(int(n->getFloatValue("display-span"))),
_div_units(int(fabs(n->getFloatValue("divisions")))),
- _scr_hole(fabsf(n->getFloatValue("screen-hole")) * 0.5f),
+ _scr_hole(fabs(n->getFloatValue("screen-hole")) * 0.5f),
_zero_bar_overlength(n->getFloatValue("zero-bar-overlength", 10)),
_dive_bar_angle(n->getBoolValue("enable-dive-bar-angle")),
_tick_length(n->getFloatValue("tick-length")),
//****************************************************************
//velocity vector reticle - computations
float xvvr, /* yvvr, */ Vxx = 0.0, Vyy = 0.0, Vzz = 0.0;
- float Axx = 0.0, Ayy = 0.0, Azz = 0.0, total_vel = 0.0, pot_slope, t1;
+ float Axx = 0.0, Ayy = 0.0, Azz = 0.0, total_vel = 0.0, pot_slope; //, t1;
float up_vel, ground_vel, actslope = 0.0, psi = 0.0;
float vel_x = 0.0, vel_y = 0.0, drift;
float alpha;
actslope = atan(up_vel / ground_vel) * SGD_RADIANS_TO_DEGREES;
}
- xvvr = (-drift * (_compression / globals->get_current_view()->get_aspect_ratio()));
+ xvvr = drift * _compression;
// drift = ((atan2(Vyy, Vxx) * SGD_RADIANS_TO_DEGREES) - psi);
// yvvr = (-alpha * _compression);
// vel_y = (-alpha * cos(roll_value) + drift * sin(roll_value)) * _compression;
// vel_x = (alpha * sin(roll_value) + drift * cos(roll_value))
// * (_compression / globals->get_current_view()->get_aspect_ratio());
vel_y = -alpha * _compression;
- vel_x = -drift * (_compression / globals->get_current_view()->get_aspect_ratio());
+ vel_x = drift * _compression;
// printf("%f %f %f %f\n",vel_x, vel_y, drift, psi);
//****************************************************************
SGPropertyNode *chld = models->getChild(i);
string name;
name = chld->getName();
- if (name == "aircraft" || name == "multiplayer") {
- string callsign = chld->getStringValue("callsign");
- if (callsign != "") {
+ if (name == "tanker" || name == "aircraft" || name == "multiplayer") {
+ bool valid = chld->getBoolValue("valid");
+ bool in_range = chld->getBoolValue("radar/in-range", true);
+ if (valid && in_range) {
float h_deg = chld->getFloatValue("radar/h-offset");
float v_deg = chld->getFloatValue("radar/v-offset");
float pos_x = (h_deg * cos(roll_value) -
if (_energy_marker) {
if (total_vel < 5.0) {
- t1 = 0;
+// t1 = 0;
t2 = 0;
} else {
- t1 = up_vel / total_vel;
+// t1 = up_vel / total_vel;
t2 = asin((Vxx * Axx + Vyy * Ayy + Vzz * Azz) / (9.81 * total_vel));
}
pot_slope = ((t2 / 3) * SGD_RADIANS_TO_DEGREES) * _compression + vel_y;
// however the horizon line should always stay on the horizon. We
// project the alpha/beta offset onto the horizon line to get the
// result we want.
- sgdVec3 p1; // result
- sgdVec3 p; sgdSetVec3(p, vel_x, vel_y, 0.0);
- sgdVec3 p0; sgdSetVec3(p0, 0.0, 0.0, 0.0);
- sgdVec3 d; sgdSetVec3(d, cos(roll_value), sin(roll_value), 0.0);
- sgdClosestPointToLine(p1, p, p0, d);
- glTranslatef(p1[0], p1[1], 0);
+
+ SGVec3d d(cos(roll_value), sin(roll_value), 0.0);
+ SGRayd r(SGVec3d::zeros(), d);
+ SGVec3d p = r.getClosestPointTo(SGVec3d(vel_x, vel_y, 0.0));
+ glTranslatef(p[0], p[1], 0);
}
} else {
// ladder position is fixed relative to the center of the screen.