// partially rewritten by Jim Wilson jim@kelcomaine.com using interface
// by David Megginson March 2002
//
-// Copyright (C) 1997 - 2000 Curtis L. Olson - curt@flightgear.org
+// Copyright (C) 1997 - 2000 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// by considering them to be 3x3 until the very end -- NHV
static void MakeVIEW_OFFSET( sgMat4 dst,
const float angle1, const sgVec3 axis1,
- const float angle2, const sgVec3 axis2 )
+ const float angle2, const sgVec3 axis2,
+ const float angle3, const sgVec3 axis3 )
{
// make rotmatrix1 from angle and axis
float s = (float) sin ( angle1 ) ;
mat2[2][1] = tmp * axis2[1] - s * axis2[0] ;
mat2[2][2] = tmp * axis2[2] + c ;
+
+ // make rotmatrix3 from angle and axis (roll)
+ s = (float) sin ( angle3 ) ;
+ c = (float) cos ( angle3 ) ;
+ t = SG_ONE - c ;
+
+ sgMat3 mat3;
+ tmp = t * axis3[0];
+ mat3[0][0] = tmp * axis3[0] + c ;
+ mat3[0][1] = tmp * axis3[1] + s * axis3[2] ;
+ mat3[0][2] = tmp * axis3[2] - s * axis3[1] ;
+
+ tmp = t * axis3[1];
+ mat3[1][0] = tmp * axis3[0] - s * axis3[2] ;
+ mat3[1][1] = tmp * axis3[1] + c ;
+ mat3[1][2] = tmp * axis3[2] + s * axis3[0] ;
+
+ tmp = t * axis3[2];
+ mat3[2][0] = tmp * axis3[0] + s * axis3[1] ;
+ mat3[2][1] = tmp * axis3[1] - s * axis3[0] ;
+ mat3[2][2] = tmp * axis3[2] + c ;
+
+ sgMat3 matt;
+
// multiply matrices
for ( int j = 0 ; j < 3 ; j++ ) {
- dst[0][j] = mat2[0][0] * mat1[0][j] +
+ matt[0][j] = mat2[0][0] * mat1[0][j] +
mat2[0][1] * mat1[1][j] +
mat2[0][2] * mat1[2][j];
- dst[1][j] = mat2[1][0] * mat1[0][j] +
+ matt[1][j] = mat2[1][0] * mat1[0][j] +
mat2[1][1] * mat1[1][j] +
mat2[1][2] * mat1[2][j];
- dst[2][j] = mat2[2][0] * mat1[0][j] +
+ matt[2][j] = mat2[2][0] * mat1[0][j] +
mat2[2][1] * mat1[1][j] +
mat2[2][2] * mat1[2][j];
}
+
+ // multiply matrices
+ for ( int j = 0 ; j < 3 ; j++ ) {
+ dst[0][j] = mat3[0][0] * matt[0][j] +
+ mat3[0][1] * matt[1][j] +
+ mat3[0][2] * matt[2][j];
+
+ dst[1][j] = mat3[1][0] * matt[0][j] +
+ mat3[1][1] * matt[1][j] +
+ mat3[1][2] * matt[2][j];
+
+ dst[2][j] = mat3[2][0] * matt[0][j] +
+ mat3[2][1] * matt[1][j] +
+ mat3[2][2] * matt[2][j];
+ }
// fill in 4x4 matrix elements
dst[0][3] = SG_ZERO;
dst[1][3] = SG_ZERO;
////////////////////////////////////////////////////////////////////////
// Constructor...
-FGViewer::FGViewer( fgViewType Type, bool from_model, int from_model_index,
- bool at_model, int at_model_index, double at_model_damping,
- double x_offset_m, double y_offset_m, double z_offset_m,
+FGViewer::FGViewer( fgViewType Type, bool from_model, int from_model_index,
+ bool at_model, int at_model_index,
+ double damp_roll, double damp_pitch, double damp_heading,
+ double x_offset_m, double y_offset_m, double z_offset_m,
double heading_offset_deg, double pitch_offset_deg,
- double roll_offset_deg, double fov_deg,
+ double roll_offset_deg,
+ double fov_deg, double aspect_ratio_multiplier,
double target_x_offset_m, double target_y_offset_m,
- double target_z_offset_m, double near_m ):
+ double target_z_offset_m, double near_m, bool internal ):
_dirty(true),
_lon_deg(0),
_lat_deg(0),
_roll_deg(0),
_pitch_deg(0),
_heading_deg(0),
+ _damp_sync(0),
+ _damp_roll(0),
+ _damp_pitch(0),
+ _damp_heading(0),
_scaling_type(FG_SCALING_MAX)
{
sgdZeroVec3(_absolute_view_pos);
_at_model = at_model;
_at_model_index = at_model_index;
- _damp = _damp_alt = 0.0;
- if (at_model_damping > 0.0) {
- _damp = 1 - 1.0 / pow(10, at_model_damping);
- _damp_alt = _damp * _damp * _damp * _damp;
- } else if (at_model_damping < 0.0)
- _damp = 1 - 1.0 / pow(10, -at_model_damping);
+ _internal = internal;
+
+ if (damp_roll > 0.0)
+ _damp_roll = 1.0 / pow(10.0, fabs(damp_roll));
+ if (damp_pitch > 0.0)
+ _damp_pitch = 1.0 / pow(10.0, fabs(damp_pitch));
+ if (damp_heading > 0.0)
+ _damp_heading = 1.0 / pow(10.0, fabs(damp_heading));
_x_offset_m = x_offset_m;
_y_offset_m = y_offset_m;
} else {
_fov_deg = 55;
}
+ _aspect_ratio_multiplier = aspect_ratio_multiplier;
_target_x_offset_m = target_x_offset_m;
_target_y_offset_m = target_y_offset_m;
_target_z_offset_m = target_z_offset_m;
_type = FG_LOOKAT;
}
+void
+FGViewer::setInternal ( bool internal )
+{
+ _internal = internal;
+}
+
void
FGViewer::setLongitude_deg (double lon_deg)
{
return _relative_view_pos;
}
-float *
-FGViewer::getZeroElevViewPos ()
-{
- if (_dirty)
- recalc();
- return _zero_elev_view_pos;
-}
-
void
FGViewer::updateFromModelLocation (SGLocation * location)
{
- sgCopyMat4(LOCAL, location->getCachedTransformMatrix());
+ sgCopyMat4(LOCAL, location->getTransformMatrix());
}
void
FGViewer::updateAtModelLocation (SGLocation * location)
{
- sgCopyMat4(ATLOCAL,
- location->getCachedTransformMatrix());
+ sgCopyMat4(ATLOCAL, location->getTransformMatrix());
}
void
double roll_deg, double pitch_deg, double heading_deg)
{
// update from our own data...
- if (_damp > 0.0) {
-
- static FGViewer *last = 0;
- if (last != this) {
- _damped_alt_ft = alt_ft;
- _damped_roll_deg = roll_deg;
- _damped_pitch_deg = pitch_deg;
- _damped_heading_deg = heading_deg;
- last = this;
- }
-
- double d;
- d = _damped_roll_deg - roll_deg;
- if (d >= 180.0)
- _damped_roll_deg -= 360.0;
- else if (d < -180.0)
- _damped_roll_deg += 360.0;
-
- d = _damped_pitch_deg - pitch_deg;
- if (d >= 180.0)
- _damped_pitch_deg -= 360.0;
- else if (d < -180.0)
- _damped_pitch_deg += 360.0;
-
- d = _damped_heading_deg - heading_deg;
- if (d >= 180.0)
- _damped_heading_deg -= 360.0;
- else if (d < -180.0)
- _damped_heading_deg += 360.0;
-
- d = 1.0 - _damp;
- roll_deg = _damped_roll_deg = roll_deg * d + _damped_roll_deg * _damp;
- pitch_deg = _damped_pitch_deg = pitch_deg * d + _damped_pitch_deg * _damp;
- heading_deg = _damped_heading_deg = heading_deg * d + _damped_heading_deg * _damp;
-
- if (_damp_alt > 0.0)
- alt_ft = _damped_alt_ft = alt_ft * (1 - _damp_alt) + _damped_alt_ft * _damp_alt;
- }
+ dampEyeData(roll_deg, pitch_deg, heading_deg);
location->setPosition( lon_deg, lat_deg, alt_ft );
location->setOrientation( roll_deg, pitch_deg, heading_deg );
- sgCopyMat4(LOCAL,
- location->getTransformMatrix(globals->get_scenery()->get_center()));
+ sgCopyMat4(LOCAL, location->getTransformMatrix());
}
// recalc() is done every time one of the setters is called (making the
sgSetVec3( right, LOCAL[1][0], LOCAL[1][1], LOCAL[1][2] );
sgSetVec3( forward, -LOCAL[0][0], -LOCAL[0][1], -LOCAL[0][2] );
-
// Note that when in "lookfrom" view the "view up" vector is always applied
// to the viewer. View up is based on verticle of the aircraft itself. (see
// "LOCAL" matrix above)
// Orientation Offsets matrix
MakeVIEW_OFFSET( VIEW_OFFSET,
_heading_offset_deg * SG_DEGREES_TO_RADIANS, _view_up,
- _pitch_offset_deg * SG_DEGREES_TO_RADIANS, right );
+ _pitch_offset_deg * SG_DEGREES_TO_RADIANS, right,
+ _roll_offset_deg * SG_DEGREES_TO_RADIANS, forward );
// Make the VIEW matrix.
sgSetVec4(VIEW[0], right[0], right[1], right[2],SG_ZERO);
FGViewer::recalcLookAt ()
{
- sgVec3 right;
+ sgVec3 right, forward;
sgVec3 eye_pos, at_pos;
sgVec3 position_offset; // eye position offsets (xyz)
sgVec3 target_position_offset; // target position offsets (xyz)
_target_roll_deg, _target_pitch_deg, _target_heading_deg );
}
// calculate the "at" target object positon relative to eye or view's tile center...
+ Point3D center = globals->get_scenery()->get_next_center();
sgdVec3 dVec3;
- sgdSetVec3(dVec3, _location->get_tile_center()[0], _location->get_tile_center()[1], _location->get_tile_center()[2]);
- sgdSubVec3(dVec3,
- _target_location->get_absolute_view_pos(globals->get_scenery()->get_center()),
- dVec3 );
+ sgdSetVec3(dVec3, center[0], center[1], center[2]);
+ sgdSubVec3(dVec3, _target_location->get_absolute_view_pos(), dVec3 );
sgSetVec3(at_pos, dVec3[0], dVec3[1], dVec3[2]);
// Update location data for eye...
_roll_deg, _pitch_deg, _heading_deg );
}
// save the eye positon...
- sgCopyVec3(eye_pos, _location->get_view_pos());
+ sgCopyVec3(eye_pos, _location->get_view_pos(center));
// copy data from location class to local items...
copyLocationData();
// make sg vectors view up, right and forward vectors from LOCAL
sgSetVec3( _view_up, LOCAL[2][0], LOCAL[2][1], LOCAL[2][2] );
sgSetVec3( right, LOCAL[1][0], LOCAL[1][1], LOCAL[1][2] );
+ sgSetVec3( forward, -LOCAL[0][0], -LOCAL[0][1], -LOCAL[0][2] );
// rotate model or local matrix to get a matrix to apply Eye Position Offsets
sgMat4 VIEW_UP; // L0 forward L1 right L2 up
// get Orientation Offsets matrix
MakeVIEW_OFFSET( VIEW_OFFSET,
(_heading_offset_deg - 180) * SG_DEGREES_TO_RADIANS, _view_up,
- _pitch_offset_deg * SG_DEGREES_TO_RADIANS, right );
+ _pitch_offset_deg * SG_DEGREES_TO_RADIANS, right,
+ _roll_offset_deg * SG_DEGREES_TO_RADIANS, forward );
// add in the position offsets
sgSetVec3( position_offset, _y_offset_m, _x_offset_m, _z_offset_m );
void
FGViewer::copyLocationData()
{
+ Point3D center = globals->get_scenery()->get_center();
// Get our friendly vectors from the eye location...
- sgCopyVec3(_zero_elev_view_pos, _location->get_zero_elev());
- sgCopyVec3(_relative_view_pos, _location->get_view_pos());
- sgdCopyVec3(_absolute_view_pos,
- _location->get_absolute_view_pos(globals->get_scenery()->get_center()));
+ sgdCopyVec3(_absolute_view_pos, _location->get_absolute_view_pos());
+ sgCopyVec3(_relative_view_pos, _location->get_view_pos(center));
sgCopyMat4(UP, _location->getCachedUpMatrix());
sgCopyVec3(_world_up, _location->get_world_up());
// these are the vectors that the sun and moon code like to get...
}
// copy coordinates to outputs for viewer...
- sgCopyVec3(_zero_elev, _zero_elev_view_pos);
+ sgCopyVec3(_zero_elev, _relative_view_pos);
+ sgAddScaledVec3(_zero_elev, _world_up, -_alt_ft*SG_FEET_TO_METER);
sgCopyVec3(_view_pos, _relative_view_pos);
}
+void
+FGViewer::dampEyeData (double &roll_deg, double &pitch_deg, double &heading_deg)
+{
+ const double interval = 0.01;
+
+ static FGViewer *last_view = 0;
+ if (last_view != this) {
+ _damp_sync = 0.0;
+ _damped_roll_deg = roll_deg;
+ _damped_pitch_deg = pitch_deg;
+ _damped_heading_deg = heading_deg;
+ last_view = this;
+ return;
+ }
+
+ if (_damp_sync < interval) {
+ if (_damp_roll > 0.0)
+ roll_deg = _damped_roll_deg;
+ if (_damp_pitch > 0.0)
+ pitch_deg = _damped_pitch_deg;
+ if (_damp_heading > 0.0)
+ heading_deg = _damped_heading_deg;
+ return;
+ }
+
+ while (_damp_sync >= interval) {
+ _damp_sync -= interval;
+
+ double d;
+ if (_damp_roll > 0.0) {
+ d = _damped_roll_deg - roll_deg;
+ if (d >= 180.0)
+ _damped_roll_deg -= 360.0;
+ else if (d < -180.0)
+ _damped_roll_deg += 360.0;
+ roll_deg = _damped_roll_deg = roll_deg * _damp_roll + _damped_roll_deg * (1 - _damp_roll);
+ }
+
+ if (_damp_pitch > 0.0) {
+ d = _damped_pitch_deg - pitch_deg;
+ if (d >= 180.0)
+ _damped_pitch_deg -= 360.0;
+ else if (d < -180.0)
+ _damped_pitch_deg += 360.0;
+ pitch_deg = _damped_pitch_deg = pitch_deg * _damp_pitch + _damped_pitch_deg * (1 - _damp_pitch);
+ }
+
+ if (_damp_heading > 0.0) {
+ d = _damped_heading_deg - heading_deg;
+ if (d >= 180.0)
+ _damped_heading_deg -= 360.0;
+ else if (d < -180.0)
+ _damped_heading_deg += 360.0;
+ heading_deg = _damped_heading_deg = heading_deg * _damp_heading + _damped_heading_deg * (1 - _damp_heading);
+ }
+ }
+}
+
double
FGViewer::get_h_fov()
{
return _fov_deg;
} else {
// v_fov == fov
- return atan(tan(_fov_deg/2 * SG_DEGREES_TO_RADIANS) / _aspect_ratio) *
- SG_RADIANS_TO_DEGREES * 2;
+ return
+ atan(tan(_fov_deg/2 * SG_DEGREES_TO_RADIANS)
+ / (_aspect_ratio*_aspect_ratio_multiplier))
+ * SG_RADIANS_TO_DEGREES * 2;
}
default:
assert(false);
{
switch (_scaling_type) {
case FG_SCALING_WIDTH: // h_fov == fov
- return atan(tan(_fov_deg/2 * SG_DEGREES_TO_RADIANS) * _aspect_ratio) *
- SG_RADIANS_TO_DEGREES * 2;
+ return
+ atan(tan(_fov_deg/2 * SG_DEGREES_TO_RADIANS)
+ * (_aspect_ratio*_aspect_ratio_multiplier))
+ * SG_RADIANS_TO_DEGREES * 2;
case FG_SCALING_MAX:
if (_aspect_ratio < 1.0) {
// h_fov == fov
- return atan(tan(_fov_deg/2 * SG_DEGREES_TO_RADIANS) * _aspect_ratio) *
- SG_RADIANS_TO_DEGREES * 2;
+ return
+ atan(tan(_fov_deg/2 * SG_DEGREES_TO_RADIANS)
+ * (_aspect_ratio*_aspect_ratio_multiplier))
+ * SG_RADIANS_TO_DEGREES * 2;
} else {
// v_fov == fov
return _fov_deg;
void
FGViewer::update (double dt)
{
+ _damp_sync += dt;
+
int i;
int dt_ms = int(dt * 1000);
for ( i = 0; i < dt_ms; i++ ) {
}
}
}
+
+
+ for ( i = 0; i < dt_ms; i++ ) {
+ if ( fabs( _goal_roll_offset_deg - _roll_offset_deg ) < 1 ) {
+ setRollOffset_deg( _goal_roll_offset_deg );
+ break;
+ } else {
+ // move current_view.roll_offset_deg towards
+ // current_view.goal_roll_offset
+ if ( _goal_roll_offset_deg > _roll_offset_deg )
+ {
+ incRollOffset_deg( 1.0 );
+ } else {
+ incRollOffset_deg( -1.0 );
+ }
+ if ( _roll_offset_deg > 90 ) {
+ setRollOffset_deg(90);
+ } else if ( _roll_offset_deg < -90 ) {
+ setRollOffset_deg( -90 );
+ }
+ }
+ }
+
}