// 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
#include <simgear/compiler.h>
+#include "fg_props.hxx"
+
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/math/point3d.hxx>
#include <simgear/math/polar3d.hxx>
#include <simgear/math/sg_geodesy.hxx>
+#include <simgear/scene/model/location.hxx>
+#include <simgear/scene/model/placement.hxx>
+#include <simgear/math/vector.hxx>
+#include <Main/globals.hxx>
#include <Scenery/scenery.hxx>
-
-/* from lookat */
-#include <simgear/math/vector.hxx>
-#include "globals.hxx"
-/* end from lookat */
+#include <Model/acmodel.hxx>
#include "viewer.hxx"
\f
+//////////////////////////////////////////////////////////////////
+// Norman's Optimized matrix rotators! //
+//////////////////////////////////////////////////////////////////
+
+
+// Since these are pure rotation matrices we can save some bookwork
+// 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 angle3, const sgVec3 axis3 )
+{
+ // make rotmatrix1 from angle and axis
+ float s = (float) sin ( angle1 ) ;
+ float c = (float) cos ( angle1 ) ;
+ float t = SG_ONE - c ;
+
+ sgMat3 mat1;
+ float tmp = t * axis1[0];
+ mat1[0][0] = tmp * axis1[0] + c ;
+ mat1[0][1] = tmp * axis1[1] + s * axis1[2] ;
+ mat1[0][2] = tmp * axis1[2] - s * axis1[1] ;
+
+ tmp = t * axis1[1];
+ mat1[1][0] = tmp * axis1[0] - s * axis1[2] ;
+ mat1[1][1] = tmp * axis1[1] + c ;
+ mat1[1][2] = tmp * axis1[2] + s * axis1[0] ;
+
+ tmp = t * axis1[2];
+ mat1[2][0] = tmp * axis1[0] + s * axis1[1] ;
+ mat1[2][1] = tmp * axis1[1] - s * axis1[0] ;
+ mat1[2][2] = tmp * axis1[2] + c ;
+
+ // make rotmatrix2 from angle and axis
+ s = (float) sin ( angle2 ) ;
+ c = (float) cos ( angle2 ) ;
+ t = SG_ONE - c ;
+
+ sgMat3 mat2;
+ tmp = t * axis2[0];
+ mat2[0][0] = tmp * axis2[0] + c ;
+ mat2[0][1] = tmp * axis2[1] + s * axis2[2] ;
+ mat2[0][2] = tmp * axis2[2] - s * axis2[1] ;
+
+ tmp = t * axis2[1];
+ mat2[1][0] = tmp * axis2[0] - s * axis2[2] ;
+ mat2[1][1] = tmp * axis2[1] + c ;
+ mat2[1][2] = tmp * axis2[2] + s * axis2[0] ;
+
+ tmp = t * axis2[2];
+ mat2[2][0] = tmp * axis2[0] + s * axis2[1] ;
+ 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++ ) {
+ matt[0][j] = mat2[0][0] * mat1[0][j] +
+ mat2[0][1] * mat1[1][j] +
+ mat2[0][2] * mat1[2][j];
+
+ matt[1][j] = mat2[1][0] * mat1[0][j] +
+ mat2[1][1] * mat1[1][j] +
+ mat2[1][2] * mat1[2][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;
+ dst[2][3] = SG_ZERO;
+ dst[3][0] = SG_ZERO;
+ dst[3][1] = SG_ZERO;
+ dst[3][2] = SG_ZERO;
+ dst[3][3] = SG_ONE;
+}
+
+
////////////////////////////////////////////////////////////////////////
// Implementation of FGViewer.
////////////////////////////////////////////////////////////////////////
-// Constructor
-FGViewer::FGViewer( void ):
- scalingType(FG_SCALING_MAX),
- fov(55.0),
+// Constructor...
+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 aspect_ratio_multiplier,
+ double target_x_offset_m, double target_y_offset_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),
- _x_offset_m(0),
- _y_offset_m(0),
- _z_offset_m(0),
- _heading_offset_deg(0),
- _pitch_offset_deg(0),
- _roll_offset_deg(0),
- _goal_heading_offset_deg(0.0),
- _goal_pitch_offset_deg(0.0)
+ _damp_sync(0),
+ _damp_roll(0),
+ _damp_pitch(0),
+ _damp_heading(0),
+ _scaling_type(FG_SCALING_MAX)
{
sgdZeroVec3(_absolute_view_pos);
- sea_level_radius = SG_EQUATORIAL_RADIUS_M;
- //a reasonable guess for init, so that the math doesn't blow up
+ _type = Type;
+ _from_model = from_model;
+ _from_model_index = from_model_index;
+ _at_model = at_model;
+ _at_model_index = at_model_index;
+
+ _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;
+ _z_offset_m = z_offset_m;
+ _heading_offset_deg = heading_offset_deg;
+ _pitch_offset_deg = pitch_offset_deg;
+ _roll_offset_deg = roll_offset_deg;
+ _goal_heading_offset_deg = heading_offset_deg;
+ _goal_pitch_offset_deg = pitch_offset_deg;
+ _goal_roll_offset_deg = roll_offset_deg;
+ if (fov_deg > 0) {
+ _fov_deg = fov_deg;
+ } 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;
+ _ground_level_nearplane_m = near_m;
+ // a reasonable guess for init, so that the math doesn't blow up
}
void
FGViewer::init ()
{
- if ( _type == FG_LOOKAT ) {
- set_reverse_view_offset(true);
- }
+ if ( _from_model )
+ _location = (SGLocation *) globals->get_aircraft_model()->get3DModel()->getSGLocation();
+ else
+ _location = (SGLocation *) new SGLocation;
- if ( _type == FG_RPH ) {
- set_reverse_view_offset(false);
+ if ( _type == FG_LOOKAT ) {
+ if ( _at_model )
+ _target_location = (SGLocation *) globals->get_aircraft_model()->get3DModel()->getSGLocation();
+ else
+ _target_location = (SGLocation *) new SGLocation;
}
}
FGViewer::setType ( int type )
{
if (type == 0)
- _type = FG_RPH;
+ _type = FG_LOOKFROM;
if (type == 1)
_type = FG_LOOKAT;
}
+void
+FGViewer::setInternal ( bool internal )
+{
+ _internal = internal;
+}
+
void
FGViewer::setLongitude_deg (double lon_deg)
{
_heading_deg = heading_deg;
}
+void
+FGViewer::setTargetRoll_deg (double target_roll_deg)
+{
+ _dirty = true;
+ _target_roll_deg = target_roll_deg;
+}
+
+void
+FGViewer::setTargetPitch_deg (double target_pitch_deg)
+{
+ _dirty = true;
+ _target_pitch_deg = target_pitch_deg;
+}
+
+void
+FGViewer::setTargetHeading_deg (double target_heading_deg)
+{
+ _dirty = true;
+ _target_heading_deg = target_heading_deg;
+}
+
+void
+FGViewer::setTargetOrientation (double target_roll_deg, double target_pitch_deg, double target_heading_deg)
+{
+ _dirty = true;
+ _target_roll_deg = target_roll_deg;
+ _target_pitch_deg = target_pitch_deg;
+ _target_heading_deg = target_heading_deg;
+}
+
void
FGViewer::setXOffset_m (double x_offset_m)
{
_z_offset_m = z_offset_m;
}
+void
+FGViewer::setTargetXOffset_m (double target_x_offset_m)
+{
+ _dirty = true;
+ _target_x_offset_m = target_x_offset_m;
+}
+
+void
+FGViewer::setTargetYOffset_m (double target_y_offset_m)
+{
+ _dirty = true;
+ _target_y_offset_m = target_y_offset_m;
+}
+
+void
+FGViewer::setTargetZOffset_m (double target_z_offset_m)
+{
+ _dirty = true;
+ _target_z_offset_m = target_z_offset_m;
+}
+
void
FGViewer::setPositionOffsets (double x_offset_m, double y_offset_m, double z_offset_m)
{
{
_dirty = true;
_goal_pitch_offset_deg = goal_pitch_offset_deg;
- while ( _goal_pitch_offset_deg < -90 ) {
+ if ( _goal_pitch_offset_deg < -90 ) {
_goal_pitch_offset_deg = -90.0;
}
- while ( _goal_pitch_offset_deg > 90.0 ) {
+ if ( _goal_pitch_offset_deg > 90.0 ) {
_goal_pitch_offset_deg = 90.0;
}
return _relative_view_pos;
}
-float *
-FGViewer::getZeroElevViewPos ()
+void
+FGViewer::updateFromModelLocation (SGLocation * location)
{
- if (_dirty)
- recalc();
- return _zero_elev_view_pos;
+ sgCopyMat4(LOCAL, location->getTransformMatrix());
}
+void
+FGViewer::updateAtModelLocation (SGLocation * location)
+{
+ sgCopyMat4(ATLOCAL, location->getTransformMatrix());
+}
+
+void
+FGViewer::recalcOurOwnLocation (SGLocation * location, double lon_deg, double lat_deg, double alt_ft,
+ double roll_deg, double pitch_deg, double heading_deg)
+{
+ // update from our own data...
+ 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());
+}
// recalc() is done every time one of the setters is called (making the
// cached data "dirty") on the next "get". It calculates all the outputs
void
FGViewer::recalc ()
{
- sgVec3 minus_z, right, forward, tilt;
- sgMat4 VIEWo;
- sgMat4 tmpROT; // temp rotation work matrices
- sgVec3 tmpVec3; // temp work vector (3)
+ if (_type == FG_LOOKFROM) {
+ recalcLookFrom();
+ } else {
+ recalcLookAt();
+ }
+ set_clean();
+}
- // The position vectors originate from the view point or target location
- // depending on the type of view.
+// recalculate for LookFrom view type...
+void
+FGViewer::recalcLookFrom ()
+{
+
+ sgVec3 right, forward;
+ // sgVec3 eye_pos;
+ sgVec3 position_offset; // eye position offsets (xyz)
+
+ // LOOKFROM mode...
- if (_type == FG_RPH) {
- recalcPositionVectors( _lon_deg, _lat_deg, _alt_ft );
+ // Update location data...
+ if ( _from_model ) {
+ // update or data from model location
+ updateFromModelLocation(_location);
} else {
- recalcPositionVectors( _target_lon_deg, _target_lat_deg, _target_alt_ft );
+ // update from our own data...
+ recalcOurOwnLocation( _location, _lon_deg, _lat_deg, _alt_ft,
+ _roll_deg, _pitch_deg, _heading_deg );
}
- sgCopyVec3(zero_elev, _zero_elev_view_pos);
- sgCopyVec3(view_pos, _relative_view_pos);
+ // copy data from location class to local items...
+ copyLocationData();
- if (_type == FG_LOOKAT) {
+ // 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] );
+
+ // 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)
- // Make the world up rotation matrix for lookat
- sgMakeRotMat4( UP, _target_lon_deg, 0.0, -_target_lat_deg );
+ // Orientation Offsets matrix
+ MakeVIEW_OFFSET( VIEW_OFFSET,
+ _heading_offset_deg * SG_DEGREES_TO_RADIANS, _view_up,
+ _pitch_offset_deg * SG_DEGREES_TO_RADIANS, right,
+ _roll_offset_deg * SG_DEGREES_TO_RADIANS, forward );
- // get the world up verctor from the worldup rotation matrix
- sgSetVec3( world_up, UP[0][0], UP[0][1], UP[0][2] );
+ // Make the VIEW matrix.
+ sgSetVec4(VIEW[0], right[0], right[1], right[2],SG_ZERO);
+ sgSetVec4(VIEW[1], forward[0], forward[1], forward[2],SG_ZERO);
+ sgSetVec4(VIEW[2], _view_up[0], _view_up[1], _view_up[2],SG_ZERO);
+ sgSetVec4(VIEW[3], SG_ZERO, SG_ZERO, SG_ZERO,SG_ONE);
- sgCopyVec3( view_up, world_up );
-
+ // rotate model or local matrix to get a matrix to apply Eye Position Offsets
+ sgMat4 VIEW_UP; // L0 forward L1 right L2 up
+ sgCopyVec4(VIEW_UP[0], LOCAL[1]);
+ sgCopyVec4(VIEW_UP[1], LOCAL[2]);
+ sgCopyVec4(VIEW_UP[2], LOCAL[0]);
+ sgZeroVec4(VIEW_UP[3]);
- // create offset vector
- sgVec3 lookat_offset;
- sgSetVec3( lookat_offset, _x_offset_m, _y_offset_m, _z_offset_m );
+ // Eye Position Offsets to vector
+ sgSetVec3( position_offset, _x_offset_m, _y_offset_m, _z_offset_m );
+ sgXformVec3( position_offset, position_offset, VIEW_UP);
- // Apply heading orientation and orientation offset to lookat_offset...
- sgMakeRotMat4( tmpROT, _heading_offset_deg -_heading_deg, world_up);
- sgXformVec3( lookat_offset, lookat_offset, UP );
- sgXformVec3( lookat_offset, lookat_offset, tmpROT );
+ // add the offsets including rotations to the translation vector
+ sgAddVec3( _view_pos, position_offset );
- // Apply orientation offset tilt...
- // FIXME: Need to get and use a "right" vector instead of 1-0-0
- sgSetVec3 (tmpVec3, 1, 0, 0);
- sgMakeRotMat4( tmpROT, _pitch_offset_deg, tmpVec3 );
- sgXformPnt3( lookat_offset, lookat_offset, tmpROT );
+ // multiply the OFFSETS (for heading and pitch) into the VIEW
+ sgPostMultMat4(VIEW, VIEW_OFFSET);
- // add the offsets including rotations to the coordinates
- sgAddVec3( view_pos, lookat_offset );
+ // add the position data to the matrix
+ sgSetVec4(VIEW[3], _view_pos[0], _view_pos[1], _view_pos[2],SG_ONE);
- // Make the VIEW matrix.
- fgMakeLookAtMat4( VIEW, view_pos, view_forward, view_up );
+}
+void
+FGViewer::recalcLookAt ()
+{
- // the VIEW matrix includes both rotation and translation. Let's
- // knock out the translation part to make the VIEW_ROT matrix
- sgCopyMat4( VIEW_ROT, VIEW );
- VIEW_ROT[3][0] = VIEW_ROT[3][1] = VIEW_ROT[3][2] = 0.0;
+ sgVec3 right, forward;
+ sgVec3 eye_pos, at_pos;
+ sgVec3 position_offset; // eye position offsets (xyz)
+ sgVec3 target_position_offset; // target position offsets (xyz)
- }
+ // The position vectors originate from the view point or target location
+ // depending on the type of view.
- if (_type == FG_RPH) {
-
- // code to calculate LOCAL matrix calculated from Phi, Theta, and
- // Psi (roll, pitch, yaw) in case we aren't running LaRCsim as our
- // flight model
-
- fgMakeLOCAL( LOCAL, _pitch_deg * SG_DEGREES_TO_RADIANS,
- _roll_deg * SG_DEGREES_TO_RADIANS,
- -_heading_deg * SG_DEGREES_TO_RADIANS);
-
- // Make the world up rotation matrix for pilot view
- sgMakeRotMat4( UP, _lon_deg, 0.0, -_lat_deg );
-
- // get the world up verctor from the worldup rotation matrix
- sgSetVec3( world_up, UP[0][0], UP[0][1], UP[0][2] );
-
- // VIEWo becomes the rotation matrix with world_up incorporated
- sgCopyMat4( VIEWo, LOCAL );
- sgPostMultMat4( VIEWo, UP );
-
- // generate the sg view up and forward vectors
- sgSetVec3( view_up, VIEWo[0][0], VIEWo[0][1], VIEWo[0][2] );
- sgSetVec3( right, VIEWo[1][0], VIEWo[1][1], VIEWo[1][2] );
- sgSetVec3( forward, VIEWo[2][0], VIEWo[2][1], VIEWo[2][2] );
-
- // apply the offsets in world coordinates
- sgVec3 pilot_offset_world;
- sgSetVec3( pilot_offset_world,
- _z_offset_m, _y_offset_m, -_x_offset_m );
- sgXformVec3( pilot_offset_world, pilot_offset_world, VIEWo );
-
- // generate the view offset matrix using orientation offset (heading)
- sgMakeRotMat4( VIEW_OFFSET, _heading_offset_deg, view_up );
-
- // create a tilt matrix using orientation offset (pitch)
- sgMat4 VIEW_TILT;
- sgMakeRotMat4( VIEW_TILT, _pitch_offset_deg, right );
- sgPreMultMat4(VIEW_OFFSET, VIEW_TILT);
- sgXformVec3( view_forward, forward, VIEW_OFFSET );
- SG_LOG( SG_VIEW, SG_DEBUG, "(RPH) view forward = "
- << view_forward[0] << "," << view_forward[1] << ","
- << view_forward[2] );
-
- // VIEW_ROT = LARC_TO_SSG * ( VIEWo * VIEW_OFFSET )
- fgMakeViewRot( VIEW_ROT, VIEW_OFFSET, VIEWo );
-
- sgVec3 trans_vec;
- sgAddVec3( trans_vec, view_pos, pilot_offset_world );
-
- // VIEW = VIEW_ROT * TRANS
- sgCopyMat4( VIEW, VIEW_ROT );
- sgPostMultMat4ByTransMat4( VIEW, trans_vec );
+ // LOOKAT mode...
+ // Update location data for target...
+ if ( _at_model ) {
+ // update or data from model location
+ updateAtModelLocation(_target_location);
+ } else {
+ // if not model then calculate our own target position...
+ recalcOurOwnLocation( _target_location, _target_lon_deg, _target_lat_deg, _target_alt_ft,
+ _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, 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...
+ if ( _from_model ) {
+ // update or data from model location
+ updateFromModelLocation(_location);
+ } else {
+ // update from our own data, just the rotation here...
+ recalcOurOwnLocation( _location, _lon_deg, _lat_deg, _alt_ft,
+ _roll_deg, _pitch_deg, _heading_deg );
+ }
+ // save the eye positon...
+ sgCopyVec3(eye_pos, _location->get_view_pos(center));
- // Given a vector pointing straight down (-Z), map into onto the
- // local plane representing "horizontal". This should give us the
- // local direction for moving "south".
- sgSetVec3( minus_z, 0.0, 0.0, -1.0 );
+ // copy data from location class to local items...
+ copyLocationData();
- sgmap_vec_onto_cur_surface_plane(world_up, view_pos, minus_z,
- surface_south);
- sgNormalizeVec3(surface_south);
+ // 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] );
- // now calculate the surface east vector
- sgVec3 world_down;
- sgNegateVec3(world_down, world_up);
- sgVectorProductVec3(surface_east, surface_south, world_down);
+ // rotate model or local matrix to get a matrix to apply Eye Position Offsets
+ sgMat4 VIEW_UP; // L0 forward L1 right L2 up
+ sgCopyVec4(VIEW_UP[0], LOCAL[1]);
+ sgCopyVec4(VIEW_UP[1], LOCAL[2]);
+ sgCopyVec4(VIEW_UP[2], LOCAL[0]);
+ sgZeroVec4(VIEW_UP[3]);
+
+ // 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,
+ _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 );
+ sgXformVec3( position_offset, position_offset, VIEW_UP);
+
+ // apply the Orientation offsets
+ sgXformVec3( position_offset, position_offset, VIEW_OFFSET );
+
+ // add the Position offsets from object to the eye position
+ sgAddVec3( eye_pos, eye_pos, position_offset );
+
+ // add target offsets to at_position...
+ sgSetVec3(target_position_offset, _target_z_offset_m, _target_x_offset_m,
+ _target_y_offset_m );
+ sgXformVec3(target_position_offset, target_position_offset, ATLOCAL);
+ sgAddVec3( at_pos, at_pos, target_position_offset);
+
+ sgAddVec3( eye_pos, eye_pos, target_position_offset);
+
+ // Make the VIEW matrix for a "LOOKAT".
+ sgMakeLookAtMat4( VIEW, eye_pos, at_pos, _view_up );
- set_clean();
}
+// copy results from location class to viewer...
+// FIXME: some of these should be changed to reference directly to SGLocation...
void
-FGViewer::recalcPositionVectors (double lon_deg, double lat_deg, double alt_ft) const
-{
- double sea_level_radius_m;
- double lat_geoc_rad;
+FGViewer::copyLocationData()
+{
+ Point3D center = globals->get_scenery()->get_center();
+ // Get our friendly vectors from the eye location...
+ 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...
+ sgCopyVec3(_surface_east, _location->get_surface_east());
+ sgCopyVec3(_surface_south, _location->get_surface_south());
+
+ // Update viewer's postion data for the eye location...
+ _lon_deg = _location->getLongitude_deg();
+ _lat_deg = _location->getLatitude_deg();
+ _alt_ft = _location->getAltitudeASL_ft();
+ _roll_deg = _location->getRoll_deg();
+ _pitch_deg = _location->getPitch_deg();
+ _heading_deg = _location->getHeading_deg();
+
+ // Update viewer's postion data for the target (at object) location
+ if (_type == FG_LOOKAT) {
+ _target_lon_deg = _target_location->getLongitude_deg();
+ _target_lat_deg = _target_location->getLatitude_deg();
+ _target_alt_ft = _target_location->getAltitudeASL_ft();
+ _target_roll_deg = _target_location->getRoll_deg();
+ _target_pitch_deg = _target_location->getPitch_deg();
+ _target_heading_deg = _target_location->getHeading_deg();
+ }
+ // copy coordinates to outputs for viewer...
+ sgCopyVec3(_zero_elev, _relative_view_pos);
+ sgAddScaledVec3(_zero_elev, _world_up, -_alt_ft*SG_FEET_TO_METER);
+ sgCopyVec3(_view_pos, _relative_view_pos);
+}
- // Convert from geodetic to geocentric
- // coordinates.
- sgGeodToGeoc(lat_deg * SGD_DEGREES_TO_RADIANS,
- alt_ft * SG_FEET_TO_METER,
- &sea_level_radius_m,
- &lat_geoc_rad);
+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;
+ }
- // Calculate the cartesian coordinates
- // of point directly below at sea level.
- // aka Zero Elevation Position
- Point3D p = Point3D(lon_deg * SG_DEGREES_TO_RADIANS,
- lat_geoc_rad,
- sea_level_radius_m);
- Point3D tmp = sgPolarToCart3d(p) - scenery.get_next_center();
- sgSetVec3(_zero_elev_view_pos, tmp[0], tmp[1], tmp[2]);
+ 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;
+ }
- // Calculate the absolute view position
- // in fgfs coordinates.
- // aka Absolute View Position
- p.setz(p.radius() + alt_ft * SG_FEET_TO_METER);
- tmp = sgPolarToCart3d(p);
- sgdSetVec3(_absolute_view_pos, tmp[0], tmp[1], tmp[2]);
+ 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);
+ }
- // Calculate the relative view position
- // from the scenery center.
- // aka Relative View Position
- sgdVec3 scenery_center;
- sgdSetVec3(scenery_center,
- scenery.get_next_center().x(),
- scenery.get_next_center().y(),
- scenery.get_next_center().z());
- sgdVec3 view_pos;
- sgdSubVec3(view_pos, _absolute_view_pos, scenery_center);
- sgSetVec3(_relative_view_pos, view_pos);
+ 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()
{
- switch (scalingType) {
+ switch (_scaling_type) {
case FG_SCALING_WIDTH: // h_fov == fov
- return fov;
+ return _fov_deg;
case FG_SCALING_MAX:
- if (aspect_ratio < 1.0) {
+ if (_aspect_ratio < 1.0) {
// h_fov == fov
- return fov;
+ return _fov_deg;
} else {
// v_fov == fov
- return atan(tan(fov/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);
}
+ return 0.0;
}
+
+
double
FGViewer::get_v_fov()
{
- switch (scalingType) {
+ switch (_scaling_type) {
case FG_SCALING_WIDTH: // h_fov == fov
- return atan(tan(fov/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) {
+ if (_aspect_ratio < 1.0) {
// h_fov == fov
- return atan(tan(fov/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;
+ return _fov_deg;
}
default:
assert(false);
}
+ return 0.0;
}
void
-FGViewer::update (int dt)
+FGViewer::update (double dt)
{
+ _damp_sync += dt;
+
int i;
- for ( i = 0; i < dt; i++ ) {
+ int dt_ms = int(dt * 1000);
+ for ( i = 0; i < dt_ms; i++ ) {
if ( fabs( _goal_heading_offset_deg - _heading_offset_deg) < 1 ) {
setHeadingOffset_deg( _goal_heading_offset_deg );
break;
if ( _goal_heading_offset_deg > _heading_offset_deg )
{
if ( _goal_heading_offset_deg - _heading_offset_deg < 180 ){
- inc_view_offset( 0.5 );
+ incHeadingOffset_deg( 0.5 );
} else {
- inc_view_offset( -0.5 );
+ incHeadingOffset_deg( -0.5 );
}
} else {
if ( _heading_offset_deg - _goal_heading_offset_deg < 180 ){
- inc_view_offset( -0.5 );
+ incHeadingOffset_deg( -0.5 );
} else {
- inc_view_offset( 0.5 );
+ incHeadingOffset_deg( 0.5 );
}
}
if ( _heading_offset_deg > 360 ) {
- inc_view_offset( -360 );
+ incHeadingOffset_deg( -360 );
} else if ( _heading_offset_deg < 0 ) {
- inc_view_offset( 360 );
+ incHeadingOffset_deg( 360 );
}
}
}
- for ( i = 0; i < dt; i++ ) {
+ for ( i = 0; i < dt_ms; i++ ) {
if ( fabs( _goal_pitch_offset_deg - _pitch_offset_deg ) < 1 ) {
setPitchOffset_deg( _goal_pitch_offset_deg );
break;
} else {
// move current_view.pitch_offset_deg towards
- // current_view.goal_view_tilt
+ // current_view.goal_pitch_offset
if ( _goal_pitch_offset_deg > _pitch_offset_deg )
{
- if ( _goal_pitch_offset_deg - _pitch_offset_deg < 0 ){
- inc_view_tilt( 1.0 );
- } else {
- inc_view_tilt( -1.0 );
- }
+ incPitchOffset_deg( 1.0 );
} else {
- if ( _pitch_offset_deg - _goal_pitch_offset_deg < 0 ){
- inc_view_tilt( -1.0 );
- } else {
- inc_view_tilt( 1.0 );
- }
+ incPitchOffset_deg( -1.0 );
}
if ( _pitch_offset_deg > 90 ) {
setPitchOffset_deg(90);
}
}
}
-}
-
-
-void FGViewer::fgMakeLookAtMat4 ( sgMat4 dst, const sgVec3 eye, const sgVec3 center,
- const sgVec3 up )
-{
- // Caveats:
- // 1) In order to compute the line of sight, the eye point must not be equal
- // to the center point.
- // 2) The up vector must not be parallel to the line of sight from the eye
- // to the center point.
-
- /* Compute the direction vectors */
- sgVec3 x,y,z;
-
- /* Y vector = center - eye */
- sgSubVec3 ( y, center, eye ) ;
-
- /* Z vector = up */
- sgCopyVec3 ( z, up ) ;
-
- /* X vector = Y cross Z */
- sgVectorProductVec3 ( x, y, z ) ;
-
- /* Recompute Z = X cross Y */
- sgVectorProductVec3 ( z, x, y ) ;
-
- /* Normalize everything */
- sgNormaliseVec3 ( x ) ;
- sgNormaliseVec3 ( y ) ;
- sgNormaliseVec3 ( z ) ;
-
- /* Build the matrix */
-#define M(row,col) dst[row][col]
- M(0,0) = x[0]; M(0,1) = x[1]; M(0,2) = x[2]; M(0,3) = 0.0;
- M(1,0) = y[0]; M(1,1) = y[1]; M(1,2) = y[2]; M(1,3) = 0.0;
- M(2,0) = z[0]; M(2,1) = z[1]; M(2,2) = z[2]; M(2,3) = 0.0;
- M(3,0) = eye[0]; M(3,1) = eye[1]; M(3,2) = eye[2]; M(3,3) = 1.0;
-#undef M
-}
-/* end from lookat */
-
-/* from rph */
-// VIEW_ROT = LARC_TO_SSG * ( VIEWo * VIEW_OFFSET )
-// This takes advantage of the fact that VIEWo and VIEW_OFFSET
-// only have entries in the upper 3x3 block
-// and that LARC_TO_SSG is just a shift of rows NHV
-void FGViewer::fgMakeViewRot( sgMat4 dst, const sgMat4 m1, const sgMat4 m2 )
-{
- for ( int j = 0 ; j < 3 ; j++ ) {
- dst[2][j] = m2[0][0] * m1[0][j] +
- m2[0][1] * m1[1][j] +
- m2[0][2] * m1[2][j];
- dst[0][j] = m2[1][0] * m1[0][j] +
- m2[1][1] * m1[1][j] +
- m2[1][2] * m1[2][j];
- dst[1][j] = m2[2][0] * m1[0][j] +
- m2[2][1] * m1[1][j] +
- m2[2][2] * m1[2][j];
+ 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 );
+ }
}
- dst[0][3] =
- dst[1][3] =
- dst[2][3] =
- dst[3][0] =
- dst[3][1] =
- dst[3][2] = SG_ZERO;
- dst[3][3] = SG_ONE;
-}
-
+ }
-void FGViewer::fgMakeLOCAL( sgMat4 dst, const double Theta,
- const double Phi, const double Psi)
-{
- SGfloat cosTheta = (SGfloat) cos(Theta);
- SGfloat sinTheta = (SGfloat) sin(Theta);
- SGfloat cosPhi = (SGfloat) cos(Phi);
- SGfloat sinPhi = (SGfloat) sin(Phi);
- SGfloat sinPsi = (SGfloat) sin(Psi) ;
- SGfloat cosPsi = (SGfloat) cos(Psi) ;
-
- dst[0][0] = cosPhi * cosTheta;
- dst[0][1] = sinPhi * cosPsi + cosPhi * -sinTheta * -sinPsi;
- dst[0][2] = sinPhi * sinPsi + cosPhi * -sinTheta * cosPsi;
- dst[0][3] = SG_ZERO;
-
- dst[1][0] = -sinPhi * cosTheta;
- dst[1][1] = cosPhi * cosPsi + -sinPhi * -sinTheta * -sinPsi;
- dst[1][2] = cosPhi * sinPsi + -sinPhi * -sinTheta * cosPsi;
- dst[1][3] = SG_ZERO ;
-
- dst[2][0] = sinTheta;
- dst[2][1] = cosTheta * -sinPsi;
- dst[2][2] = cosTheta * cosPsi;
- dst[2][3] = SG_ZERO;
-
- dst[3][0] = SG_ZERO;
- dst[3][1] = SG_ZERO;
- dst[3][2] = SG_ZERO;
- dst[3][3] = SG_ONE ;
}
-
-/* end from rph */
-
-