// 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 * axis2[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 damp_alt, double damp_roll, double damp_pitch, double damp_heading,
+ 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 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_alt(0),
+ _damp_sync(0),
_damp_roll(0),
_damp_pitch(0),
_damp_heading(0),
_from_model_index = from_model_index;
_at_model = at_model;
_at_model_index = at_model_index;
- if (damp_alt > 0.0)
- _damp_alt = 1 - 1.0 / pow(10, fabs(damp_alt));
+
+ _internal = internal;
+
if (damp_roll > 0.0)
- _damp_roll = 1 - 1.0 / pow(10, fabs(damp_roll));
+ _damp_roll = 1.0 / pow(10.0, fabs(damp_roll));
if (damp_pitch > 0.0)
- _damp_pitch = 1 - 1.0 / pow(10, fabs(damp_pitch));
+ _damp_pitch = 1.0 / pow(10.0, fabs(damp_pitch));
if (damp_heading > 0.0)
- _damp_heading = 1 - 1.0 / pow(10, fabs(damp_heading));
+ _damp_heading = 1.0 / pow(10.0, fabs(damp_heading));
_x_offset_m = x_offset_m;
_y_offset_m = y_offset_m;
_type = FG_LOOKAT;
}
+void
+FGViewer::setInternal ( bool internal )
+{
+ _internal = internal;
+}
+
void
FGViewer::setLongitude_deg (double lon_deg)
{
double roll_deg, double pitch_deg, double heading_deg)
{
// update from our own data...
- dampEyeData(alt_ft, roll_deg, pitch_deg, heading_deg);
+ 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,
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)
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 );
}
// 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::dampEyeData (double &alt_ft, double &roll_deg, double &pitch_deg, double &heading_deg)
+FGViewer::dampEyeData (double &roll_deg, double &pitch_deg, double &heading_deg)
{
const double interval = 0.01;
- static FGViewer *last = 0;
- if (last != this) {
+ static FGViewer *last_view = 0;
+ if (last_view != this) {
_damp_sync = 0.0;
- _damped_alt_ft = alt_ft;
_damped_roll_deg = roll_deg;
_damped_pitch_deg = pitch_deg;
_damped_heading_deg = heading_deg;
- last = this;
+ last_view = this;
return;
}
if (_damp_sync < interval) {
- if (_damp_alt > 0.0)
- alt_ft = _damped_alt_ft;
if (_damp_roll > 0.0)
roll_deg = _damped_roll_deg;
if (_damp_pitch > 0.0)
_damp_sync -= interval;
double d;
- if (_damp_alt > 0.0)
- alt_ft = _damped_alt_ft = alt_ft * (1 - _damp_alt) + _damped_alt_ft * _damp_alt;
-
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 * (1 - _damp_roll) + _damped_roll_deg * _damp_roll;
+ roll_deg = _damped_roll_deg = roll_deg * _damp_roll + _damped_roll_deg * (1 - _damp_roll);
}
if (_damp_pitch > 0.0) {
_damped_pitch_deg -= 360.0;
else if (d < -180.0)
_damped_pitch_deg += 360.0;
- pitch_deg = _damped_pitch_deg = pitch_deg * (1 - _damp_pitch) + _damped_pitch_deg * _damp_pitch;
+ pitch_deg = _damped_pitch_deg = pitch_deg * _damp_pitch + _damped_pitch_deg * (1 - _damp_pitch);
}
if (_damp_heading > 0.0) {
_damped_heading_deg -= 360.0;
else if (d < -180.0)
_damped_heading_deg += 360.0;
- heading_deg = _damped_heading_deg = heading_deg * (1 - _damp_heading) + _damped_heading_deg * _damp_heading;
+ heading_deg = _damped_heading_deg = heading_deg * _damp_heading + _damped_heading_deg * (1 - _damp_heading);
}
}
}
}
}
}
+
+
+ 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 );
+ }
+ }
+ }
+
}