#include <simgear/math/point3d.hxx>
#include <simgear/math/polar3d.hxx>
#include <simgear/math/sg_geodesy.hxx>
-
-#include <Scenery/scenery.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>
#include <Model/acmodel.hxx>
-#include <Model/model.hxx>
#include "viewer.hxx"
// 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;
// Implementation of FGViewer.
////////////////////////////////////////////////////////////////////////
-// Constructor
-FGViewer::FGViewer( fgViewType Type, bool from_model, int from_model_index, bool at_model, int at_model_index, double x_offset_m, double y_offset_m, double z_offset_m, double near_m ):
+// 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 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),
- _roll_offset_deg(0),
- _pitch_offset_deg(0),
- _heading_offset_deg(0),
- _goal_pitch_offset_deg(0.0),
- _goal_heading_offset_deg(0.0),
- _scaling_type(FG_SCALING_MAX),
- _fov_deg(55.0)
+ _damp_sync(0),
+ _damp_roll(0),
+ _damp_pitch(0),
+ _damp_heading(0),
+ _scaling_type(FG_SCALING_MAX)
{
sgdZeroVec3(_absolute_view_pos);
_type = Type;
_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;
+ }
+ _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
+ // a reasonable guess for init, so that the math doesn't blow up
}
FGViewer::init ()
{
if ( _from_model )
- _location = (FGLocation *) globals->get_aircraft_model()->get3DModel()->getFGLocation();
+ _location = (SGLocation *) globals->get_aircraft_model()->get3DModel()->getSGLocation();
else
- _location = (FGLocation *) new FGLocation;
+ _location = (SGLocation *) new SGLocation;
if ( _type == FG_LOOKAT ) {
if ( _at_model )
- _target_location = (FGLocation *) globals->get_aircraft_model()->get3DModel()->getFGLocation();
+ _target_location = (SGLocation *) globals->get_aircraft_model()->get3DModel()->getSGLocation();
else
- _target_location = (FGLocation *) new FGLocation;
+ _target_location = (SGLocation *) new SGLocation;
}
}
_type = FG_LOOKAT;
}
+void
+FGViewer::setInternal ( bool internal )
+{
+ _internal = internal;
+}
+
void
FGViewer::setLongitude_deg (double lon_deg)
{
_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)
{
}
void
-FGViewer::updateFromModelLocation (FGLocation * location)
+FGViewer::updateFromModelLocation (SGLocation * location)
{
sgCopyMat4(LOCAL, location->getCachedTransformMatrix());
}
void
-FGViewer::recalcOurOwnLocation (FGLocation * location, double lon_deg, double lat_deg, double alt_ft,
+FGViewer::updateAtModelLocation (SGLocation * location)
+{
+ sgCopyMat4(ATLOCAL,
+ location->getCachedTransformMatrix());
+}
+
+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());
+ sgCopyMat4(LOCAL,
+ location->getTransformMatrix(globals->get_scenery()->get_center()));
}
// recalc() is done every time one of the setters is called (making the
{
sgVec3 right, forward;
- sgVec3 eye_pos;
+ // sgVec3 eye_pos;
sgVec3 position_offset; // eye position offsets (xyz)
// LOOKFROM mode...
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);
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);
- // rotate matrix to get a matrix to apply Eye Position Offsets
+ // 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]);
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)
// The position vectors originate from the view point or target location
// depending on the type of view.
// Update location data for target...
if ( _at_model ) {
// update or data from model location
- updateFromModelLocation(_target_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,
// calculate the "at" target object positon relative to eye or view's tile 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(), dVec3 );
+ sgdSubVec3(dVec3,
+ _target_location->get_absolute_view_pos(globals->get_scenery()->get_center()),
+ dVec3 );
sgSetVec3(at_pos, dVec3[0], dVec3[1], dVec3[2]);
// Update location data for eye...
// 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 "lookat" view the "world up" vector is always applied
- // to the viewer. World up is based on verticle at a given lon/lat (see
- // matrix "UP" above).
+ // 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]);
- // Orientation Offsets matrix
+ // get Orientation Offsets matrix
MakeVIEW_OFFSET( VIEW_OFFSET,
- (_heading_offset_deg -_heading_deg) * SG_DEGREES_TO_RADIANS, _world_up,
- _pitch_offset_deg * SG_DEGREES_TO_RADIANS, right );
-
- // add in the Orientation Offsets here
- sgSetVec3( position_offset, _x_offset_m, _y_offset_m, _z_offset_m );
- sgXformVec3( position_offset, position_offset, UP);
+ (_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 );
}
// copy results from location class to viewer...
-// FIXME: some of these should be changed to reference directly to FGLocation...
+// FIXME: some of these should be changed to reference directly to SGLocation...
void
FGViewer::copyLocationData()
{
// 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());
+ sgdCopyVec3(_absolute_view_pos,
+ _location->get_absolute_view_pos(globals->get_scenery()->get_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(_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()
{
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 );
+ }
+ }
+ }
+
}