// 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 ):
- _scaling_type(FG_SCALING_MAX),
- _fov_deg(55.0),
+// 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 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 ):
_dirty(true),
_lon_deg(0),
_lat_deg(0),
_roll_deg(0),
_pitch_deg(0),
_heading_deg(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)
+ _scaling_type(FG_SCALING_MAX)
{
sgdZeroVec3(_absolute_view_pos);
_type = Type;
_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
}
_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)
{
sgCopyMat4(LOCAL, location->getCachedTransformMatrix());
}
+void
+FGViewer::updateAtModelLocation (FGLocation * location)
+{
+ sgCopyMat4(ATLOCAL, location->getCachedTransformMatrix());
+}
+
void
FGViewer::recalcOurOwnLocation (FGLocation * location, double lon_deg, double lat_deg, double alt_ft,
double roll_deg, double pitch_deg, double heading_deg)
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]);
sgVec3 right;
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,
sgSetVec3( _view_up, LOCAL[2][0], LOCAL[2][1], LOCAL[2][2] );
sgSetVec3( right, LOCAL[1][0], LOCAL[1][1], LOCAL[1][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,
+ (_heading_offset_deg - 180) * SG_DEGREES_TO_RADIANS, _view_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);
+ // 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);
+
// Make the VIEW matrix for a "LOOKAT".
sgMakeLookAtMat4( VIEW, eye_pos, at_pos, _view_up );