]> git.mxchange.org Git - flightgear.git/blobdiff - src/Main/viewer.cxx
Added a new 'delimiter' property to allow an alternative delimiter to
[flightgear.git] / src / Main / viewer.cxx
index 43da10faa382f393a83287399d3f341bdb73664c..e1e7782fbd99e0ffc649b1be1f0ef77a2554159c 100644 (file)
 #  include <config.h>
 #endif
 
-#include <plib/ssg.h>          // plib include
-
-#include <simgear/constants.h>
 #include <simgear/debug/logstream.hxx>
+#include <simgear/constants.h>
 #include <simgear/math/point3d.hxx>
 #include <simgear/math/polar3d.hxx>
-#include <simgear/math/vector.hxx>
+#include <simgear/math/sg_geodesy.hxx>
 
-#include <Aircraft/aircraft.hxx>
-#include <Cockpit/panel.hxx>
 #include <Scenery/scenery.hxx>
 
-#include "options.hxx"
 #include "viewer.hxx"
 
 
-// Constructor
-FGViewer::FGViewer( void ) {
-}
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGViewPoint.
+////////////////////////////////////////////////////////////////////////
 
-#define USE_FAST_VIEWROT
-#ifdef USE_FAST_VIEWROT
-// 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
-inline static void fgMakeViewRot( sgMat4 dst, const sgMat4 m1, const sgMat4 m2 )
+FGViewPoint::FGViewPoint ()
+  : _dirty(true),
+    _lon_deg(0),
+    _lat_deg(0),
+    _alt_ft(0)
 {
-    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];
+FGViewPoint::~FGViewPoint ()
+{
+}
 
-       dst[1][j] = m2[2][0] * m1[0][j] +
-           m2[2][1] * m1[1][j] +
-           m2[2][2] * m1[2][j];
-    }
-    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
+FGViewPoint::setPosition (double lon_deg, double lat_deg, double alt_ft)
+{
+  _dirty = true;
+  _lon_deg = lon_deg;
+  _lat_deg = lat_deg;
+  _alt_ft = alt_ft;
 }
-#endif
 
-// Initialize a view structure
-void FGViewer::Init( void ) {
-    FG_LOG( FG_VIEW, FG_INFO, "Initializing View parameters" );
+const double *
+FGViewPoint::getAbsoluteViewPos () const
+{
+  if (_dirty)
+    recalc();
+  return _absolute_view_pos;
+}
 
-    view_offset = goal_view_offset = current_options.get_default_view_offset();
-    sgSetVec3( pilot_offset, 0.0, 0.0, 0.0 );
+const float *
+FGViewPoint::getRelativeViewPos () const
+{
+  if (_dirty)
+    recalc();
+  return _relative_view_pos;
+}
 
-    winWidth = current_options.get_xsize();
-    winHeight = current_options.get_ysize();
+const float *
+FGViewPoint::getZeroElevViewPos () const
+{
+  if (_dirty)
+    recalc();
+  return _zero_elev_view_pos;
+}
 
-    set_win_ratio( winHeight / winWidth );
+void
+FGViewPoint::recalc () const
+{
+  double sea_level_radius_m;
+  double lat_geoc_rad;
+
+                               // 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);
+
+                               // Calculate the cartesian coordinates
+                               // of point directly below at sea level.
+  Point3D p = Point3D(_lon_deg * SG_DEGREES_TO_RADIANS,
+                     lat_geoc_rad,
+                     sea_level_radius_m);
+  Point3D tmp = sgPolarToCart3d(p) - scenery.get_center();
+  sgSetVec3(_zero_elev_view_pos, tmp[0], tmp[1], tmp[2]);
+
+                               // Calculate the absolute view position
+                               // in fgfs coordinates.
+  p.setz(p.radius() + _alt_ft * SG_FEET_TO_METER);
+  tmp = sgPolarToCart3d(p);
+  sgdSetVec3(_absolute_view_pos, tmp[0], tmp[1], tmp[2]);
+
+                               // Calculate the relative view position
+                               // from the scenery center.
+  sgdVec3 scenery_center;
+  sgdSetVec3(scenery_center,
+            scenery.get_center().x(),
+            scenery.get_center().y(),
+            scenery.get_center().z());
+  sgdVec3 view_pos;
+  sgdSubVec3(view_pos, _absolute_view_pos, scenery_center);
+  sgSetVec3(_relative_view_pos, view_pos);
+}
 
-#ifndef USE_FAST_VIEWROT
-    // This never changes -- NHV
-    LARC_TO_SSG[0][0] = 0.0; 
-    LARC_TO_SSG[0][1] = 1.0; 
-    LARC_TO_SSG[0][2] = -0.0; 
-    LARC_TO_SSG[0][3] = 0.0; 
 
-    LARC_TO_SSG[1][0] = 0.0; 
-    LARC_TO_SSG[1][1] = 0.0; 
-    LARC_TO_SSG[1][2] = 1.0; 
-    LARC_TO_SSG[1][3] = 0.0;
-       
-    LARC_TO_SSG[2][0] = 1.0; 
-    LARC_TO_SSG[2][1] = -0.0; 
-    LARC_TO_SSG[2][2] = 0.0; 
-    LARC_TO_SSG[2][3] = 0.0;
-       
-    LARC_TO_SSG[3][0] = 0.0; 
-    LARC_TO_SSG[3][1] = 0.0; 
-    LARC_TO_SSG[3][2] = 0.0; 
-    LARC_TO_SSG[3][3] = 1.0; 
-#endif // USE_FAST_VIEWROT
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGViewer.
+////////////////////////////////////////////////////////////////////////
 
-    force_update_fov_math();
+// Constructor
+FGViewer::FGViewer( void ):
+    scalingType(FG_SCALING_MAX),
+    fov(55.0),
+    view_offset(0.0),
+    goal_view_offset(0.0),
+    view_tilt(0.0),
+    goal_view_tilt(0.0)
+{
+    sgSetVec3( pilot_offset, 0.0, 0.0, 0.0 );
+    sgdZeroVec3(geod_view_pos);
+    sgdZeroVec3(abs_view_pos);
+    sea_level_radius = SG_EQUATORIAL_RADIUS_M; 
+    //a reasonable guess for init, so that the math doesn't blow up
 }
 
 
-#define USE_FAST_LOCAL
-#ifdef USE_FAST_LOCAL
-inline static void fgMakeLOCAL( sgMat4 dst, const double Theta,
-                               const double Phi, const double Psi)
+// Destructor
+FGViewer::~FGViewer( void ) {
+}
+
+void
+FGViewer::init ()
 {
-    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 ;
+void
+FGViewer::bind ()
+{
 }
-#endif
 
+void
+FGViewer::unbind ()
+{
+}
 
-// Update the view volume, position, and orientation
-void FGViewer::UpdateViewParams( const FGInterface& f ) {
-    UpdateViewMath(f);
-    
-    if ( ! fgPanelVisible() ) {
-       xglViewport(0, 0 , (GLint)(winWidth), (GLint)(winHeight) );
-    } else {
-        int view_h =
-         int((current_panel->getViewHeight() - current_panel->getYOffset())
-             * (winHeight / 768.0));
-       glViewport(0, (GLint)(winHeight - view_h),
-                  (GLint)(winWidth), (GLint)(view_h) );
+double
+FGViewer::get_h_fov()
+{
+    switch (scalingType) {
+    case FG_SCALING_WIDTH:  // h_fov == fov
+       return fov;
+    case FG_SCALING_MAX:
+       if (aspect_ratio < 1.0) {
+           // h_fov == fov
+           return fov;
+       } else {
+           // v_fov == fov
+           return atan(tan(fov/2 * SG_DEGREES_TO_RADIANS) / aspect_ratio) *
+               SG_RADIANS_TO_DEGREES * 2;
+       }
+    default:
+       assert(false);
     }
 }
 
-
-// convert sgMat4 to MAT3 and print
-static void print_sgMat4( sgMat4 &in) {
-    int i, j;
-    for ( i = 0; i < 4; i++ ) {
-       for ( j = 0; j < 4; j++ ) {
-           printf("%10.4f ", in[i][j]);
+double
+FGViewer::get_v_fov()
+{
+    switch (scalingType) {
+    case FG_SCALING_WIDTH:  // h_fov == fov
+       return atan(tan(fov/2 * SG_DEGREES_TO_RADIANS) * aspect_ratio) *
+           SG_RADIANS_TO_DEGREES * 2;
+    case FG_SCALING_MAX:
+       if (aspect_ratio < 1.0) {
+           // h_fov == fov
+           return atan(tan(fov/2 * SG_DEGREES_TO_RADIANS) * aspect_ratio) *
+               SG_RADIANS_TO_DEGREES * 2;
+       } else {
+           // v_fov == fov
+           return fov;
        }
-       cout << endl;
+    default:
+       assert(false);
     }
 }
 
-
-// Update the view parameters
-void FGViewer::UpdateViewMath( const FGInterface& f ) {
-
-    Point3D p;
-    sgVec3 v0, minus_z, sgvec, forward;
-    sgMat4 VIEWo, TMP;
-
-    if ( update_fov ) {
-       ssgSetFOV( current_options.get_fov(), 
-                  current_options.get_fov() * win_ratio );
-       update_fov = false;
+void
+FGViewer::update (int dt)
+{
+  int i;
+  for ( i = 0; i < dt; i++ ) {
+    if ( fabs(get_goal_view_offset() - get_view_offset()) < 0.05 ) {
+      set_view_offset( get_goal_view_offset() );
+      break;
+    } else {
+      // move current_view.view_offset towards
+      // current_view.goal_view_offset
+      if ( get_goal_view_offset() > get_view_offset() )
+       {
+         if ( get_goal_view_offset() - get_view_offset() < SGD_PI ){
+           inc_view_offset( 0.01 );
+         } else {
+           inc_view_offset( -0.01 );
+         }
+       } else {
+         if ( get_view_offset() - get_goal_view_offset() < SGD_PI ){
+           inc_view_offset( -0.01 );
+         } else {
+           inc_view_offset( 0.01 );
+         }
+       }
+      if ( get_view_offset() > SGD_2PI ) {
+       inc_view_offset( -SGD_2PI );
+      } else if ( get_view_offset() < 0 ) {
+       inc_view_offset( SGD_2PI );
+      }
     }
-               
-    scenery.center = scenery.next_center;
+  }
 
-    // printf("scenery center = %.2f %.2f %.2f\n", scenery.center.x,
-    //        scenery.center.y, scenery.center.z);
-
-    // calculate the cartesion coords of the current lat/lon/0 elev
-    p = Point3D( f.get_Longitude(), 
-                f.get_Lat_geocentric(), 
-                f.get_Sea_level_radius() * FEET_TO_METER );
-
-    cur_zero_elev = sgPolarToCart3d(p) - scenery.center;
-
-    // calculate view position in current FG view coordinate system
-    // p.lon & p.lat are already defined earlier, p.radius was set to
-    // the sea level radius, so now we add in our altitude.
-    if ( f.get_Altitude() * FEET_TO_METER > 
-        (scenery.cur_elev + 0.5 * METER_TO_FEET) ) {
-       p.setz( p.radius() + f.get_Altitude() * FEET_TO_METER );
+  for ( i = 0; i < dt; i++ ) {
+    if ( fabs(get_goal_view_tilt() - get_view_tilt()) < 0.05 ) {
+      set_view_tilt( get_goal_view_tilt() );
+      break;
     } else {
-       p.setz( p.radius() + scenery.cur_elev + 0.5 * METER_TO_FEET );
+      // move current_view.view_tilt towards
+      // current_view.goal_view_tilt
+      if ( get_goal_view_tilt() > get_view_tilt() )
+       {
+         if ( get_goal_view_tilt() - get_view_tilt() < SGD_PI ){
+           inc_view_tilt( 0.01 );
+         } else {
+           inc_view_tilt( -0.01 );
+         }
+       } else {
+         if ( get_view_tilt() - get_goal_view_tilt() < SGD_PI ){
+           inc_view_tilt( -0.01 );
+         } else {
+           inc_view_tilt( 0.01 );
+         }
+       }
+      if ( get_view_tilt() > SGD_2PI ) {
+       inc_view_tilt( -SGD_2PI );
+      } else if ( get_view_tilt() < 0 ) {
+       inc_view_tilt( SGD_2PI );
+      }
     }
-
-    abs_view_pos = sgPolarToCart3d(p);
-       
-    view_pos = abs_view_pos - scenery.center;
-
-    FG_LOG( FG_VIEW, FG_DEBUG, "Polar view pos = " << p );
-    FG_LOG( FG_VIEW, FG_DEBUG, "Absolute view pos = " << abs_view_pos );
-    FG_LOG( FG_VIEW, FG_DEBUG, "Relative view pos = " << view_pos );
-
-    // 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
-       
-#ifdef USE_FAST_LOCAL
-       
-    fgMakeLOCAL( LOCAL, f.get_Theta(), f.get_Phi(), -f.get_Psi() );
-       
-#else // USE_TEXT_BOOK_METHOD
-       
-    sgVec3 rollvec;
-    sgSetVec3( rollvec, 0.0, 0.0, 1.0 );
-    sgMat4 PHI;                // roll
-    sgMakeRotMat4( PHI, f.get_Phi() * RAD_TO_DEG, rollvec );
-
-    sgVec3 pitchvec;
-    sgSetVec3( pitchvec, 0.0, 1.0, 0.0 );
-    sgMat4 THETA;              // pitch
-    sgMakeRotMat4( THETA, f.get_Theta() * RAD_TO_DEG, pitchvec );
-
-    // ROT = PHI * THETA
-    sgMat4 ROT;
-    // sgMultMat4( ROT, PHI, THETA );
-    sgCopyMat4( ROT, PHI );
-    sgPostMultMat4( ROT, THETA );
-
-    sgVec3 yawvec;
-    sgSetVec3( yawvec, 1.0, 0.0, 0.0 );
-    sgMat4 PSI;                // pitch
-    sgMakeRotMat4( PSI, -f.get_Psi() * RAD_TO_DEG, yawvec );
-
-    // LOCAL = ROT * PSI
-    // sgMultMat4( LOCAL, ROT, PSI );
-    sgCopyMat4( LOCAL, ROT );
-    sgPostMultMat4( LOCAL, PSI );
-
-#endif // YIKES
-       
-    // cout << "LOCAL matrix" << endl;
-    // print_sgMat4( LOCAL );
-       
-    sgMakeRotMat4( UP, 
-                  f.get_Longitude() * RAD_TO_DEG,
-                  0.0,
-                  -f.get_Latitude() * RAD_TO_DEG );
-
-    sgSetVec3( local_up, UP[0][0], UP[0][1], UP[0][2] );
-    // sgXformVec3( local_up, UP );
-    // cout << "Local Up = " << local_up[0] << "," << local_up[1] << ","
-    //      << local_up[2] << endl;
-    
-    // Alternative method to Derive local up vector based on
-    // *geodetic* coordinates
-    // alt_up = sgPolarToCart(FG_Longitude, FG_Latitude, 1.0);
-    // printf( "    Alt Up = (%.4f, %.4f, %.4f)\n", 
-    //         alt_up.x, alt_up.y, alt_up.z);
-
-    // VIEWo = LOCAL * UP
-    // sgMultMat4( VIEWo, LOCAL, UP );
-    sgCopyMat4( VIEWo, LOCAL );
-    sgPostMultMat4( VIEWo, UP );
-    // cout << "VIEWo matrix" << endl;
-    // print_sgMat4( VIEWo );
-
-    // generate the sg view up and forward vectors
-    sgSetVec3( view_up, VIEWo[0][0], VIEWo[0][1], VIEWo[0][2] );
-    // cout << "view = " << view[0] << ","
-    //      << view[1] << "," << view[2] << endl;
-    sgSetVec3( forward, VIEWo[2][0], VIEWo[2][1], VIEWo[2][2] );
-    // cout << "forward = " << forward[0] << ","
-    //      << forward[1] << "," << forward[2] << endl;
-
-    // generate the pilot offset vector in world coordinates
-    sgVec3 pilot_offset_world;
-    sgSetVec3( pilot_offset_world, 
-              pilot_offset[2], pilot_offset[1], -pilot_offset[0] );
-    sgXformVec3( pilot_offset_world, pilot_offset_world, VIEWo );
-
-    // generate the view offset matrix
-    sgMakeRotMat4( VIEW_OFFSET, view_offset * RAD_TO_DEG, view_up );
-    // cout << "VIEW_OFFSET matrix" << endl;
-    // print_sgMat4( VIEW_OFFSET );
-    sgXformVec3( view_forward, forward, VIEW_OFFSET );
-    // cout << "view_forward = " << view_forward[0] << ","
-    //      << view_forward[1] << "," << view_forward[2] << endl;
-       
-    // VIEW_ROT = LARC_TO_SSG * ( VIEWo * VIEW_OFFSET )
-#ifdef USE_FAST_VIEWROT
-    fgMakeViewRot( VIEW_ROT, VIEW_OFFSET, VIEWo );
-#else
-    // sgMultMat4( VIEW_ROT, VIEW_OFFSET, VIEWo );
-    // sgPreMultMat4( VIEW_ROT, LARC_TO_SSG );
-    sgCopyMat4( VIEW_ROT, VIEWo );
-    sgPostMultMat4( VIEW_ROT, VIEW_OFFSET );
-    sgPreMultMat4( VIEW_ROT, LARC_TO_SSG );
-#endif
-    // cout << "VIEW_ROT matrix" << endl;
-    // print_sgMat4( VIEW_ROT );
-
-    sgVec3 trans_vec;
-    sgSetVec3( trans_vec, 
-              view_pos.x() + pilot_offset_world[0],
-              view_pos.y() + pilot_offset_world[1],
-              view_pos.z() + pilot_offset_world[2] );
-
-    // VIEW = VIEW_ROT * TRANS
-    sgCopyMat4( VIEW, VIEW_ROT );
-    sgPostMultMat4ByTransMat4( VIEW, trans_vec );
-
-    //!!!!!!!!!!!!!!!!!!!      
-    // THIS IS THE EXPERIMENTAL VIEWING ANGLE SHIFTER
-    // THE MAJORITY OF THE WORK IS DONE IN GUI.CXX
-    // this in gui.cxx for now just testing
-    extern float quat_mat[4][4];
-    sgPreMultMat4( VIEW, quat_mat);
-    // !!!!!!!!!! testing      
-
-    // make a vector to the current view position
-    sgSetVec3( v0, view_pos.x(), view_pos.y(), view_pos.z() );
-
-    // 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 );
-
-    sgmap_vec_onto_cur_surface_plane(local_up, v0, minus_z, surface_south);
-    sgNormalizeVec3(surface_south);
-    // cout << "Surface direction directly south " << surface_south[0] << ","
-    //      << surface_south[1] << "," << surface_south[2] << endl;
-
-    // now calculate the surface east vector
-#define USE_FAST_SURFACE_EAST
-#ifdef USE_FAST_SURFACE_EAST
-    sgVec3 local_down;
-    sgNegateVec3(local_down, local_up);
-    sgVectorProductVec3(surface_east, surface_south, local_down);
-#else
-#define USE_LOCAL_UP
-#ifdef USE_LOCAL_UP
-    sgMakeRotMat4( TMP, FG_PI_2 * RAD_TO_DEG, local_up );
-#else
-    sgMakeRotMat4( TMP, FG_PI_2 * RAD_TO_DEG, view_up );
-#endif // USE_LOCAL_UP
-    // cout << "sgMat4 TMP" << endl;
-    // print_sgMat4( TMP );
-    sgXformVec3(surface_east, surface_south, TMP);
-#endif //  USE_FAST_SURFACE_EAST
-    // cout << "Surface direction directly east " << surface_east[0] << ","
-    //      << surface_east[1] << "," << surface_east[2] << endl;
-    // cout << "Should be close to zero = "
-    //      << sgScalarProductVec3(surface_south, surface_east) << endl;
-}
-
-
-void FGViewer::CurrentNormalInLocalPlane(sgVec3 dst, sgVec3 src) {
-    sgVec3 tmp;
-    sgSetVec3(tmp, src[0], src[1], src[2] );
-    sgMat4 TMP;
-    sgTransposeNegateMat4 ( TMP, UP ) ;
-    sgXformVec3(tmp, tmp, TMP);
-    sgSetVec3(dst, tmp[2], tmp[1], tmp[0] );
-}
-
-
-// Destructor
-FGViewer::~FGViewer( void ) {
+  }
 }