//
// Written by Curtis Olson, started August 1997.
// overhaul started October 2000.
+// 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
//
#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>
+#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 )
+{
+ // 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 ;
+
+ // multiply matrices
+ for ( int j = 0 ; j < 3 ; j++ ) {
+ dst[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] +
+ mat2[1][1] * mat1[1][j] +
+ mat2[1][2] * mat1[2][j];
+
+ dst[2][j] = mat2[2][0] * mat1[0][j] +
+ mat2[2][1] * mat1[1][j] +
+ mat2[2][2] * mat1[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 FGViewPoint.
+// Implementation of FGViewer.
////////////////////////////////////////////////////////////////////////
-FGViewPoint::FGViewPoint ()
- : _dirty(true),
+// 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),
- _alt_ft(0)
+ _alt_ft(0),
+ _target_lon_deg(0),
+ _target_lat_deg(0),
+ _target_alt_ft(0),
+ _roll_deg(0),
+ _pitch_deg(0),
+ _heading_deg(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 = 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, fabs(damp_roll));
+ if (damp_pitch > 0.0)
+ _damp_pitch = 1.0 / pow(10, fabs(damp_pitch));
+ if (damp_heading > 0.0)
+ _damp_heading = 1.0 / pow(10, 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
+}
+
+
+// Destructor
+FGViewer::~FGViewer( void ) {
}
-FGViewPoint::~FGViewPoint ()
+void
+FGViewer::init ()
{
+ if ( _from_model )
+ _location = (SGLocation *) globals->get_aircraft_model()->get3DModel()->getSGLocation();
+ else
+ _location = (SGLocation *) new SGLocation;
+
+ if ( _type == FG_LOOKAT ) {
+ if ( _at_model )
+ _target_location = (SGLocation *) globals->get_aircraft_model()->get3DModel()->getSGLocation();
+ else
+ _target_location = (SGLocation *) new SGLocation;
+ }
}
void
-FGViewPoint::setPosition (double lon_deg, double lat_deg, double alt_ft)
+FGViewer::bind ()
+{
+}
+
+void
+FGViewer::unbind ()
+{
+}
+
+void
+FGViewer::setType ( int type )
+{
+ if (type == 0)
+ _type = FG_LOOKFROM;
+ if (type == 1)
+ _type = FG_LOOKAT;
+}
+
+void
+FGViewer::setInternal ( bool internal )
+{
+ _internal = internal;
+}
+
+void
+FGViewer::setLongitude_deg (double lon_deg)
{
_dirty = true;
_lon_deg = lon_deg;
+}
+
+void
+FGViewer::setLatitude_deg (double lat_deg)
+{
+ _dirty = true;
_lat_deg = lat_deg;
+}
+
+void
+FGViewer::setAltitude_ft (double alt_ft)
+{
+ _dirty = true;
_alt_ft = alt_ft;
}
-const double *
-FGViewPoint::getAbsoluteViewPos () const
+void
+FGViewer::setPosition (double lon_deg, double lat_deg, double alt_ft)
+{
+ _dirty = true;
+ _lon_deg = lon_deg;
+ _lat_deg = lat_deg;
+ _alt_ft = alt_ft;
+}
+
+void
+FGViewer::setTargetLongitude_deg (double lon_deg)
+{
+ _dirty = true;
+ _target_lon_deg = lon_deg;
+}
+
+void
+FGViewer::setTargetLatitude_deg (double lat_deg)
+{
+ _dirty = true;
+ _target_lat_deg = lat_deg;
+}
+
+void
+FGViewer::setTargetAltitude_ft (double alt_ft)
+{
+ _dirty = true;
+ _target_alt_ft = alt_ft;
+}
+
+void
+FGViewer::setTargetPosition (double lon_deg, double lat_deg, double alt_ft)
+{
+ _dirty = true;
+ _target_lon_deg = lon_deg;
+ _target_lat_deg = lat_deg;
+ _target_alt_ft = alt_ft;
+}
+
+void
+FGViewer::setRoll_deg (double roll_deg)
+{
+ _dirty = true;
+ _roll_deg = roll_deg;
+}
+
+void
+FGViewer::setPitch_deg (double pitch_deg)
+{
+ _dirty = true;
+ _pitch_deg = pitch_deg;
+}
+
+void
+FGViewer::setHeading_deg (double heading_deg)
+{
+ _dirty = true;
+ _heading_deg = heading_deg;
+}
+
+void
+FGViewer::setOrientation (double roll_deg, double pitch_deg, double heading_deg)
+{
+ _dirty = true;
+ _roll_deg = roll_deg;
+ _pitch_deg = pitch_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)
+{
+ _dirty = true;
+ _x_offset_m = x_offset_m;
+}
+
+void
+FGViewer::setYOffset_m (double y_offset_m)
+{
+ _dirty = true;
+ _y_offset_m = y_offset_m;
+}
+
+void
+FGViewer::setZOffset_m (double z_offset_m)
+{
+ _dirty = true;
+ _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;
+ _x_offset_m = x_offset_m;
+ _y_offset_m = y_offset_m;
+ _z_offset_m = z_offset_m;
+}
+
+void
+FGViewer::setRollOffset_deg (double roll_offset_deg)
+{
+ _dirty = true;
+ _roll_offset_deg = roll_offset_deg;
+}
+
+void
+FGViewer::setPitchOffset_deg (double pitch_offset_deg)
+{
+ _dirty = true;
+ _pitch_offset_deg = pitch_offset_deg;
+}
+
+void
+FGViewer::setHeadingOffset_deg (double heading_offset_deg)
+{
+ _dirty = true;
+ _heading_offset_deg = heading_offset_deg;
+}
+
+void
+FGViewer::setGoalRollOffset_deg (double goal_roll_offset_deg)
+{
+ _dirty = true;
+ _goal_roll_offset_deg = goal_roll_offset_deg;
+}
+
+void
+FGViewer::setGoalPitchOffset_deg (double goal_pitch_offset_deg)
+{
+ _dirty = true;
+ _goal_pitch_offset_deg = goal_pitch_offset_deg;
+ if ( _goal_pitch_offset_deg < -90 ) {
+ _goal_pitch_offset_deg = -90.0;
+ }
+ if ( _goal_pitch_offset_deg > 90.0 ) {
+ _goal_pitch_offset_deg = 90.0;
+ }
+
+}
+
+void
+FGViewer::setGoalHeadingOffset_deg (double goal_heading_offset_deg)
+{
+ _dirty = true;
+ _goal_heading_offset_deg = goal_heading_offset_deg;
+ while ( _goal_heading_offset_deg < 0.0 ) {
+ _goal_heading_offset_deg += 360;
+ }
+ while ( _goal_heading_offset_deg > 360 ) {
+ _goal_heading_offset_deg -= 360;
+ }
+}
+
+void
+FGViewer::setOrientationOffsets (double roll_offset_deg, double pitch_offset_deg, double heading_offset_deg)
+{
+ _dirty = true;
+ _roll_offset_deg = roll_offset_deg;
+ _pitch_offset_deg = pitch_offset_deg;
+ _heading_offset_deg = heading_offset_deg;
+}
+
+double *
+FGViewer::get_absolute_view_pos ()
{
if (_dirty)
recalc();
return _absolute_view_pos;
}
-const float *
-FGViewPoint::getRelativeViewPos () const
+float *
+FGViewer::getRelativeViewPos ()
{
if (_dirty)
recalc();
return _relative_view_pos;
}
-const float *
-FGViewPoint::getZeroElevViewPos () const
+float *
+FGViewer::getZeroElevViewPos ()
{
if (_dirty)
recalc();
}
void
-FGViewPoint::recalc () const
+FGViewer::updateFromModelLocation (SGLocation * location)
{
- double sea_level_radius_m;
- double lat_geoc_rad;
+ sgCopyMat4(LOCAL, location->getCachedTransformMatrix());
+}
- // 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::updateAtModelLocation (SGLocation * location)
+{
+ sgCopyMat4(ATLOCAL,
+ location->getCachedTransformMatrix());
+}
- // 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]);
+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(globals->get_scenery()->get_center()));
+}
- // 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]);
+// 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
+// for viewer.
+void
+FGViewer::recalc ()
+{
+ if (_type == FG_LOOKFROM) {
+ recalcLookFrom();
+ } else {
+ recalcLookAt();
+ }
- // 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);
+ set_clean();
}
+// recalculate for LookFrom view type...
+void
+FGViewer::recalcLookFrom ()
+{
-\f
-////////////////////////////////////////////////////////////////////////
-// Implementation of FGViewer.
-////////////////////////////////////////////////////////////////////////
+ sgVec3 right, forward;
+ // sgVec3 eye_pos;
+ sgVec3 position_offset; // eye position offsets (xyz)
-// 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
-}
+ // LOOKFROM mode...
+ // Update location data...
+ if ( _from_model ) {
+ // update or data from model location
+ updateFromModelLocation(_location);
+ } else {
+ // update from our own data...
+ recalcOurOwnLocation( _location, _lon_deg, _lat_deg, _alt_ft,
+ _roll_deg, _pitch_deg, _heading_deg );
+ }
+
+ // copy data from location class to local items...
+ copyLocationData();
+
+ // 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)
+
+ // Orientation Offsets matrix
+ MakeVIEW_OFFSET( VIEW_OFFSET,
+ _heading_offset_deg * SG_DEGREES_TO_RADIANS, _view_up,
+ _pitch_offset_deg * SG_DEGREES_TO_RADIANS, right );
+
+ // 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);
+
+ // 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]);
+
+ // Eye Position Offsets to vector
+ sgSetVec3( position_offset, _x_offset_m, _y_offset_m, _z_offset_m );
+ sgXformVec3( position_offset, position_offset, VIEW_UP);
+
+ // add the offsets including rotations to the translation vector
+ sgAddVec3( _view_pos, position_offset );
+
+ // multiply the OFFSETS (for heading and pitch) into the VIEW
+ sgPostMultMat4(VIEW, VIEW_OFFSET);
+
+ // add the position data to the matrix
+ sgSetVec4(VIEW[3], _view_pos[0], _view_pos[1], _view_pos[2],SG_ONE);
-// Destructor
-FGViewer::~FGViewer( void ) {
}
void
-FGViewer::init ()
+FGViewer::recalcLookAt ()
{
+
+ 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.
+
+ // 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...
+ 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(globals->get_scenery()->get_center()),
+ 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());
+
+ // copy data from location class to local items...
+ copyLocationData();
+
+ // 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] );
+
+ // 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 );
+
+ // 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 SGLocation...
void
-FGViewer::bind ()
+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(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(_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, _zero_elev_view_pos);
+ sgCopyVec3(_view_pos, _relative_view_pos);
}
void
-FGViewer::unbind ()
+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()
{
- 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) *
+ return atan(tan(_fov_deg/2 * SG_DEGREES_TO_RADIANS) / _aspect_ratio) *
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) *
+ return atan(tan(_fov_deg/2 * SG_DEGREES_TO_RADIANS) * _aspect_ratio) *
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) *
+ return atan(tan(_fov_deg/2 * SG_DEGREES_TO_RADIANS) * _aspect_ratio) *
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++ ) {
- if ( fabs(get_goal_view_offset() - get_view_offset()) < 0.05 ) {
- set_view_offset( get_goal_view_offset() );
+ 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;
} else {
- // move current_view.view_offset towards
+ // move current_view.headingoffset towards
// current_view.goal_view_offset
- if ( get_goal_view_offset() > get_view_offset() )
+ if ( _goal_heading_offset_deg > _heading_offset_deg )
{
- if ( get_goal_view_offset() - get_view_offset() < SGD_PI ){
- inc_view_offset( 0.01 );
+ if ( _goal_heading_offset_deg - _heading_offset_deg < 180 ){
+ incHeadingOffset_deg( 0.5 );
} else {
- inc_view_offset( -0.01 );
+ incHeadingOffset_deg( -0.5 );
}
} else {
- if ( get_view_offset() - get_goal_view_offset() < SGD_PI ){
- inc_view_offset( -0.01 );
+ if ( _heading_offset_deg - _goal_heading_offset_deg < 180 ){
+ incHeadingOffset_deg( -0.5 );
} else {
- inc_view_offset( 0.01 );
+ incHeadingOffset_deg( 0.5 );
}
}
- if ( get_view_offset() > SGD_2PI ) {
- inc_view_offset( -SGD_2PI );
- } else if ( get_view_offset() < 0 ) {
- inc_view_offset( SGD_2PI );
+ if ( _heading_offset_deg > 360 ) {
+ incHeadingOffset_deg( -360 );
+ } else if ( _heading_offset_deg < 0 ) {
+ incHeadingOffset_deg( 360 );
}
}
}
- for ( i = 0; i < dt; i++ ) {
- if ( fabs(get_goal_view_tilt() - get_view_tilt()) < 0.05 ) {
- set_view_tilt( get_goal_view_tilt() );
+ 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.view_tilt towards
- // current_view.goal_view_tilt
- if ( get_goal_view_tilt() > get_view_tilt() )
+ // move current_view.pitch_offset_deg towards
+ // current_view.goal_pitch_offset
+ if ( _goal_pitch_offset_deg > _pitch_offset_deg )
{
- if ( get_goal_view_tilt() - get_view_tilt() < SGD_PI ){
- inc_view_tilt( 0.01 );
- } else {
- inc_view_tilt( -0.01 );
- }
+ incPitchOffset_deg( 1.0 );
} else {
- if ( get_view_tilt() - get_goal_view_tilt() < SGD_PI ){
- inc_view_tilt( -0.01 );
- } else {
- inc_view_tilt( 0.01 );
- }
+ incPitchOffset_deg( -1.0 );
}
- if ( get_view_tilt() > SGD_2PI ) {
- inc_view_tilt( -SGD_2PI );
- } else if ( get_view_tilt() < 0 ) {
- inc_view_tilt( SGD_2PI );
+ if ( _pitch_offset_deg > 90 ) {
+ setPitchOffset_deg(90);
+ } else if ( _pitch_offset_deg < -90 ) {
+ setPitchOffset_deg( -90 );
}
}
}