#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"
////////////////////////////////////////////////////////////////////////
// Constructor...
-FGViewer::FGViewer( fgViewType Type, bool from_model, int from_model_index,
+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 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_sync(0),
+ _damp_roll(0),
+ _damp_pitch(0),
+ _damp_heading(0),
_scaling_type(FG_SCALING_MAX)
{
sgdZeroVec3(_absolute_view_pos);
_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;
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)
{
}
void
-FGViewer::updateFromModelLocation (FGLocation * location)
+FGViewer::updateFromModelLocation (SGLocation * location)
{
sgCopyMat4(LOCAL, location->getCachedTransformMatrix());
}
void
-FGViewer::updateAtModelLocation (FGLocation * location)
+FGViewer::updateAtModelLocation (SGLocation * location)
{
- sgCopyMat4(ATLOCAL, location->getCachedTransformMatrix());
+ sgCopyMat4(ATLOCAL,
+ location->getCachedTransformMatrix());
}
void
-FGViewer::recalcOurOwnLocation (FGLocation * location, double lon_deg, double lat_deg, double alt_ft,
+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...
// 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...
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 );
+ 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++ ) {