#include <simgear/debug/logstream.hxx>
#include <simgear/constants.h>
-#include <simgear/math/point3d.hxx>
#include <simgear/math/polar3d.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/scene/model/location.hxx>
#include "viewer.hxx"
+#include "CameraGroup.hxx"
+
+using namespace flightgear;
\f
////////////////////////////////////////////////////////////////////////
// Implementation of FGViewer.
_damp_heading(0),
_scaling_type(FG_SCALING_MAX),
_location(0),
- _target_location(0)
+ _target_location(0),
+ _cameraGroup(CameraGroup::getDefault())
{
_absolute_view_pos = SGVec3d(0, 0, 0);
_type = Type;
_heading_offset_deg = heading_offset_deg;
}
-double *
-FGViewer::get_absolute_view_pos ()
-{
- if (_dirty)
- recalc();
- return _absolute_view_pos.data();
-}
-
// 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.
recalcLookAt();
}
- SGVec3d center = globals->get_scenery()->get_center();
- _view_pos = toVec3f(_absolute_view_pos - center);
-
SGGeod geodEyePoint = SGGeod::fromCart(_absolute_view_pos);
geodEyePoint.setElevationM(0);
- _zero_elev = toVec3f(SGVec3d::fromGeod(geodEyePoint) - center);
+ _zero_elev = SGVec3d::fromGeod(geodEyePoint);
SGQuatd hlOr = SGQuatd::fromLonLat(geodEyePoint);
_surface_south = toVec3f(hlOr.backTransform(-SGVec3d::e1()));
// The geodetic position of our base view position
SGGeod geodPos = SGGeod::fromDegFt(lon, lat, alt);
// The rotation rotating from the earth centerd frame to
- // the horizontal local frame
- SGQuatd hlOr = SGQuatd::fromLonLat(geodPos);
+ // the horizontal local OpenGL frame
+ SGQuatd hlOr = SGQuatd::viewHL(geodPos);
+
// the rotation from the horizontal local frame to the basic view orientation
SGQuatd hlToBody = SGQuatd::fromYawPitchRollDeg(head, pitch, roll);
+ hlToBody = SGQuatd::simToView(hlToBody);
+
// The cartesian position of the basic view coordinate
SGVec3d position = SGVec3d::fromGeod(geodPos);
// the rotation offset, don't know why heading is negative here ...
- SGQuatd viewOffsetOr =
+ SGQuatd viewOffsetOr = SGQuatd::simToView(
SGQuatd::fromYawPitchRollDeg(-_heading_offset_deg, _pitch_offset_deg,
- _roll_offset_deg);
-
- // The offset vector is meant: x +right/-left, y +up/-down, z, +back/-fwd
- // We work in the body coordinate system which is slightly different
- SGVec3d off(-_offset_m.z(), _offset_m.x(), -_offset_m.y());
+ _roll_offset_deg));
// Compute the eyepoints orientation and position
// wrt the earth centered frame - that is global coorinates
SGQuatd ec2body = hlOr*hlToBody;
- _absolute_view_pos = position + ec2body.backTransform(off);
+ _absolute_view_pos = position + ec2body.backTransform(_offset_m);
mViewOrientation = ec2body*viewOffsetOr;
}
_roll_offset_deg);
// Offsets to the eye position
- SGVec3d eyeOff(-_offset_m.z(), _offset_m.y(), -_offset_m.x());
+ SGVec3d eyeOff(-_offset_m.z(), _offset_m.x(), -_offset_m.y());
SGQuatd ec2eye = geodEyeHlOr*geodEyeOr;
SGVec3d eyeCart = SGVec3d::fromGeod(geodEyePos);
eyeCart += (ec2eye*eyeOffsetOr).backTransform(eyeOff);
// the view direction
SGVec3d dir = normalize(atCart - eyeCart);
// the up directon
- SGVec3d up = ec2eye.backTransform(SGVec3d(0, 0, 1));
+ SGVec3d up = ec2eye.backTransform(SGVec3d(0, 0, -1));
// rotate dir to the 0-th unit vector
// rotate up to 2-th unit vector
- mViewOrientation = SGQuatd::fromRotateTo(dir, 0, up, 2);
+ mViewOrientation = SGQuatd::fromRotateTo(-dir, 2, up, 1);
}
void
-FGViewer::dampEyeData (double &roll_deg, double &pitch_deg, double &heading_deg)
+FGViewer::dampEyeData(double &roll_deg, double &pitch_deg, double &heading_deg)
{
const double interval = 0.01;
}
}
}
-
+ recalc();
+ _cameraGroup->update(_absolute_view_pos.osg(), mViewOrientation.osg());
+ _cameraGroup->setCameraParameters(get_v_fov(), get_aspect_ratio());
}