//
// 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
//
#endif
#include <simgear/compiler.h>
+#include <simgear/constants.h>
+#include <simgear/scene/model/location.hxx>
#include <plib/sg.h> // plib include
+#include "fgfs.hxx"
+
+#define FG_FOV_MIN 0.1
+#define FG_FOV_MAX 179.9
+
+enum fgViewType {
+ FG_LOOKFROM = 0,
+ FG_LOOKAT = 1
+};
// Define a structure containing view information
-class FGViewer {
+class FGViewer : public FGSubsystem {
public:
- enum fgViewType {
- FG_RPH = 0,
- FG_LOOKAT = 1,
- FG_HPR = 2
+ enum fgScalingType { // nominal Field Of View actually applies to ...
+ FG_SCALING_WIDTH, // window width
+ FG_SCALING_MAX // max(width, height)
+ // FG_SCALING_G_MEAN, // geometric_mean(width, height)
+ // FG_SCALING_INDEPENDENT // whole screen
};
+ // Constructor
+ 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 );
+
+ // Destructor
+ virtual ~FGViewer( void );
+
+ //////////////////////////////////////////////////////////////////////
+ // Part 1: standard FGSubsystem implementation.
+ //////////////////////////////////////////////////////////////////////
+
+ virtual void init ();
+ virtual void bind ();
+ virtual void unbind ();
+ void update (double dt);
+
+
+ //////////////////////////////////////////////////////////////////////
+ // Part 2: user settings.
+ //////////////////////////////////////////////////////////////////////
+
+ virtual fgViewType getType() const { return _type; }
+ virtual void setType( int type );
+
+ // Reference geodetic position of view from position...
+ // These are the actual aircraft position (pilot in
+ // pilot view, model in model view).
+ // FIXME: the model view position (ie target positions)
+ // should be in the model class.
+ virtual double getLongitude_deg () const { return _lon_deg; }
+ virtual double getLatitude_deg () const { return _lat_deg; }
+ virtual double getAltitudeASL_ft () const { return _alt_ft; }
+ virtual void setLongitude_deg (double lon_deg);
+ virtual void setLatitude_deg (double lat_deg);
+ virtual void setAltitude_ft (double alt_ft);
+ virtual void setPosition (double lon_deg, double lat_deg, double alt_ft);
+
+ // Reference geodetic target position...
+ virtual double getTargetLongitude_deg () const { return _target_lon_deg; }
+ virtual double getTargetLatitude_deg () const { return _target_lat_deg; }
+ virtual double getTargetAltitudeASL_ft () const { return _target_alt_ft; }
+ virtual void setTargetLongitude_deg (double lon_deg);
+ virtual void setTargetLatitude_deg (double lat_deg);
+ virtual void setTargetAltitude_ft (double alt_ft);
+ virtual void setTargetPosition (double lon_deg, double lat_deg, double alt_ft);
+
+
+
+
+ // Position offsets from reference
+ // These offsets position they "eye" in the scene according to a given
+ // location. For example in pilot view they are used to position the
+ // head inside the aircraft.
+ // Note that in pilot view these are applied "before" the orientation
+ // rotations (see below) so that the orientation rotations have the
+ // effect of the pilot staying in his seat and "looking out" in
+ // different directions.
+ // In chase view these are applied "after" the application of the
+ // orientation rotations listed below. This has the effect of the
+ // eye moving around and "looking at" the object (model) from
+ // different angles.
+ virtual double getXOffset_m () const { return _x_offset_m; }
+ virtual double getYOffset_m () const { return _y_offset_m; }
+ virtual double getZOffset_m () const { return _z_offset_m; }
+ virtual double getTargetXOffset_m () const { return _target_x_offset_m; }
+ virtual double getTargetYOffset_m () const { return _target_y_offset_m; }
+ virtual double getTargetZOffset_m () const { return _target_z_offset_m; }
+ virtual void setXOffset_m (double x_offset_m);
+ virtual void setYOffset_m (double y_offset_m);
+ virtual void setZOffset_m (double z_offset_m);
+ virtual void setTargetXOffset_m (double x_offset_m);
+ virtual void setTargetYOffset_m (double y_offset_m);
+ virtual void setTargetZOffset_m (double z_offset_m);
+ virtual void setPositionOffsets (double x_offset_m,
+ double y_offset_m,
+ double z_offset_m);
+
+
+
+
+ // Reference orientation rotations...
+ // These are rotations that represent the plane attitude effect on
+ // the view (in Pilot view). IE The view frustrum rotates as the plane
+ // turns, pitches, and rolls.
+ // In model view (lookat/chaseview) these end up changing the angle that
+ // the eye is looking at the ojbect (ie the model).
+ // FIXME: the FGModel class should have its own version of these so that
+ // it can generate it's own model rotations.
+ virtual double getRoll_deg () const { return _roll_deg; }
+ virtual double getPitch_deg () const {return _pitch_deg; }
+ virtual double getHeading_deg () const {return _heading_deg; }
+ virtual void setRoll_deg (double roll_deg);
+ virtual void setPitch_deg (double pitch_deg);
+ virtual void setHeading_deg (double heading_deg);
+ virtual void setOrientation (double roll_deg, double pitch_deg, double heading_deg);
+ virtual double getTargetRoll_deg () const { return _target_roll_deg; }
+ virtual double getTargetPitch_deg () const {return _target_pitch_deg; }
+ virtual double getTargetHeading_deg () const {return _target_heading_deg; }
+ virtual void setTargetRoll_deg (double roll_deg);
+ virtual void setTargetPitch_deg (double pitch_deg);
+ virtual void setTargetHeading_deg (double heading_deg);
+ virtual void setTargetOrientation (double roll_deg, double pitch_deg, double heading_deg);
+
+
+
+
+ // Orientation offsets rotations from reference orientation.
+ // Goal settings are for smooth transition from prior
+ // offset when changing view direction.
+ // These offsets are in ADDITION to the orientation rotations listed
+ // above.
+ // In pilot view they are applied after the position offsets in order to
+ // give the effect of the pilot looking around.
+ // In lookat view they are applied before the position offsets so that
+ // the effect is the eye moving around looking at the object (ie the model)
+ // from different angles.
+ virtual double getRollOffset_deg () const { return _roll_offset_deg; }
+ virtual double getPitchOffset_deg () const { return _pitch_offset_deg; }
+ virtual double getHeadingOffset_deg () const { return _heading_offset_deg; }
+ virtual double getGoalRollOffset_deg () const { return _goal_roll_offset_deg; }
+ virtual double getGoalPitchOffset_deg () const { return _goal_pitch_offset_deg; }
+ virtual double getGoalHeadingOffset_deg () const {return _goal_heading_offset_deg; }
+ virtual void setRollOffset_deg (double roll_offset_deg);
+ virtual void setPitchOffset_deg (double pitch_offset_deg);
+ virtual void setHeadingOffset_deg (double heading_offset_deg);
+ virtual void setGoalRollOffset_deg (double goal_roll_offset_deg);
+ virtual void setGoalPitchOffset_deg (double goal_pitch_offset_deg);
+ virtual void setGoalHeadingOffset_deg (double goal_heading_offset_deg);
+ virtual void setOrientationOffsets (double roll_offset_deg,
+ double heading_offset_deg,
+ double pitch_offset_deg);
+
+
+
+ //////////////////////////////////////////////////////////////////////
+ // Part 3: output vectors and matrices in FlightGear coordinates.
+ //////////////////////////////////////////////////////////////////////
+
+ // Vectors and positions...
+
+ // Get zero view_pos
+ virtual float * get_view_pos() {if ( _dirty ) { recalc(); } return _view_pos; }
+ // Get the absolute view position in fgfs coordinates.
+ virtual double * get_absolute_view_pos ();
+ // Get zero elev
+ virtual float * get_zero_elev() {if ( _dirty ) { recalc(); } return _zero_elev; }
+ // Get world up vector
+ virtual float *get_world_up() {if ( _dirty ) { recalc(); } return _world_up; }
+ // Get the relative (to scenery center) view position in fgfs coordinates.
+ virtual float * getRelativeViewPos ();
+ // Get the absolute zero-elevation view position in fgfs coordinates.
+ virtual float * getZeroElevViewPos ();
+ // Get surface east vector
+ virtual float *get_surface_east() { if ( _dirty ) { recalc(); } return _surface_east; }
+ // Get surface south vector
+ virtual float *get_surface_south() {if ( _dirty ) { recalc(); } return _surface_south; }
+
+ // Matrices...
+ virtual const sgVec4 *get_VIEW() { if ( _dirty ) { recalc(); } return VIEW; }
+ virtual const sgVec4 *get_UP() { if ( _dirty ) { recalc(); } return UP; }
+
+ //////////////////////////////////////////////////////////////////////
+ // Part 4: View and frustrum data setters and getters
+ //////////////////////////////////////////////////////////////////////
+
+ virtual void set_fov( double fov_deg ) {
+ _fov_deg = fov_deg;
+ }
+ virtual double get_fov() const { return _fov_deg; }
+ virtual double get_h_fov(); // Get horizontal fov, in degrees.
+ virtual double get_v_fov(); // Get vertical fov, in degrees.
+
+ virtual void set_aspect_ratio( double r ) {
+ _aspect_ratio = r;
+ }
+ virtual double get_aspect_ratio() const { return _aspect_ratio; }
+
+ virtual double getNear_m () const { return _ground_level_nearplane_m; }
+ inline void setNear_m (double near_m) {
+ _ground_level_nearplane_m = near_m;
+ }
+
+ //////////////////////////////////////////////////////////////////////
+ // Part 5: misc setters and getters
+ //////////////////////////////////////////////////////////////////////
+
+ inline void set_dirty() { _dirty = true; }
+ inline void set_clean() { _dirty = false; }
+
+ // return eye location...
+ virtual SGLocation * getSGLocation () const { return _location; }
+
+
private:
- // flag forcing a recalc of derived view parameters
- bool dirty;
+ //////////////////////////////////////////////////////////////////
+ // private data //
+ //////////////////////////////////////////////////////////////////
-protected:
+ // flag forcing a recalc of derived view parameters
+ bool _dirty;
+
+ mutable sgdVec3 _absolute_view_pos;
+ mutable sgVec3 _relative_view_pos;
+ mutable sgVec3 _zero_elev_view_pos;
+
+ double _lon_deg;
+ double _lat_deg;
+ double _alt_ft;
+ double _target_lon_deg;
+ double _target_lat_deg;
+ double _target_alt_ft;
+
+ double _roll_deg;
+ double _pitch_deg;
+ double _heading_deg;
+ double _target_roll_deg;
+ double _target_pitch_deg;
+ double _target_heading_deg;
+
+ double _damp_sync;
+ double _damp_roll;
+ double _damp_pitch;
+ double _damp_heading;
+
+ double _damped_roll_deg;
+ double _damped_pitch_deg;
+ double _damped_heading_deg;
+
+ // Position offsets from FDM origin. The X axis is positive
+ // out the tail, Y is out the right wing, and Z is positive up.
+ // distance in meters
+ double _x_offset_m;
+ double _y_offset_m;
+ double _z_offset_m;
+
+ // Target offsets from FDM origin (for "lookat" targets) The X
+ // axis is positive out the tail, Y is out the right wing, and Z
+ // is positive up. distance in meters
+ double _target_x_offset_m;
+ double _target_y_offset_m;
+ double _target_z_offset_m;
+
+
+ // orientation offsets from reference (_goal* are for smoothed transitions)
+ double _roll_offset_deg;
+ double _pitch_offset_deg;
+ double _heading_offset_deg;
+ double _goal_roll_offset_deg;
+ double _goal_pitch_offset_deg;
+ double _goal_heading_offset_deg;
+
+ // used to set nearplane when at ground level for this view
+ double _ground_level_nearplane_m;
fgViewType _type;
+ fgScalingType _scaling_type;
+
+ // view is looking from a model
+ bool _from_model;
+ int _from_model_index; // number of model (for multi model)
+
+ // view is looking at a model
+ bool _at_model;
+ int _at_model_index; // number of model (for multi model)
- // the current view offset angle from forward (rotated about the
- // view_up vector)
- double view_offset;
+ SGLocation * _location;
+ SGLocation * _target_location;
- // the goal view offset angle (used for smooth view changes)
- double goal_view_offset;
+ // the nominal field of view (angle, in degrees)
+ double _fov_deg;
- // geodetic view position
- sgdVec3 geod_view_pos;
+ // ratio of window width and height; height = width * aspect_ratio
+ double _aspect_ratio;
- // absolute view position in earth coordinates
- sgdVec3 abs_view_pos;
+ bool _reverse_view_offset;
// view position in opengl world coordinates (this is the
// abs_view_pos translated to scenery.center)
- sgVec3 view_pos;
-
- // radius to sea level from center of the earth (m)
- double sea_level_radius;
+ sgVec3 _view_pos;
// cartesion coordinates of current lon/lat if at sea level
// translated to scenery.center
- sgVec3 zero_elev;
-
- // pilot offset from center of gravity. The X axis is positive
- // out the tail, Y is out the right wing, and Z is positive up.
- // Distances in meters of course.
- sgVec3 pilot_offset;
+ sgVec3 _zero_elev;
// surface vector heading south
- sgVec3 surface_south;
+ sgVec3 _surface_south;
// surface vector heading east (used to unambiguously align sky
// with sun)
- sgVec3 surface_east;
+ sgVec3 _surface_east;
// world up vector (normal to the plane tangent to the earth's
// surface at the spot we are directly above
- sgVec3 world_up;
-
- // sg versions of our friendly matrices
- sgMat4 VIEW, VIEW_ROT, UP;
-
- inline void set_dirty() { dirty = true; }
- inline void set_clean() { dirty = false; }
+ sgVec3 _world_up;
- // Update the view volume, position, and orientation
- virtual void update();
+ // up vector for the view (usually point straight up through the
+ // top of the aircraft
+ sgVec3 _view_up;
-public:
-
- // Constructor
- FGViewer( void );
-
- // Destructor
- virtual ~FGViewer( void );
-
- //////////////////////////////////////////////////////////////////////
- // setter functions
- //////////////////////////////////////////////////////////////////////
- inline void set_view_offset( double a ) {
- set_dirty();
- view_offset = a;
- }
- inline void inc_view_offset( double amt ) {
- set_dirty();
- view_offset += amt;
- }
- inline void set_goal_view_offset( double a) {
- set_dirty();
- goal_view_offset = a;
- }
- inline void set_geod_view_pos( double lon, double lat, double alt ) {
- // data should be in radians and meters asl
- set_dirty();
- // cout << "set_geod_view_pos = " << lon << ", " << lat << ", " << alt
- // << endl;
- sgdSetVec3( geod_view_pos, lon, lat, alt );
- }
- inline void set_pilot_offset( float x, float y, float z ) {
+ // sg versions of our friendly matrices
+ sgMat4 VIEW, UP;
+ sgMat4 LOCAL, ATLOCAL, TRANS, LARC_TO_SSG;
+
+ // Transformation matrix for the view direction offset relative to
+ // the AIRCRAFT matrix
+ sgMat4 VIEW_OFFSET;
+
+ //////////////////////////////////////////////////////////////////
+ // private functions //
+ //////////////////////////////////////////////////////////////////
+
+ void recalc ();
+ void recalcLookFrom();
+ void recalcLookAt();
+ void copyLocationData();
+ void updateFromModelLocation (SGLocation * location);
+ void updateAtModelLocation (SGLocation * location);
+ void recalcOurOwnLocation (SGLocation * location, double lon_deg, double lat_deg, double alt_ft,
+ double roll_deg, double pitch_deg, double heading_deg);
+ void dampEyeData (double &roll_deg, double &pitch_deg, double &heading_deg);
+
+ // add to _heading_offset_deg
+ inline void incHeadingOffset_deg( double amt ) {
set_dirty();
- sgSetVec3( pilot_offset, x, y, z );
+ _heading_offset_deg += amt;
}
- inline void set_sea_level_radius( double r ) {
- // data should be in meters from the center of the earth
+
+ // add to _pitch_offset_deg
+ inline void incPitchOffset_deg( double amt ) {
set_dirty();
- sea_level_radius = r;
+ _pitch_offset_deg += amt;
}
- //////////////////////////////////////////////////////////////////////
- // accessor functions
- //////////////////////////////////////////////////////////////////////
- inline int get_type() const { return _type ; }
- inline int is_a( int t ) const { return get_type() == t ; }
- inline bool is_dirty() const { return dirty; }
- inline double get_view_offset() const { return view_offset; }
- inline double get_goal_view_offset() const { return goal_view_offset; }
- inline double *get_geod_view_pos() { return geod_view_pos; }
- inline float *get_pilot_offset() { return pilot_offset; }
- inline double get_sea_level_radius() const { return sea_level_radius; }
-
- //////////////////////////////////////////////////////////////////////
- // derived values accessor functions
- //////////////////////////////////////////////////////////////////////
- inline double *get_abs_view_pos() {
- if ( dirty ) { update(); }
- return abs_view_pos;
- }
- inline float *get_view_pos() {
- if ( dirty ) { update(); }
- return view_pos;
- }
- inline float *get_zero_elev() {
- if ( dirty ) { update(); }
- return zero_elev;
- }
- inline float *get_surface_south() {
- if ( dirty ) { update(); }
- return surface_south;
- }
- inline float *get_surface_east() {
- if ( dirty ) { update(); }
- return surface_east;
- }
- inline float *get_world_up() {
- if ( dirty ) { update(); }
- return world_up;
- }
- inline const sgVec4 *get_VIEW() {
- if ( dirty ) { update(); }
- return VIEW;
- }
- inline const sgVec4 *get_VIEW_ROT() {
- if ( dirty ) { update(); }
- return VIEW_ROT;
- }
- inline const sgVec4 *get_UP() {
- if ( dirty ) { update(); }
- return UP;
+ inline void set_reverse_view_offset( bool val ) {
+ _reverse_view_offset = val;
}
+
};
#endif // _VIEWER_HXX
-
-