// orientation rotations listed below. This has the effect of the
// eye moving around and "looking at" the object (model) from
// different angles.
+ virtual SGVec3d getOffset_m () const { return _offset_m; }
virtual double getXOffset_m () const { return _offset_m.x(); }
virtual double getYOffset_m () const { return _offset_m.y(); }
virtual double getZOffset_m () const { return _offset_m.z(); }
const SGVec3d& get_view_pos() { if ( _dirty ) { recalc(); } return _absolute_view_pos; }
const SGVec3d& getViewPosition() { if ( _dirty ) { recalc(); } return _absolute_view_pos; }
const SGQuatd& getViewOrientation() { if ( _dirty ) { recalc(); } return mViewOrientation; }
+ const SGQuatd& getViewOrientationOffset() { if ( _dirty ) { recalc(); } return mViewOffsetOr; }
//////////////////////////////////////////////////////////////////////
// Part 4: View and frustrum data setters and getters
bool _dirty;
SGQuatd mViewOrientation;
+ SGQuatd mViewOffsetOr;
SGVec3d _absolute_view_pos;
SGGeod _position;
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;
-
+ SGVec3d _dampTarget; ///< current target value we are damping towards
+ SGVec3d _dampOutput; ///< current output of damping filter
+ SGVec3d _dampFactor; ///< weighting of the damping filter
+
// 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
void recalc ();
void recalcLookFrom();
void recalcLookAt();
- void dampEyeData(double &roll_deg, double &pitch_deg, double &heading_deg);
+ void setDampTarget(double h, double p, double r);
+ void getDampOutput(double& roll, double& pitch, double& heading);
+
+ void updateDampOutput(double dt);
+
// add to _heading_offset_deg
inline void incHeadingOffset_deg( double amt ) {
set_dirty();