// 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
+// Copyright (C) 1997 - 2000 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#include <simgear/compiler.h>
#include <simgear/constants.h>
+#include <simgear/structure/subsystem_mgr.hxx>
+#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 : public FGSubsystem {
+class FGViewer : public SGSubsystem {
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_MAX // max(width, height)
// FG_SCALING_G_MEAN, // geometric_mean(width, height)
// FG_SCALING_INDEPENDENT // whole screen
};
// Constructor
- FGViewer( void );
+ 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 aspect_ratio_multiplier,
+ double target_x_offset_m, double target_y_offset_m,
+ double target_z_offset_m, double near_m, bool internal );
// Destructor
virtual ~FGViewer( void );
//////////////////////////////////////////////////////////////////////
- // Part 1: standard FGSubsystem implementation.
+ // Part 1: standard SGSubsystem implementation.
//////////////////////////////////////////////////////////////////////
virtual void init ();
virtual void bind ();
virtual void unbind ();
- void update (int dt);
+ void update (double dt);
//////////////////////////////////////////////////////////////////////
virtual fgViewType getType() const { return _type; }
virtual void setType( int type );
- // Reference geodetic position of view from position...
+ virtual bool getInternal() const { return _internal; }
+ virtual void setInternal( bool internal );
+
+ // 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; }
- // Set individual coordinates for the view point position.
virtual void setLongitude_deg (double lon_deg);
virtual void setLatitude_deg (double lat_deg);
virtual void setAltitude_ft (double alt_ft);
- // Set the geodetic position for the view point.
virtual void setPosition (double lon_deg, double lat_deg, double alt_ft);
- // Reference geodetic target position...
+ // 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; }
- // Set individual coordinates for the Target point position.
virtual void setTargetLongitude_deg (double lon_deg);
virtual void setTargetLatitude_deg (double lat_deg);
virtual void setTargetAltitude_ft (double alt_ft);
- // Set the geodetic position for the Target point.
virtual void setTargetPosition (double lon_deg, double lat_deg, double alt_ft);
- // Refence orientation...
- 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);
- // Position offsets from reference
- 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; }
+
+
+ // 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 _offset_m.x(); }
+ virtual double getYOffset_m () const { return _offset_m.y(); }
+ virtual double getZOffset_m () const { return _offset_m.z(); }
+ virtual double getTargetXOffset_m () const { return _target_offset_m.x(); }
+ virtual double getTargetYOffset_m () const { return _target_offset_m.y(); }
+ virtual double getTargetZOffset_m () const { return _target_offset_m.z(); }
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);
- // Orientation offsets from reference
- // Goal settings are for smooth transition from prior
- // offset when changing view direction.
+
+
+
+ // 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; }
// 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_VIEW_ROT() { if ( _dirty ) { recalc(); } return VIEW_ROT; }
- virtual const sgVec4 *get_UP() { if ( _dirty ) { recalc(); } return UP; }
- // (future?)
- // virtual double get_ground_elev() { if ( _dirty ) { recalc(); } return ground_elev; }
+ // Get zero elev
+ const SGVec3d& get_zero_elev() {if ( _dirty ) { recalc(); } return _zero_elev; }
+ // Get world up vector
+ const SGVec3f& get_world_up() {if ( _dirty ) { recalc(); } return _world_up; }
+ // Get surface east vector
+ const SGVec3f& get_surface_east() { if ( _dirty ) { recalc(); } return _surface_east; }
+ // Get surface south vector
+ const SGVec3f& get_surface_south() {if ( _dirty ) { recalc(); } return _surface_south; }
+
+ 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; }
+
+ //////////////////////////////////////////////////////////////////////
+ // 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 void set_aspect_ratio_multiplier( double m ) {
+ _aspect_ratio_multiplier = m;
+ }
+ virtual double get_aspect_ratio_multiplier() const {
+ return _aspect_ratio_multiplier;
+ }
+
+ 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:
+ //////////////////////////////////////////////////////////////////
+ // private data //
+ //////////////////////////////////////////////////////////////////
+
// flag forcing a recalc of derived view parameters
bool _dirty;
- void recalc ();
- void recalcPositionVectors (double lon_deg, double lat_deg, double alt_ft) const;
-
- mutable sgdVec3 _absolute_view_pos;
- mutable sgVec3 _relative_view_pos;
- mutable sgVec3 _zero_elev_view_pos;
+ SGQuatd mViewOrientation;
+ SGVec3d _absolute_view_pos;
double _lon_deg;
double _lat_deg;
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 center of gravity. The X axis is positive
+ // 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;
+ SGVec3d _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
+ SGVec3d _target_offset_m;
+
// orientation offsets from reference (_goal* are for smoothed transitions)
double _roll_offset_deg;
double _goal_pitch_offset_deg;
double _goal_heading_offset_deg;
-protected:
+ // used to set nearplane when at ground level for this view
+ double _ground_level_nearplane_m;
fgViewType _type;
- fgScalingType scalingType;
+ fgScalingType _scaling_type;
- // the nominal field of view (angle, in degrees)
- double fov;
+ // internal view (e.g. cockpit) flag
+ bool _internal;
- // ratio of window width and height; height = width * aspect_ratio
- double aspect_ratio;
+ // view is looking from a model
+ bool _from_model;
+ int _from_model_index; // number of model (for multi model)
- bool reverse_view_offset;
+ // view is looking at a model
+ bool _at_model;
+ int _at_model_index; // number of model (for multi model)
- // view position in opengl world coordinates (this is the
- // abs_view_pos translated to scenery.center)
- sgVec3 view_pos;
+ SGLocation * _location;
+ SGLocation * _target_location;
- // radius to sea level from center of the earth (m)
- double sea_level_radius;
+ // the nominal field of view (angle, in degrees)
+ double _fov_deg;
- // cartesion coordinates of current lon/lat if at sea level
- // translated to scenery.center
- sgVec3 zero_elev;
+ // Ratio of window width and height; height = width *
+ // aspect_ratio. This value is automatically calculated based on
+ // window dimentions.
+ double _aspect_ratio;
+
+ // default = 1.0, this value is user configurable and is
+ // multiplied into the aspect_ratio to get the actual vertical fov
+ double _aspect_ratio_multiplier;
- // height ASL of the terrain for our current view position
- // (future?) double ground_elev;
+ // cartesion coordinates of current lon/lat if at sea level
+ SGVec3d _zero_elev;
// surface vector heading south
- sgVec3 surface_south;
+ SGVec3f _surface_south;
// surface vector heading east (used to unambiguously align sky
// with sun)
- sgVec3 surface_east;
+ SGVec3f _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;
-
- // up vector for the view (usually point straight up through the
- // top of the aircraft
- sgVec3 view_up;
-
- // the vector pointing straight out the nose of the aircraft
- sgVec3 view_forward;
-
- // Transformation matrix for the view direction offset relative to
- // the AIRCRAFT matrix
- sgMat4 VIEW_OFFSET;
-
- // sg versions of our friendly matrices (from lookat)
- sgMat4 LOCAL, TRANS, LARC_TO_SSG;
-
- inline void set_dirty() { _dirty = true; }
- inline void set_clean() { _dirty = false; }
-
- // from lookat
- void fgMakeLookAtMat4 ( sgMat4 dst, const sgVec3 eye, const sgVec3 center,
- const sgVec3 up );
-
- // from rph
- void fgMakeViewRot( sgMat4 dst, const sgMat4 m1, const sgMat4 m2 );
- void fgMakeLOCAL( sgMat4 dst, const double Theta,
- const double Phi, const double Psi);
-
-
-public:
+ SGVec3f _world_up;
+ //////////////////////////////////////////////////////////////////
+ // private functions //
+ //////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////
- // setter functions
- //////////////////////////////////////////////////////////////////////
-
- inline void set_fov( double fov_deg ) {
- fov = fov_deg;
- }
+ void recalc ();
+ void recalcLookFrom();
+ void recalcLookAt();
+ void dampEyeData(double &roll_deg, double &pitch_deg, double &heading_deg);
- inline void set_aspect_ratio( double r ) {
- aspect_ratio = r;
- }
- inline void inc_view_offset( double amt ) {
+ // add to _heading_offset_deg
+ inline void incHeadingOffset_deg( double amt ) {
set_dirty();
_heading_offset_deg += amt;
}
- inline void set_reverse_view_offset( bool val ) {
- reverse_view_offset = val;
- }
- inline void inc_view_tilt( double amt ) {
+
+ // add to _pitch_offset_deg
+ inline void incPitchOffset_deg( double amt ) {
set_dirty();
_pitch_offset_deg += amt;
}
- inline void set_sea_level_radius( double r ) {
- // data should be in meters from the center of the earth
- set_dirty();
- sea_level_radius = r;
- }
- /* from lookat */
- inline void set_view_forward( sgVec3 vf ) {
- set_dirty();
- sgCopyVec3( view_forward, vf );
- }
- inline void set_view_up( sgVec3 vf ) {
+ // add to _roll_offset_deg
+ inline void incRollOffset_deg( double amt ) {
set_dirty();
- sgCopyVec3( view_up, vf );
+ _roll_offset_deg += amt;
}
- /* end from lookat */
-
-
- //////////////////////////////////////////////////////////////////////
- // 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_fov() const { return fov; }
- inline double get_aspect_ratio() const { return aspect_ratio; }
- inline bool get_reverse_view_offset() const { return reverse_view_offset; }
- inline double get_sea_level_radius() const { return sea_level_radius; }
- // Get horizontal field of view angle, in degrees.
- double get_h_fov();
- // Get vertical field of view angle, in degrees.
- double get_v_fov();
-
- /* from lookat */
- inline float *get_view_forward() { return view_forward; }
- inline float *get_view_up() { return view_up; }
- /* end from lookat */
-
- //////////////////////////////////////////////////////////////////////
- // derived values accessor functions
- //////////////////////////////////////////////////////////////////////
};
#endif // _VIEWER_HXX
-
-
-