// 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"
-
-#include <Main/location.hxx>
-
#define FG_FOV_MIN 0.1
#define FG_FOV_MAX 179.9
enum fgViewType {
FG_LOOKFROM = 0,
- FG_LOOKAT = 1,
+ FG_LOOKAT = 1
};
// Define a structure containing view information
-class FGViewer : public FGSubsystem {
+class FGViewer : public SGSubsystem {
public:
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( fgViewType Type, bool from_model, int from_model_index, bool at_model, int at_model_index );
+ 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 );
+ 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).
// 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 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);
// 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; }
+ const SGVec3d& 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 ();
+ const SGVec3f& get_world_up() {if ( _dirty ) { recalc(); } return _world_up; }
// Get surface east vector
- virtual float *get_surface_east() { if ( _dirty ) { recalc(); } return _surface_east; }
+ const SGVec3f& get_surface_east() { if ( _dirty ) { recalc(); } return _surface_east; }
// Get surface south vector
- virtual float *get_surface_south() {if ( _dirty ) { recalc(); } return _surface_south; }
+ const SGVec3f& 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; }
+ 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: frustrum data setters and getters
+ // Part 4: View and frustrum data setters and getters
//////////////////////////////////////////////////////////////////////
virtual void set_fov( double fov_deg ) {
}
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:
// 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;
+ SGQuatd mViewOrientation;
+ SGVec3d _absolute_view_pos;
double _lon_deg;
double _lat_deg;
double _target_pitch_deg;
double _target_heading_deg;
- // Position offsets from center of gravity. The X axis is positive
+ 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;
+ 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;
+ // used to set nearplane when at ground level for this view
+ double _ground_level_nearplane_m;
+
fgViewType _type;
fgScalingType _scaling_type;
+ // internal view (e.g. cockpit) flag
+ bool _internal;
+
// view is looking from a model
bool _from_model;
int _from_model_index; // number of model (for multi model)
bool _at_model;
int _at_model_index; // number of model (for multi model)
- FGLocation * _location;
- FGLocation * _target_location;
+ SGLocation * _location;
+ SGLocation * _target_location;
// the nominal field of view (angle, in degrees)
- double _fov_deg;
+ double _fov_deg;
- // ratio of window width and height; height = width * aspect_ratio
+ // Ratio of window width and height; height = width *
+ // aspect_ratio. This value is automatically calculated based on
+ // window dimentions.
double _aspect_ratio;
- bool _reverse_view_offset;
-
- // view position in opengl world coordinates (this is the
- // abs_view_pos translated to scenery.center)
- sgVec3 _view_pos;
+ // 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;
// cartesion coordinates of current lon/lat if at sea level
- // translated to scenery.center
- sgVec3 _zero_elev;
+ 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;
-
- // up vector for the view (usually point straight up through the
- // top of the aircraft
- sgVec3 _view_up;
-
- // sg versions of our friendly matrices
- sgMat4 VIEW, UP;
- sgMat4 LOCAL, TRANS, LARC_TO_SSG;
-
- // Transformation matrix for the view direction offset relative to
- // the AIRCRAFT matrix
- sgMat4 VIEW_OFFSET;
+ SGVec3f _world_up;
//////////////////////////////////////////////////////////////////
// private functions //
//////////////////////////////////////////////////////////////////
void recalc ();
- void recalcPositionVectors (double lon_deg, double lat_deg, double alt_ft) const;
- void updateFromModelLocation (FGLocation * location);
- void recalcOurOwnLocation (double lon_deg, double lat_deg, double alt_ft,
- double roll_deg, double pitch_deg, double heading_deg);
+ void recalcLookFrom();
+ void recalcLookAt();
+ void dampEyeData(double &roll_deg, double &pitch_deg, double &heading_deg);
// add to _heading_offset_deg
inline void incHeadingOffset_deg( double amt ) {
_pitch_offset_deg += amt;
}
- inline void set_reverse_view_offset( bool val ) {
- _reverse_view_offset = val;
+ // add to _roll_offset_deg
+ inline void incRollOffset_deg( double amt ) {
+ set_dirty();
+ _roll_offset_deg += amt;
}
};