// Constructor
FGViewerLookAt::FGViewerLookAt( void )
{
+ set_reverse_view_offset(true);
}
-static void fgLookAt( sgVec3 eye, sgVec3 center, sgVec3 up, sgMat4 &m ) {
- double x[3], y[3], z[3];
- double mag;
-
- /* Make rotation matrix */
-
- /* Z vector */
- z[0] = eye[0] - center[0];
- z[1] = eye[1] - center[1];
- z[2] = eye[2] - center[2];
- mag = sqrt( z[0]*z[0] + z[1]*z[1] + z[2]*z[2] );
- if (mag) { /* mpichler, 19950515 */
- z[0] /= mag;
- z[1] /= mag;
- z[2] /= mag;
- }
-
- /* Y vector */
- y[0] = up[0];
- y[1] = up[1];
- y[2] = up[2];
-
- /* X vector = Y cross Z */
- x[0] = y[1]*z[2] - y[2]*z[1];
- x[1] = -y[0]*z[2] + y[2]*z[0];
- x[2] = y[0]*z[1] - y[1]*z[0];
-
- /* Recompute Y = Z cross X */
- y[0] = z[1]*x[2] - z[2]*x[1];
- y[1] = -z[0]*x[2] + z[2]*x[0];
- y[2] = z[0]*x[1] - z[1]*x[0];
-
- /* mpichler, 19950515 */
- /* cross product gives area of parallelogram, which is < 1.0 for
- * non-perpendicular unit-length vectors; so normalize x, y here
- */
-
- mag = sqrt( x[0]*x[0] + x[1]*x[1] + x[2]*x[2] );
- if (mag) {
- x[0] /= mag;
- x[1] /= mag;
- x[2] /= mag;
- }
-
- mag = sqrt( y[0]*y[0] + y[1]*y[1] + y[2]*y[2] );
- if (mag) {
- y[0] /= mag;
- y[1] /= mag;
- y[2] /= mag;
- }
-
-#define M(row,col) m[row][col]
- M(0,0) = x[0]; M(0,1) = x[1]; M(0,2) = x[2]; M(0,3) = 0.0;
- M(1,0) = y[0]; M(1,1) = y[1]; M(1,2) = y[2]; M(1,3) = 0.0;
- M(2,0) = z[0]; M(2,1) = z[1]; M(2,2) = z[2]; M(2,3) = 0.0;
- M(3,0) = -eye[0]; M(3,1) = -eye[1]; M(3,2) = -eye[2]; M(3,3) = 1.0;
+void fgMakeLookAtMat4 ( sgMat4 dst, const sgVec3 eye, const sgVec3 center,
+ const sgVec3 up )
+{
+ // Caveats:
+ // 1) In order to compute the line of sight, the eye point must not be equal
+ // to the center point.
+ // 2) The up vector must not be parallel to the line of sight from the eye
+ // to the center point.
+
+ /* Compute the direction vectors */
+ sgVec3 x,y,z;
+
+ /* Y vector = center - eye */
+ sgSubVec3 ( y, center, eye ) ;
+
+ /* Z vector = up */
+ sgCopyVec3 ( z, up ) ;
+
+ /* X vector = Y cross Z */
+ sgVectorProductVec3 ( x, y, z ) ;
+
+ /* Recompute Z = X cross Y */
+ sgVectorProductVec3 ( z, x, y ) ;
+
+ /* Normalize everything */
+ sgNormaliseVec3 ( x ) ;
+ sgNormaliseVec3 ( y ) ;
+ sgNormaliseVec3 ( z ) ;
+
+ /* Build the matrix */
+#define M(row,col) dst[row][col]
+ M(0,0) = x[0]; M(0,1) = x[1]; M(0,2) = x[2]; M(0,3) = 0.0;
+ M(1,0) = y[0]; M(1,1) = y[1]; M(1,2) = y[2]; M(1,3) = 0.0;
+ M(2,0) = z[0]; M(2,1) = z[1]; M(2,2) = z[2]; M(2,3) = 0.0;
+ M(3,0) = eye[0]; M(3,1) = eye[1]; M(3,2) = eye[2]; M(3,3) = 1.0;
#undef M
}
// Update the view parameters
void FGViewerLookAt::update() {
Point3D tmp;
- sgVec3 minus_z, forward;
- sgMat4 VIEWo;
+ sgVec3 minus_z;
// calculate the cartesion coords of the current lat/lon/0 elev
Point3D p = Point3D( geod_view_pos[0],
sgdVec3 vp;
sgdSubVec3( vp, abs_view_pos, sc );
sgSetVec3( view_pos, vp );
+ sgAddVec3( view_pos, pilot_offset );
FG_LOG( FG_VIEW, FG_DEBUG, "sea level radius = " << sea_level_radius );
FG_LOG( FG_VIEW, FG_DEBUG, "Polar view pos = " << p );
<< abs_view_pos[2] );
FG_LOG( FG_VIEW, FG_DEBUG, "Relative view pos = "
<< view_pos[0] << "," << view_pos[1] << "," << view_pos[2] );
+ FG_LOG( FG_VIEW, FG_DEBUG, "pilot offset = "
+ << pilot_offset[0] << "," << pilot_offset[1] << ","
+ << pilot_offset[2] );
FG_LOG( FG_VIEW, FG_DEBUG, "view forward = "
<< view_forward[0] << "," << view_forward[1] << ","
<< view_forward[2] );
<< view_up[2] );
// Make the VIEW matrix.
- fgLookAt( view_pos, view_forward, view_up, VIEW );
+ fgMakeLookAtMat4( VIEW, view_pos, view_forward, view_up );
// cout << "VIEW matrix" << endl;
// print_sgMat4( VIEW );
// THIS IS THE EXPERIMENTAL VIEWING ANGLE SHIFTER
// THE MAJORITY OF THE WORK IS DONE IN GUI.CXX
// this in gui.cxx for now just testing
- extern float quat_mat[4][4];
- sgPreMultMat4( VIEW, quat_mat);
+ extern float GuiQuat_mat[4][4];
+ sgPreMultMat4( VIEW, GuiQuat_mat);
// !!!!!!!!!! testing
// Given a vector pointing straight down (-Z), map into onto the