#include <simgear/debug/logstream.hxx>
#include <simgear/math/point3d.hxx>
#include <simgear/math/polar3d.hxx>
+#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/vector.hxx>
#include <Scenery/scenery.hxx>
}
-#if 0
-// convert sgMat4 to MAT3 and print
-static void print_sgMat4( sgMat4 &in) {
- int i, j;
- for ( i = 0; i < 4; i++ ) {
- for ( j = 0; j < 4; j++ ) {
- printf("%10.4f ", in[i][j]);
- }
- cout << endl;
- }
-}
-#endif
-
-
// Update the view parameters
void FGViewerLookAt::update() {
- Point3D tmp;
sgVec3 minus_z;
- // calculate the cartesion coords of the current lat/lon/0 elev
- Point3D p = Point3D( geod_view_pos[0],
- geod_view_pos[1],
- sea_level_radius );
-
- tmp = sgPolarToCart3d(p) - scenery.center;
- sgSetVec3( zero_elev, tmp[0], tmp[1], tmp[2] );
-
- // calculate view position in current FG view coordinate system
- // p.lon & p.lat are already defined earlier, p.radius was set to
- // the sea level radius, so now we add in our altitude.
- if ( geod_view_pos[2] > (scenery.cur_elev + 0.5 * SG_METER_TO_FEET) ) {
- p.setz( p.radius() + geod_view_pos[2] );
- } else {
- p.setz( p.radius() + scenery.cur_elev + 0.5 * SG_METER_TO_FEET );
- }
-
- tmp = sgPolarToCart3d(p);
- sgdSetVec3( abs_view_pos, tmp[0], tmp[1], tmp[2] );
-
- // view_pos = abs_view_pos - scenery.center;
- sgdVec3 sc;
- sgdSetVec3( sc, scenery.center.x(), scenery.center.y(), scenery.center.z());
- sgdVec3 vp;
- sgdSubVec3( vp, abs_view_pos, sc );
- sgSetVec3( view_pos, vp );
- sgAddVec3( view_pos, pilot_offset );
-
- SG_LOG( SG_VIEW, SG_DEBUG, "sea level radius = " << sea_level_radius );
- SG_LOG( SG_VIEW, SG_DEBUG, "Polar view pos = " << p );
- SG_LOG( SG_VIEW, SG_DEBUG, "Absolute view pos = "
- << abs_view_pos[0] << ","
- << abs_view_pos[1] << ","
- << abs_view_pos[2] );
- SG_LOG( SG_VIEW, SG_DEBUG, "Relative view pos = "
- << view_pos[0] << "," << view_pos[1] << "," << view_pos[2] );
- SG_LOG( SG_VIEW, SG_DEBUG, "pilot offset = "
- << pilot_offset[0] << "," << pilot_offset[1] << ","
- << pilot_offset[2] );
- SG_LOG( SG_VIEW, SG_DEBUG, "view forward = "
- << view_forward[0] << "," << view_forward[1] << ","
- << view_forward[2] );
- SG_LOG( SG_VIEW, SG_DEBUG, "view up = "
- << view_up[0] << "," << view_up[1] << ","
- << view_up[2] );
-
+ view_point.setPosition(geod_view_pos[0] * SGD_RADIANS_TO_DEGREES,
+ geod_view_pos[1] * SGD_RADIANS_TO_DEGREES,
+ geod_view_pos[2] * SG_METER_TO_FEET);
+ sgCopyVec3(zero_elev, view_point.getZeroElevViewPos());
+ sgdCopyVec3(abs_view_pos, view_point.getAbsoluteViewPos());
+ sgCopyVec3(view_pos, view_point.getRelativeViewPos());
+
+ sgVec3 tmp_offset;
+ sgCopyVec3( tmp_offset, pilot_offset );
+ SG_LOG( SG_VIEW, SG_DEBUG, "tmp offset = "
+ << tmp_offset[0] << "," << tmp_offset[1] << ","
+ << tmp_offset[2] );
+
+ //!!!!!!!!!!!!!!!!!!!
+ // THIS IS THE EXPERIMENTAL VIEWING ANGLE SHIFTER
+ // THE MAJORITY OF THE WORK IS DONE IN GUI.CXX
+ extern float GuiQuat_mat[4][4];
+ sgXformPnt3( tmp_offset, tmp_offset, GuiQuat_mat );
+ SG_LOG( SG_VIEW, SG_DEBUG, "tmp_offset = "
+ << tmp_offset[0] << "," << tmp_offset[1] << ","
+ << tmp_offset[2] );
+
+ sgAddVec3( view_pos, tmp_offset );
+ // !!!!!!!!!! testing
+
// Make the VIEW matrix.
fgMakeLookAtMat4( VIEW, view_pos, view_forward, view_up );
- // cout << "VIEW matrix" << endl;
- // print_sgMat4( VIEW );
// the VIEW matrix includes both rotation and translation. Let's
// knock out the translation part to make the VIEW_ROT matrix
// use a clever observation into the nature of our tranformation
// matrix to grab the world_up vector
sgSetVec3( world_up, UP[0][0], UP[0][1], UP[0][2] );
- // cout << "World Up = " << world_up[0] << "," << world_up[1] << ","
- // << world_up[2] << endl;
-
-
- //!!!!!!!!!!!!!!!!!!!
- // 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 GuiQuat_mat[4][4];
- sgPreMultMat4( VIEW, GuiQuat_mat);
- // !!!!!!!!!! testing
// Given a vector pointing straight down (-Z), map into onto the
// local plane representing "horizontal". This should give us the
sgmap_vec_onto_cur_surface_plane(world_up, view_pos, minus_z,
surface_south);
sgNormalizeVec3(surface_south);
- // cout << "Surface direction directly south " << surface_south[0] << ","
- // << surface_south[1] << "," << surface_south[2] << endl;
// now calculate the surface east vector
-#define USE_FAST_SURFACE_EAST
-#ifdef USE_FAST_SURFACE_EAST
sgVec3 world_down;
sgNegateVec3(world_down, world_up);
sgVectorProductVec3(surface_east, surface_south, world_down);
-#else
- sgMakeRotMat4( TMP, SGD_PI_2 * SGD_RADIANS_TO_DEGREES, world_up );
- // cout << "sgMat4 TMP" << endl;
- // print_sgMat4( TMP );
- sgXformVec3(surface_east, surface_south, TMP);
-#endif // USE_FAST_SURFACE_EAST
- // cout << "Surface direction directly east " << surface_east[0] << ","
- // << surface_east[1] << "," << surface_east[2] << endl;
- // cout << "Should be close to zero = "
- // << sgScalarProductVec3(surface_south, surface_east) << endl;
set_clean();
}