}
+#if 0
// convert sgMat4 to MAT3 and print
static void print_sgMat4( sgMat4 &in) {
int i, j;
cout << endl;
}
}
+#endif
// Update the view parameters
// 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 * METER_TO_FEET) ) {
+ 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 * METER_TO_FEET );
+ p.setz( p.radius() + scenery.cur_elev + 0.5 * SG_METER_TO_FEET );
}
tmp = sgPolarToCart3d(p);
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 );
- FG_LOG( FG_VIEW, FG_DEBUG, "Absolute view pos = "
+ 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
+
+ // 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] );
- FG_LOG( FG_VIEW, FG_DEBUG, "Relative view pos = "
+ SG_LOG( SG_VIEW, SG_DEBUG, "Relative view pos = "
<< view_pos[0] << "," << view_pos[1] << "," << view_pos[2] );
- FG_LOG( FG_VIEW, FG_DEBUG, "pilot offset = "
+ SG_LOG( SG_VIEW, SG_DEBUG, "pilot offset = "
<< pilot_offset[0] << "," << pilot_offset[1] << ","
<< pilot_offset[2] );
- FG_LOG( FG_VIEW, FG_DEBUG, "view forward = "
+ SG_LOG( SG_VIEW, SG_DEBUG, "view forward = "
<< view_forward[0] << "," << view_forward[1] << ","
<< view_forward[2] );
- FG_LOG( FG_VIEW, FG_DEBUG, "view up = "
+ SG_LOG( SG_VIEW, SG_DEBUG, "view up = "
<< view_up[0] << "," << view_up[1] << ","
<< view_up[2] );
// Make the world up rotation matrix
sgMakeRotMat4( UP,
- geod_view_pos[0] * RAD_TO_DEG,
+ geod_view_pos[0] * SGD_RADIANS_TO_DEGREES,
0.0,
- -geod_view_pos[1] * RAD_TO_DEG );
+ -geod_view_pos[1] * SGD_RADIANS_TO_DEGREES );
// use a clever observation into the nature of our tranformation
// matrix to grab the world_up vector
// << 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
// local direction for moving "south".
sgNegateVec3(world_down, world_up);
sgVectorProductVec3(surface_east, surface_south, world_down);
#else
- sgMakeRotMat4( TMP, FG_PI_2 * RAD_TO_DEG, world_up );
+ sgMakeRotMat4( TMP, SGD_PI_2 * SGD_RADIANS_TO_DEGREES, world_up );
// cout << "sgMat4 TMP" << endl;
// print_sgMat4( TMP );
sgXformVec3(surface_east, surface_south, TMP);