// Constructor
FGViewerRPH::FGViewerRPH( void )
{
+ set_reverse_view_offset(false);
+#ifndef USE_FAST_VIEWROT
+ // This never changes -- NHV
+ LARC_TO_SSG[0][0] = 0.0;
+ LARC_TO_SSG[0][1] = 1.0;
+ LARC_TO_SSG[0][2] = -0.0;
+ LARC_TO_SSG[0][3] = 0.0;
+
+ LARC_TO_SSG[1][0] = 0.0;
+ LARC_TO_SSG[1][1] = 0.0;
+ LARC_TO_SSG[1][2] = 1.0;
+ LARC_TO_SSG[1][3] = 0.0;
+
+ LARC_TO_SSG[2][0] = 1.0;
+ LARC_TO_SSG[2][1] = -0.0;
+ LARC_TO_SSG[2][2] = 0.0;
+ LARC_TO_SSG[2][3] = 0.0;
+
+ LARC_TO_SSG[3][0] = 0.0;
+ LARC_TO_SSG[3][1] = 0.0;
+ LARC_TO_SSG[3][2] = 0.0;
+ LARC_TO_SSG[3][3] = 1.0;
+#endif // USE_FAST_VIEWROT
}
#endif
-// Initialize a view structure
-void FGViewerRPH::init( void ) {
- set_dirty();
-
- FG_LOG( FG_VIEW, FG_INFO, "Initializing View parameters" );
-
- view_offset = goal_view_offset =
- globals->get_options()->get_default_view_offset();
- sgSetVec3( pilot_offset, 0.0, 0.0, 0.0 );
-
- globals->get_options()->set_win_ratio( globals->get_options()->get_xsize() /
- globals->get_options()->get_ysize()
- );
-
-#ifndef USE_FAST_VIEWROT
- // This never changes -- NHV
- LARC_TO_SSG[0][0] = 0.0;
- LARC_TO_SSG[0][1] = 1.0;
- LARC_TO_SSG[0][2] = -0.0;
- LARC_TO_SSG[0][3] = 0.0;
-
- LARC_TO_SSG[1][0] = 0.0;
- LARC_TO_SSG[1][1] = 0.0;
- LARC_TO_SSG[1][2] = 1.0;
- LARC_TO_SSG[1][3] = 0.0;
-
- LARC_TO_SSG[2][0] = 1.0;
- LARC_TO_SSG[2][1] = -0.0;
- LARC_TO_SSG[2][2] = 0.0;
- LARC_TO_SSG[2][3] = 0.0;
-
- LARC_TO_SSG[3][0] = 0.0;
- LARC_TO_SSG[3][1] = 0.0;
- LARC_TO_SSG[3][2] = 0.0;
- LARC_TO_SSG[3][3] = 1.0;
-#endif // USE_FAST_VIEWROT
-}
-
-
#define USE_FAST_LOCAL
#ifdef USE_FAST_LOCAL
inline static void fgMakeLOCAL( sgMat4 dst, const double Theta,
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 );
- // view_pos = abs_view_pos - scenery.center;
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[0] << ","
<< abs_view_pos[1] << ","
<< abs_view_pos[2] );
- FG_LOG( FG_VIEW, FG_DEBUG, "Relative view pos = "
+ FG_LOG( FG_VIEW, FG_DEBUG, "(RPH) Relative view pos = "
<< view_pos[0] << "," << view_pos[1] << "," << view_pos[2] );
// code to calculate LOCAL matrix calculated from Phi, Theta, and
// cout << "VIEW_OFFSET matrix" << endl;
// print_sgMat4( VIEW_OFFSET );
sgXformVec3( view_forward, forward, VIEW_OFFSET );
- // cout << "view_forward = " << view_forward[0] << ","
- // << view_forward[1] << "," << view_forward[2] << endl;
+ FG_LOG( FG_VIEW, FG_DEBUG, "(RPH) view forward = "
+ << view_forward[0] << "," << view_forward[1] << ","
+ << view_forward[2] );
// VIEW_ROT = LARC_TO_SSG * ( VIEWo * VIEW_OFFSET )
#ifdef USE_FAST_VIEWROT
// 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