// Constructor
FGViewerRPH::FGViewerRPH( void )
{
+ set_reverse_view_offset(false);
#ifndef USE_FAST_VIEWROT
// This never changes -- NHV
LARC_TO_SSG[0][0] = 0.0;
#endif
+#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);
sgdSubVec3( vp, abs_view_pos, sc );
sgSetVec3( view_pos, vp );
- 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 = "
+ 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, "(RPH) Relative view pos = "
+ SG_LOG( SG_VIEW, SG_DEBUG, "(RPH) Relative view pos = "
<< view_pos[0] << "," << view_pos[1] << "," << view_pos[2] );
// code to calculate LOCAL matrix calculated from Phi, Theta, and
sgVec3 rollvec;
sgSetVec3( rollvec, 0.0, 0.0, 1.0 );
sgMat4 PHI; // roll
- sgMakeRotMat4( PHI, rph[0] * RAD_TO_DEG, rollvec );
+ sgMakeRotMat4( PHI, rph[0] * SGD_RADIANS_TO_DEGREES, rollvec );
sgVec3 pitchvec;
sgSetVec3( pitchvec, 0.0, 1.0, 0.0 );
sgMat4 THETA; // pitch
- sgMakeRotMat4( THETA, rph[1] * RAD_TO_DEG, pitchvec );
+ sgMakeRotMat4( THETA, rph[1] * SGD_RADIANS_TO_DEGREES, pitchvec );
// ROT = PHI * THETA
sgMat4 ROT;
sgVec3 yawvec;
sgSetVec3( yawvec, 1.0, 0.0, 0.0 );
sgMat4 PSI; // heading
- sgMakeRotMat4( PSI, -rph[2] * RAD_TO_DEG, yawvec );
+ sgMakeRotMat4( PSI, -rph[2] * SGD_RADIANS_TO_DEGREES, yawvec );
// LOCAL = ROT * PSI
// sgMultMat4( LOCAL, ROT, PSI );
// print_sgMat4( LOCAL );
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 );
sgSetVec3( world_up, UP[0][0], UP[0][1], UP[0][2] );
// sgXformVec3( world_up, UP );
sgXformVec3( pilot_offset_world, pilot_offset_world, VIEWo );
// generate the view offset matrix
- sgMakeRotMat4( VIEW_OFFSET, view_offset * RAD_TO_DEG, view_up );
+ sgMakeRotMat4( VIEW_OFFSET, view_offset * SGD_RADIANS_TO_DEGREES, view_up );
// cout << "VIEW_OFFSET matrix" << endl;
// print_sgMat4( VIEW_OFFSET );
sgXformVec3( view_forward, forward, VIEW_OFFSET );
- FG_LOG( FG_VIEW, FG_DEBUG, "(RPH) view forward = "
+ SG_LOG( SG_VIEW, SG_DEBUG, "(RPH) view forward = "
<< view_forward[0] << "," << view_forward[1] << ","
<< view_forward[2] );
// 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
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);