#include "viewmgr.hxx"
#include <string.h> // strcmp
-#include <boost/format.hpp>
#include <simgear/compiler.h>
#include <simgear/sound/soundmgr_openal.hxx>
void
FGViewMgr::bind ()
{
-// for automatic untying:
-#define x(str) ((void)tied_props.push_back(str), str)
-
// these are bound to the current view properties
fgTie("/sim/current-view/heading-offset-deg", this,
&FGViewMgr::getViewHeadingOffset_deg,
&FGViewMgr::getNear_m, &FGViewMgr::setNear_m);
fgSetArchivable("/sim/current-view/ground-level-nearplane-m");
- fgTie(x("/sim/current-view/view_orientation"), this,
- &FGViewMgr::getCurrentViewOrientation);
- fgTie(x("/sim/current-view/view_or_offset"), this,
- &FGViewMgr::getCurrentViewOrOffset);
-
- fgTie(x("/sim/current-view/view1200"), this,
- &FGViewMgr::getCurrentView1200);
-
SGPropertyNode *n = fgGetNode("/sim/current-view", true);
n->tie("viewer-x-m", SGRawValuePointer<double>(&abs_viewer_position[0]));
n->tie("viewer-y-m", SGRawValuePointer<double>(&abs_viewer_position[1]));
n->tie("viewer-z-m", SGRawValuePointer<double>(&abs_viewer_position[2]));
+// for automatic untying:
+#define x(str) ((void)tied_props.push_back(str), str)
+
+ fgTie(x("/sim/current-view/debug/orientation-w"), this,
+ &FGViewMgr::getCurrentViewOrientation_w);
+ fgTie(x("/sim/current-view/debug/orientation-x"), this,
+ &FGViewMgr::getCurrentViewOrientation_x);
+ fgTie(x("/sim/current-view/debug/orientation-y"), this,
+ &FGViewMgr::getCurrentViewOrientation_y);
+ fgTie(x("/sim/current-view/debug/orientation-z"), this,
+ &FGViewMgr::getCurrentViewOrientation_z);
+
+ fgTie(x("/sim/current-view/debug/orientation_offset-w"), this,
+ &FGViewMgr::getCurrentViewOrOffset_w);
+ fgTie(x("/sim/current-view/debug/orientation_offset-x"), this,
+ &FGViewMgr::getCurrentViewOrOffset_x);
+ fgTie(x("/sim/current-view/debug/orientation_offset-y"), this,
+ &FGViewMgr::getCurrentViewOrOffset_y);
+ fgTie(x("/sim/current-view/debug/orientation_offset-z"), this,
+ &FGViewMgr::getCurrentViewOrOffset_z);
+
+ fgTie(x("/sim/current-view/debug/frame-w"), this,
+ &FGViewMgr::getCurrentViewFrame_w);
+ fgTie(x("/sim/current-view/debug/frame-x"), this,
+ &FGViewMgr::getCurrentViewFrame_x);
+ fgTie(x("/sim/current-view/debug/frame-y"), this,
+ &FGViewMgr::getCurrentViewFrame_y);
+ fgTie(x("/sim/current-view/debug/frame-z"), this,
+ &FGViewMgr::getCurrentViewFrame_z);
+
#undef x
}
// update audio listener values
// set the viewer posotion in Cartesian coordinates in meters
- smgr->set_position( abs_viewer_position );
+ smgr->set_position( abs_viewer_position, loop_view->getPosition() );
smgr->set_orientation( current_view_orientation );
// get the model velocity
- SGVec3f velocity = SGVec3f::zeros();
+ SGVec3d velocity = SGVec3d::zeros();
if ( !stationary() ) {
velocity = globals->get_aircraft_model()->getVelocity();
}
- smgr->set_velocity(velocity);
+ smgr->set_velocity( velocity );
}
void
axis_lat = axis;
}
-static const char* fmt("%6.3f ; %6.3f %6.3f %6.3f");
+// reference frame orientation.
+// This is the view orientation you get when you have no
+// view offset, i.e. the offset operator is the identity.
+//
+// For example, in the familiar "cockpit lookfrom" view,
+// the reference frame is equal to the aircraft attitude,
+// i.e. it is the view looking towards 12:00 straight ahead.
+//
+// FIXME: Somebody needs to figure out what is the reference
+// frame view for the other view modes.
+//
+// Conceptually, this quat represents a rotation relative
+// to the ECEF reference orientation, as described at
+// http://www.av8n.com/physics/coords.htm#sec-orientation
+//
+// See the NOTE concerning reference orientations, below.
+//
+// The components of this quat are expressed in
+// the conventional aviation basis set,
+// i.e. x=forward, y=starboard, z=bottom
+double FGViewMgr::getCurrentViewFrame_w() const{
+ return ((current_view_orientation*conj(fsb2sta())*conj(current_view_or_offset))).w();
+}
+double FGViewMgr::getCurrentViewFrame_x() const{
+ return ((current_view_orientation*conj(fsb2sta())*conj(current_view_or_offset))).x();
+}
+double FGViewMgr::getCurrentViewFrame_y() const{
+ return ((current_view_orientation*conj(fsb2sta())*conj(current_view_or_offset))).y();
+}
+double FGViewMgr::getCurrentViewFrame_z() const{
+ return ((current_view_orientation*conj(fsb2sta())*conj(current_view_or_offset))).z();
+}
-// current view orientation
-// This is a rotation relative to the earth-centered (ec)
-// refrence frame.
-// However, the components of this quaternion are expressed
-// in the OpenGL camera system i.e. x-right, y-up, z-back.
-const char* FGViewMgr::getCurrentViewOrientation() const{
- return str(boost::format(fmt)
- % current_view_orientation.w()
- % current_view_orientation.x()
- % current_view_orientation.y()
- % current_view_orientation.z() ).c_str();
-}
-
-// This rotation takes you from the 12:00 direction
-// i.e. body attitude
-// to whatever the current view direction is.
-// The components of this quaternion are expressed in
-// the XYZ body frame.
-const char* FGViewMgr::getCurrentViewOrOffset() const{
- return str(boost::format(fmt)
- % current_view_or_offset.w()
- % current_view_or_offset.x()
- % current_view_or_offset.y()
- % current_view_or_offset.z() ).c_str();
-}
-
-// This rotates the conventional aviation XYZ body system
-// i.e. x-forward, y-starboard, z-bottom
-// to the OpenGL camera system
-// i.e. x-right, y-up, z-back.
-const SGQuatd q(-0.5, -0.5, 0.5, 0.5);
-
-// The current attitude of the aircraft,
-// i.e. the 12:00 direction.
+
+// view offset.
+// This rotation takes you from the aforementioned
+// reference frame view orientation to whatever
+// actual current view orientation is.
+//
// The components of this quaternion are expressed in
-// the GL camera frame.
-const char* FGViewMgr::getCurrentView1200() const{
- SGQuatd view1200 = current_view_orientation
- * conj(q) * conj(current_view_or_offset) * q;
- return str(boost::format(fmt)
- % view1200.w()
- % view1200.x()
- % view1200.y()
- % view1200.z() ).c_str();
+// the conventional aviation basis set,
+// i.e. x=forward, y=starboard, z=bottom
+double FGViewMgr::getCurrentViewOrOffset_w() const{
+ return current_view_or_offset.w();
+}
+double FGViewMgr::getCurrentViewOrOffset_x() const{
+ return current_view_or_offset.x();
+}
+double FGViewMgr::getCurrentViewOrOffset_y() const{
+ return current_view_or_offset.y();
+}
+double FGViewMgr::getCurrentViewOrOffset_z() const{
+ return current_view_or_offset.z();
+}
+
+
+// current view orientation.
+// This is a rotation relative to the earth-centered (ec)
+// reference frame.
+//
+// NOTE: Here we remove a factor of fsb2sta so that
+// the components of this quat are displayed using the
+// conventional ECEF basis set. This is *not* the way
+// the view orientation is stored in the views[] array,
+// but is easier for non-graphics hackers to understand.
+// If we did not remove this factor of fsb2sta here and
+// in getCurrentViewFrame, that would be equivalent to
+// the following peculiar reference orientation:
+// Suppose you are over the Gulf of Guinea, at (lat,lon) = (0,0).
+// Then the reference frame orientation can be achieved via:
+// -- The aircraft X-axis (nose) headed south.
+// -- The aircraft Y-axis (starboard wingtip) pointing up.
+// -- The aircraft Z-axis (belly) pointing west.
+// To say the same thing in other words, and perhaps more to the
+// point: If we use the OpenGL camera orientation conventions,
+// i.e. Xprime=starboard, Yprime=top, Zprime=aft, then the
+// aforementioned peculiar reference orientation at (lat,lon)
+// = (0,0) can be described as:
+// -- aircraft Xprime axis (starboard) pointed up
+// -- aircraft Yprime axis (top) pointed east
+// -- aircraft Zprime axis (aft) pointed north
+// meaning the OpenGL axes are aligned with the ECEF axes.
+double FGViewMgr::getCurrentViewOrientation_w() const{
+ return (current_view_orientation * conj(fsb2sta())).w();
+}
+double FGViewMgr::getCurrentViewOrientation_x() const{
+ return (current_view_orientation * conj(fsb2sta())).x();
+}
+double FGViewMgr::getCurrentViewOrientation_y() const{
+ return (current_view_orientation * conj(fsb2sta())).y();
+}
+double FGViewMgr::getCurrentViewOrientation_z() const{
+ return (current_view_orientation * conj(fsb2sta())).z();
}
void