]> git.mxchange.org Git - flightgear.git/blobdiff - src/Main/viewmgr.cxx
Hopefully fix the shadow disappearing because of range animation issue in a more...
[flightgear.git] / src / Main / viewmgr.cxx
index 18b16a6a29ec243cb50c8553fd09c83483c75d30..32e7390ea6cd168350cb76f0e64919c18d41f175 100644 (file)
 FGViewMgr::FGViewMgr( void ) :
   axis_long(0),
   axis_lat(0),
+  inited(false),
   view_number(fgGetNode("/sim/current-view/view-number", true)),
   config_list(fgGetNode("/sim", true)->getChildren("view")),
-  current(0)
+  abs_viewer_position(SGVec3d::zeros()),
+  current(0),
+  current_view_orientation(SGQuatd::zeros()),
+  current_view_or_offset(SGQuatd::zeros()),
+  smgr(globals->get_soundmgr())
 {
-    smgr = (SGSoundMgr *)globals->get_subsystem("soundmgr");
 }
 
 // Destructor
@@ -53,6 +57,13 @@ FGViewMgr::~FGViewMgr( void ) {
 void
 FGViewMgr::init ()
 {
+  if (inited) {
+    SG_LOG(SG_VIEW, SG_WARN, "duplicate init of view manager");
+    return;
+  }
+  
+  inited = true;
+  
   double aspect_ratio_multiplier
       = fgGetDouble("/sim/current-view/aspect-ratio-multiplier");
 
@@ -118,6 +129,7 @@ FGViewMgr::init ()
   }
 
   copyToCurrent();
+  do_bind();
 }
 
 void
@@ -160,92 +172,111 @@ FGViewMgr::reinit ()
 typedef double (FGViewMgr::*double_getter)() const;
 
 void
-FGViewMgr::bind ()
+FGViewMgr::bind()
+{
+  // view-manager code was designed to init before bind, so
+  // this is a no-op; init() calls the real bind() impl below
+}
+
+void
+FGViewMgr::do_bind()
 {
   // these are bound to the current view properties
-  fgTie("/sim/current-view/heading-offset-deg", this,
-       &FGViewMgr::getViewHeadingOffset_deg,
-        &FGViewMgr::setViewHeadingOffset_deg);
+  _tiedProperties.setRoot(fgGetNode("/sim/current-view", true));
+  _tiedProperties.Tie("heading-offset-deg", this,
+                      &FGViewMgr::getViewHeadingOffset_deg,
+                      &FGViewMgr::setViewHeadingOffset_deg);
   fgSetArchivable("/sim/current-view/heading-offset-deg");
-  fgTie("/sim/current-view/goal-heading-offset-deg", this,
-       &FGViewMgr::getViewGoalHeadingOffset_deg,
-        &FGViewMgr::setViewGoalHeadingOffset_deg);
+  _tiedProperties.Tie("goal-heading-offset-deg", this,
+                      &FGViewMgr::getViewGoalHeadingOffset_deg,
+                      &FGViewMgr::setViewGoalHeadingOffset_deg);
   fgSetArchivable("/sim/current-view/goal-heading-offset-deg");
-  fgTie("/sim/current-view/pitch-offset-deg", this,
-       &FGViewMgr::getViewPitchOffset_deg,
-        &FGViewMgr::setViewPitchOffset_deg);
+  _tiedProperties.Tie("pitch-offset-deg", this,
+                      &FGViewMgr::getViewPitchOffset_deg,
+                      &FGViewMgr::setViewPitchOffset_deg);
   fgSetArchivable("/sim/current-view/pitch-offset-deg");
-  fgTie("/sim/current-view/goal-pitch-offset-deg", this,
-       &FGViewMgr::getGoalViewPitchOffset_deg,
-        &FGViewMgr::setGoalViewPitchOffset_deg);
+  _tiedProperties.Tie("goal-pitch-offset-deg", this,
+                      &FGViewMgr::getGoalViewPitchOffset_deg,
+                      &FGViewMgr::setGoalViewPitchOffset_deg);
   fgSetArchivable("/sim/current-view/goal-pitch-offset-deg");
-  fgTie("/sim/current-view/roll-offset-deg", this,
-       &FGViewMgr::getViewRollOffset_deg,
-        &FGViewMgr::setViewRollOffset_deg);
+  _tiedProperties.Tie("roll-offset-deg", this,
+                      &FGViewMgr::getViewRollOffset_deg,
+                      &FGViewMgr::setViewRollOffset_deg);
   fgSetArchivable("/sim/current-view/roll-offset-deg");
-  fgTie("/sim/current-view/goal-roll-offset-deg", this,
-       &FGViewMgr::getGoalViewRollOffset_deg,
-        &FGViewMgr::setGoalViewRollOffset_deg);
+  _tiedProperties.Tie("goal-roll-offset-deg", this,
+                      &FGViewMgr::getGoalViewRollOffset_deg,
+                      &FGViewMgr::setGoalViewRollOffset_deg);
   fgSetArchivable("/sim/current-view/goal-roll-offset-deg");
 
-  fgTie("/sim/current-view/view-number", this,
+  _tiedProperties.Tie("view-number", this,
                       &FGViewMgr::getView, &FGViewMgr::setView);
-  fgSetArchivable("/sim/current-view/view-number", FALSE);
+  fgSetArchivable("/sim/current-view/view-number", false);
 
-  fgTie("/sim/current-view/axes/long", this,
-       (double_getter)0, &FGViewMgr::setViewAxisLong);
+  _tiedProperties.Tie("axes/long", this,
+                      (double_getter)0, &FGViewMgr::setViewAxisLong);
   fgSetArchivable("/sim/current-view/axes/long");
 
-  fgTie("/sim/current-view/axes/lat", this,
-       (double_getter)0, &FGViewMgr::setViewAxisLat);
+  _tiedProperties.Tie("axes/lat", this,
+                      (double_getter)0, &FGViewMgr::setViewAxisLat);
   fgSetArchivable("/sim/current-view/axes/lat");
 
-  fgTie("/sim/current-view/field-of-view", this,
-       &FGViewMgr::getFOV_deg, &FGViewMgr::setFOV_deg);
+  _tiedProperties.Tie("field-of-view", this,
+                      &FGViewMgr::getFOV_deg, &FGViewMgr::setFOV_deg);
   fgSetArchivable("/sim/current-view/field-of-view");
 
-  fgTie("/sim/current-view/aspect-ratio-multiplier", this,
-       &FGViewMgr::getARM_deg, &FGViewMgr::setARM_deg);
+  _tiedProperties.Tie("aspect-ratio-multiplier", this,
+                      &FGViewMgr::getARM_deg, &FGViewMgr::setARM_deg);
   fgSetArchivable("/sim/current-view/field-of-view");
 
-  fgTie("/sim/current-view/ground-level-nearplane-m", this,
-       &FGViewMgr::getNear_m, &FGViewMgr::setNear_m);
+  _tiedProperties.Tie("ground-level-nearplane-m", this,
+                      &FGViewMgr::getNear_m, &FGViewMgr::setNear_m);
   fgSetArchivable("/sim/current-view/ground-level-nearplane-m");
 
   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]));
+  _tiedProperties.Tie(n->getNode("viewer-x-m", true),SGRawValuePointer<double>(&abs_viewer_position[0]));
+  _tiedProperties.Tie(n->getNode("viewer-y-m", true),SGRawValuePointer<double>(&abs_viewer_position[1]));
+  _tiedProperties.Tie(n->getNode("viewer-z-m", true),SGRawValuePointer<double>(&abs_viewer_position[2]));
+
+  _tiedProperties.Tie("debug/orientation-w", this,
+                      &FGViewMgr::getCurrentViewOrientation_w);
+  _tiedProperties.Tie("debug/orientation-x", this,
+                      &FGViewMgr::getCurrentViewOrientation_x);
+  _tiedProperties.Tie("debug/orientation-y", this,
+                      &FGViewMgr::getCurrentViewOrientation_y);
+  _tiedProperties.Tie("debug/orientation-z", this,
+                      &FGViewMgr::getCurrentViewOrientation_z);
+
+  _tiedProperties.Tie("debug/orientation_offset-w", this,
+                      &FGViewMgr::getCurrentViewOrOffset_w);
+  _tiedProperties.Tie("debug/orientation_offset-x", this,
+                      &FGViewMgr::getCurrentViewOrOffset_x);
+  _tiedProperties.Tie("debug/orientation_offset-y", this,
+                      &FGViewMgr::getCurrentViewOrOffset_y);
+  _tiedProperties.Tie("debug/orientation_offset-z", this,
+                      &FGViewMgr::getCurrentViewOrOffset_z);
+
+  _tiedProperties.Tie("debug/frame-w", this,
+                      &FGViewMgr::getCurrentViewFrame_w);
+  _tiedProperties.Tie("debug/frame-x", this,
+                      &FGViewMgr::getCurrentViewFrame_x);
+  _tiedProperties.Tie("debug/frame-y", this,
+                      &FGViewMgr::getCurrentViewFrame_y);
+  _tiedProperties.Tie("debug/frame-z", this,
+                      &FGViewMgr::getCurrentViewFrame_z);
 }
 
 void
 FGViewMgr::unbind ()
 {
-  // FIXME:
-  // need to redo these bindings to the new locations (move to viewer?)
-  fgUntie("/sim/current-view/heading-offset-deg");
-  fgUntie("/sim/current-view/goal-heading-offset-deg");
-  fgUntie("/sim/current-view/pitch-offset-deg");
-  fgUntie("/sim/current-view/goal-pitch-offset-deg");
-  fgUntie("/sim/current-view/field-of-view");
-  fgUntie("/sim/current-view/aspect-ratio-multiplier");
-  fgUntie("/sim/current-view/view-number");
-  fgUntie("/sim/current-view/axes/long");
-  fgUntie("/sim/current-view/axes/lat");
-  fgUntie("/sim/current-view/ground-level-nearplane-m");
-  fgUntie("/sim/current-view/viewer-x-m");
-  fgUntie("/sim/current-view/viewer-y-m");
-  fgUntie("/sim/current-view/viewer-z-m");
+  _tiedProperties.Untie();
 }
 
 void
 FGViewMgr::update (double dt)
 {
-  FGViewer * view = get_current_view();
-  if (view == 0)
-    return;
+  FGViewer *loop_view = (FGViewer *)get_current_view();
+  if (loop_view == 0) return;
 
-  FGViewer *loop_view = (FGViewer *)get_view(current);
   SGPropertyNode *n = config_list[current];
   double lon_deg, lat_deg, alt_ft, roll_deg, pitch_deg, heading_deg;
 
@@ -291,28 +322,34 @@ FGViewMgr::update (double dt)
   setViewTargetYOffset_m(fgGetDouble("/sim/current-view/target-y-offset-m"));
   setViewTargetZOffset_m(fgGetDouble("/sim/current-view/target-z-offset-m"));
 
+  current_view_orientation = loop_view->getViewOrientation();
+  current_view_or_offset = loop_view->getViewOrientationOffset();
+
   // Update the current view
   do_axes();
-  view->update(dt);
+  loop_view->update(dt);
   abs_viewer_position = loop_view->getViewPosition();
 
   // update audio listener values
-  // set the viewer posotion in Cartesian coordinates in meters
-  smgr->set_position(-abs_viewer_position);
-  smgr->set_orientation(loop_view->getViewOrientation());
+  // set the viewer position in Cartesian coordinates in meters
+  smgr->set_position( abs_viewer_position, loop_view->getPosition() );
+  smgr->set_orientation( current_view_orientation );
 
-  // get the model velocity for the in-cockpit view
-  SGVec3f velocity = SGVec3f(0,0,0);
+  // get the model velocity
+  SGVec3d velocity = SGVec3d::zeros();
   if ( !stationary() ) {
-    FGAircraftModel *aircraft = globals->get_aircraft_model();
-    velocity = aircraft->getVelocity();
+    velocity = globals->get_aircraft_model()->getVelocity();
   }
-  smgr->set_velocity(velocity);
+  smgr->set_velocity( velocity );
 }
 
 void
 FGViewMgr::copyToCurrent()
 {
+  if (!inited) {
+    return;
+  }
+  
     SGPropertyNode *n = config_list[current];
     fgSetString("/sim/current-view/name", n->getStringValue("name"));
     fgSetString("/sim/current-view/type", n->getStringValue("type"));
@@ -680,15 +717,9 @@ FGViewMgr::setView (int newview)
     newview = 0;
 
   // set new view
-  set_view(newview);
+  current = newview;
   // copy in view data
   copyToCurrent();
-
-  // Copy the fdm's position into the SGLocation which is shared with
-  // some views ...
-  globals->get_aircraft_model()->update(0);
-  // Do the update ...
-  update(0);
 }
 
 
@@ -716,7 +747,7 @@ FGViewMgr::getARM_deg () const
 
 void
 FGViewMgr::setARM_deg (double aspect_ratio_multiplier)
-{
+{  
   FGViewer * view = get_current_view();
   if (view != 0)
     view->set_aspect_ratio_multiplier(aspect_ratio_multiplier);
@@ -749,6 +780,101 @@ FGViewMgr::setViewAxisLat (double axis)
   axis_lat = axis;
 }
 
+// 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();
+}
+
+
+// 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 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
 FGViewMgr::do_axes ()
 {