#define _VIEWMGR_HXX
#include <vector>
+#include <list>
#include <simgear/compiler.h>
#include <simgear/structure/subsystem_mgr.hxx>
// forward decls
class FGViewer;
+class SGSoundMgr;
typedef SGSharedPtr<FGViewer> FGViewerPtr;
// Define a structure containing view information
private:
+ list<const char*> tied_props;
+
double axis_long;
double axis_lat;
int getView () const;
void setView (int newview);
+// quaternion accessors, for debugging:
+ double getCurrentViewOrientation_w() const;
+ double getCurrentViewOrientation_x() const;
+ double getCurrentViewOrientation_y() const;
+ double getCurrentViewOrientation_z() const;
+ double getCurrentViewOrOffset_w() const;
+ double getCurrentViewOrOffset_x() const;
+ double getCurrentViewOrOffset_y() const;
+ double getCurrentViewOrOffset_z() const;
+ double getCurrentViewFrame_w() const;
+ double getCurrentViewFrame_x() const;
+ double getCurrentViewFrame_y() const;
+ double getCurrentViewFrame_z() const;
+
+ bool stationary () const;
+
SGPropertyNode_ptr view_number;
vector<SGPropertyNode_ptr> config_list;
typedef std::vector<FGViewerPtr> viewer_list;
SGVec3d abs_viewer_position;
int current;
+ SGQuatd current_view_orientation, current_view_or_offset;
+
+ SGSoundMgr *smgr;
};
+// This takes the conventional aviation XYZ body system
+// i.e. x=forward, y=starboard, z=bottom
+// which is widely used in FGFS
+// and rotates it into the OpenGL camera system
+// i.e. Xprime=starboard, Yprime=top, Zprime=aft.
+inline const SGQuatd fsb2sta()
+{
+ return SGQuatd(-0.5, -0.5, 0.5, 0.5);
+}
#endif // _VIEWMGR_HXX