void FGView::Init( void ) {
FG_LOG( FG_VIEW, FG_INFO, "Initializing View parameters" );
+ view_mode = FG_VIEW_FIRST_PERSON;
view_offset = 0.0;
goal_view_offset = 0.0;
}
+// Cycle view mode
+void FGView::cycle_view_mode() {
+ if ( view_mode == FG_VIEW_FIRST_PERSON ) {
+ view_mode = FG_VIEW_FOLLOW;
+ } else if ( view_mode == FG_VIEW_FOLLOW ) {
+ view_mode = FG_VIEW_FIRST_PERSON;
+ }
+}
+
+
// Basically, this is a modified version of the Mesa gluLookAt()
// function that's been modified slightly so we can capture the
// result before sending it off to OpenGL land.
xglMatrixMode(GL_PROJECTION);
xglLoadIdentity();
if ( f->get_Altitude() * FEET_TO_METER - scenery.cur_elev > 10.0 ) {
- ssgSetNearFar( 10.0, 100000.0 );
+ // ssgSetNearFar( 10.0, 100000.0 );
gluPerspective(current_options.get_fov(), win_ratio, 10.0, 100000.0);
} else {
- ssgSetNearFar( 0.5, 100000.0 );
+ // ssgSetNearFar( 0.5, 100000.0 );
gluPerspective(current_options.get_fov(), win_ratio, 0.5, 100000.0);
// printf("Near ground, minimizing near clip plane\n");
}
xglLoadMatrixf( m );
}
#endif // FG_VIEW_INLINE_OPTIMIZATIONS
-
panel_hist = current_options.get_panel_status();
}
sgMat4 sgTMP;
sgMultMat4( sgTMP, sgLOCAL, sgUP );
- sgMultMat4( sgVIEW, sgLARC_TO_SSG, sgTMP );
+ sgMultMat4( sgVIEW_ROT, sgLARC_TO_SSG, sgTMP );
+
+ sgMakeTransMat4( sgTRANS, view_pos.x(), view_pos.y(), view_pos.z() );
+
+ sgMultMat4( sgVIEW, sgVIEW_ROT, sgTRANS );
+
+ FGMat4Wrapper tmp;
+ sgCopyMat4( tmp.m, sgVIEW );
+ follow.push_back( tmp );
/*
cout << "FG derived VIEW matrix using sg routines" << endl;