#include <sg.h> // plib include
#include <FDM/flight.hxx>
-#include <Math/mat3.h>
#include <Math/point3d.hxx>
#include <Time/fg_time.hxx>
#include <Time/light.hxx>
FG_USING_STD(list);
-// class FGMat4Wrapper {
-// public:
-// sgMat4 m;
-// };
-
-// typedef list < FGMat4Wrapper > sgMat4_list;
-// typedef sgMat4_list::iterator sgMat4_list_iterator;
-// typedef sgMat4_list::const_iterator const_sgMat4_list_iterator;
-
-
// used in views.cxx and tilemgr.cxx
#define USE_FAST_FOV_CLIP
// view position translated to scenery.center
Point3D view_pos;
+ // pilot offset from center of gravity. The X axis is positive
+ // out the tail, Y is out the right wing, and Z is positive up.
+ // Distances in meters of course.
+ sgVec3 pilot_offset;
+
// cartesion coordinates of current lon/lat if at sea level
// translated to scenery.center
Point3D cur_zero_elev;
// vector in cartesian coordinates from current position to the
// postion on the earth's surface the sun is directly over
- MAT3vec to_sun;
-
+ sgVec3 to_sun;
+
// surface direction to go to head towards sun
- MAT3vec surface_to_sun;
+ sgVec3 surface_to_sun;
// vector in cartesian coordinates from current position to the
// postion on the earth's surface the moon is directly over
- MAT3vec to_moon;
+ sgVec3 to_moon;
// surface direction to go to head towards moon
- MAT3vec surface_to_moon;
+ sgVec3 surface_to_moon;
// surface vector heading south
- MAT3vec surface_south;
+ sgVec3 surface_south;
// surface vector heading east (used to unambiguously align sky
// with sun)
- MAT3vec surface_east;
+ sgVec3 surface_east;
// local up vector (normal to the plane tangent to the earth's
// surface at the spot we are directly above
- MAT3vec local_up;
+ sgVec3 local_up;
// up vector for the view (usually point straight up through the
// top of the aircraft
- MAT3vec view_up;
- sgVec3 sgview_up;
+ sgVec3 view_up;
// the vector pointing straight out the nose of the aircraft
- MAT3vec view_forward;
+ sgVec3 view_forward;
// Transformation matrix for eye coordinates to aircraft coordinates
- MAT3mat AIRCRAFT;
+ // sgMat4 AIRCRAFT;
// Transformation matrix for the view direction offset relative to
// the AIRCRAFT matrix
- MAT3mat VIEW_OFFSET;
- sgMat4 sgVIEW_OFFSET;
+ sgMat4 VIEW_OFFSET;
// Current model view matrix;
GLfloat MODEL_VIEW[16];
// sg versions of our friendly matrices
- sgMat4 sgLOCAL, sgUP, sgVIEW_ROT, sgTRANS, sgVIEW, sgLARC_TO_SSG;
-
- // queue of view matrices so we can have a follow view
- // sgMat4_list follow;
+ sgMat4 LOCAL, UP, VIEW_ROT, TRANS, VIEW, LARC_TO_SSG;
public:
inline void set_tris_culled( int tris) { tris_culled = tris; }
inline Point3D get_abs_view_pos() const { return abs_view_pos; }
inline Point3D get_view_pos() const { return view_pos; }
+ inline float *get_pilot_offset() { return pilot_offset; }
+ inline void set_pilot_offset( float x, float y, float z ) {
+ sgSetVec3( pilot_offset, x, y, z );
+ }
inline Point3D get_cur_zero_elev() const { return cur_zero_elev; }
- inline double *get_to_sun() { return to_sun; }
- inline void set_to_sun( double x, double y, double z) {
- to_sun[0] = x;
- to_sun[1] = y;
- to_sun[2] = z;
+ inline float *get_to_sun() { return to_sun; }
+ inline void set_to_sun( float x, float y, float z ) {
+ sgSetVec3( to_sun, x, y, z );
}
- inline double *get_surface_to_sun() { return surface_to_sun; }
- inline void set_surface_to_sun( double x, double y, double z) {
- surface_to_sun[0] = x;
- surface_to_sun[1] = y;
- surface_to_sun[2] = z;
+ inline float *get_surface_to_sun() { return surface_to_sun; }
+ inline void set_surface_to_sun( float x, float y, float z) {
+ sgSetVec3( surface_to_sun, x, y, z );
}
- inline double *get_to_moon() { return to_moon; }
- inline void set_to_moon( double x, double y, double z) {
- to_moon[0] = x;
- to_moon[1] = y;
- to_moon[2] = z;
+ inline float *get_to_moon() { return to_moon; }
+ inline void set_to_moon( float x, float y, float z) {
+ sgSetVec3( to_moon, x, y, z );
}
- inline double *get_surface_to_moon() { return surface_to_moon; }
- inline void set_surface_to_moon( double x, double y, double z) {
- surface_to_moon[0] = x;
- surface_to_moon[1] = y;
- surface_to_moon[2] = z;
+ inline float *get_surface_to_moon() { return surface_to_moon; }
+ inline void set_surface_to_moon( float x, float y, float z) {
+ sgSetVec3( surface_to_moon, x, y, z );
}
- inline double *get_surface_south() { return surface_south; }
- inline double *get_surface_east() { return surface_east; }
- inline double *get_local_up() { return local_up; }
- inline double *get_view_forward() { return view_forward; }
+ inline float *get_surface_south() { return surface_south; }
+ inline float *get_surface_east() { return surface_east; }
+ inline float *get_local_up() { return local_up; }
+ inline float *get_view_forward() { return view_forward; }
inline GLfloat *get_MODEL_VIEW() { return MODEL_VIEW; }
};