X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;ds=sidebyside;f=src%2FMain%2Fviewer_lookat.cxx;h=f39c08bf11337a35da4edd004ee5c01cff064585;hb=45390e0655fffa45a16cba77fafdd9421ed7d6e2;hp=21e2a5ad00b438c026035beb0fb02bdf232eed6b;hpb=cf6022e43937bc19dc97885fb8248e67e69b6ad8;p=flightgear.git diff --git a/src/Main/viewer_lookat.cxx b/src/Main/viewer_lookat.cxx index 21e2a5ad0..f39c08bf1 100644 --- a/src/Main/viewer_lookat.cxx +++ b/src/Main/viewer_lookat.cxx @@ -45,69 +45,50 @@ // Constructor FGViewerLookAt::FGViewerLookAt( void ) { + set_reverse_view_offset(true); } -static void fgLookAt( sgVec3 eye, sgVec3 center, sgVec3 up, sgMat4 &m ) { - double x[3], y[3], z[3]; - double mag; - - /* Make rotation matrix */ - - /* Z vector */ - z[0] = eye[0] - center[0]; - z[1] = eye[1] - center[1]; - z[2] = eye[2] - center[2]; - mag = sqrt( z[0]*z[0] + z[1]*z[1] + z[2]*z[2] ); - if (mag) { /* mpichler, 19950515 */ - z[0] /= mag; - z[1] /= mag; - z[2] /= mag; - } - - /* Y vector */ - y[0] = up[0]; - y[1] = up[1]; - y[2] = up[2]; - - /* X vector = Y cross Z */ - x[0] = y[1]*z[2] - y[2]*z[1]; - x[1] = -y[0]*z[2] + y[2]*z[0]; - x[2] = y[0]*z[1] - y[1]*z[0]; - - /* Recompute Y = Z cross X */ - y[0] = z[1]*x[2] - z[2]*x[1]; - y[1] = -z[0]*x[2] + z[2]*x[0]; - y[2] = z[0]*x[1] - z[1]*x[0]; - - /* mpichler, 19950515 */ - /* cross product gives area of parallelogram, which is < 1.0 for - * non-perpendicular unit-length vectors; so normalize x, y here - */ - - mag = sqrt( x[0]*x[0] + x[1]*x[1] + x[2]*x[2] ); - if (mag) { - x[0] /= mag; - x[1] /= mag; - x[2] /= mag; - } - - mag = sqrt( y[0]*y[0] + y[1]*y[1] + y[2]*y[2] ); - if (mag) { - y[0] /= mag; - y[1] /= mag; - y[2] /= mag; - } - -#define M(row,col) m[row][col] - M(0,0) = x[0]; M(0,1) = x[1]; M(0,2) = x[2]; M(0,3) = 0.0; - M(1,0) = y[0]; M(1,1) = y[1]; M(1,2) = y[2]; M(1,3) = 0.0; - M(2,0) = z[0]; M(2,1) = z[1]; M(2,2) = z[2]; M(2,3) = 0.0; - M(3,0) = -eye[0]; M(3,1) = -eye[1]; M(3,2) = -eye[2]; M(3,3) = 1.0; +void fgMakeLookAtMat4 ( sgMat4 dst, const sgVec3 eye, const sgVec3 center, + const sgVec3 up ) +{ + // Caveats: + // 1) In order to compute the line of sight, the eye point must not be equal + // to the center point. + // 2) The up vector must not be parallel to the line of sight from the eye + // to the center point. + + /* Compute the direction vectors */ + sgVec3 x,y,z; + + /* Y vector = center - eye */ + sgSubVec3 ( y, center, eye ) ; + + /* Z vector = up */ + sgCopyVec3 ( z, up ) ; + + /* X vector = Y cross Z */ + sgVectorProductVec3 ( x, y, z ) ; + + /* Recompute Z = X cross Y */ + sgVectorProductVec3 ( z, x, y ) ; + + /* Normalize everything */ + sgNormaliseVec3 ( x ) ; + sgNormaliseVec3 ( y ) ; + sgNormaliseVec3 ( z ) ; + + /* Build the matrix */ +#define M(row,col) dst[row][col] + M(0,0) = x[0]; M(0,1) = x[1]; M(0,2) = x[2]; M(0,3) = 0.0; + M(1,0) = y[0]; M(1,1) = y[1]; M(1,2) = y[2]; M(1,3) = 0.0; + M(2,0) = z[0]; M(2,1) = z[1]; M(2,2) = z[2]; M(2,3) = 0.0; + M(3,0) = eye[0]; M(3,1) = eye[1]; M(3,2) = eye[2]; M(3,3) = 1.0; #undef M } +#if 0 // convert sgMat4 to MAT3 and print static void print_sgMat4( sgMat4 &in) { int i, j; @@ -118,13 +99,13 @@ static void print_sgMat4( sgMat4 &in) { cout << endl; } } +#endif // Update the view parameters void FGViewerLookAt::update() { Point3D tmp; - sgVec3 minus_z, forward; - sgMat4 VIEWo; + sgVec3 minus_z; // calculate the cartesion coords of the current lat/lon/0 elev Point3D p = Point3D( geod_view_pos[0], @@ -137,10 +118,10 @@ void FGViewerLookAt::update() { // calculate view position in current FG view coordinate system // p.lon & p.lat are already defined earlier, p.radius was set to // the sea level radius, so now we add in our altitude. - if ( geod_view_pos[2] > (scenery.cur_elev + 0.5 * METER_TO_FEET) ) { + if ( geod_view_pos[2] > (scenery.cur_elev + 0.5 * SG_METER_TO_FEET) ) { p.setz( p.radius() + geod_view_pos[2] ); } else { - p.setz( p.radius() + scenery.cur_elev + 0.5 * METER_TO_FEET ); + p.setz( p.radius() + scenery.cur_elev + 0.5 * SG_METER_TO_FEET ); } tmp = sgPolarToCart3d(p); @@ -153,23 +134,46 @@ void FGViewerLookAt::update() { sgdSubVec3( vp, abs_view_pos, sc ); sgSetVec3( view_pos, vp ); - FG_LOG( FG_VIEW, FG_DEBUG, "sea level radius = " << sea_level_radius ); - FG_LOG( FG_VIEW, FG_DEBUG, "Polar view pos = " << p ); - FG_LOG( FG_VIEW, FG_DEBUG, "Absolute view pos = " + sgVec3 tmp_offset; + sgCopyVec3( tmp_offset, pilot_offset ); + SG_LOG( SG_VIEW, SG_DEBUG, "tmp offset = " + << tmp_offset[0] << "," << tmp_offset[1] << "," + << tmp_offset[2] ); + + //!!!!!!!!!!!!!!!!!!! + // THIS IS THE EXPERIMENTAL VIEWING ANGLE SHIFTER + // THE MAJORITY OF THE WORK IS DONE IN GUI.CXX + extern float GuiQuat_mat[4][4]; + sgXformPnt3( tmp_offset, tmp_offset, GuiQuat_mat ); + SG_LOG( SG_VIEW, SG_DEBUG, "tmp_offset = " + << tmp_offset[0] << "," << tmp_offset[1] << "," + << tmp_offset[2] ); + + sgAddVec3( view_pos, tmp_offset ); + // !!!!!!!!!! testing + + // sgAddVec3( view_pos, pilot_offset ); + + SG_LOG( SG_VIEW, SG_DEBUG, "sea level radius = " << sea_level_radius ); + SG_LOG( SG_VIEW, SG_DEBUG, "Polar view pos = " << p ); + SG_LOG( SG_VIEW, SG_DEBUG, "Absolute view pos = " << abs_view_pos[0] << "," << abs_view_pos[1] << "," << abs_view_pos[2] ); - FG_LOG( FG_VIEW, FG_DEBUG, "Relative view pos = " + SG_LOG( SG_VIEW, SG_DEBUG, "Relative view pos = " << view_pos[0] << "," << view_pos[1] << "," << view_pos[2] ); - FG_LOG( FG_VIEW, FG_DEBUG, "view forward = " + SG_LOG( SG_VIEW, SG_DEBUG, "pilot offset = " + << pilot_offset[0] << "," << pilot_offset[1] << "," + << pilot_offset[2] ); + SG_LOG( SG_VIEW, SG_DEBUG, "view forward = " << view_forward[0] << "," << view_forward[1] << "," << view_forward[2] ); - FG_LOG( FG_VIEW, FG_DEBUG, "view up = " + SG_LOG( SG_VIEW, SG_DEBUG, "view up = " << view_up[0] << "," << view_up[1] << "," << view_up[2] ); // Make the VIEW matrix. - fgLookAt( view_pos, view_forward, view_up, VIEW ); + fgMakeLookAtMat4( VIEW, view_pos, view_forward, view_up ); // cout << "VIEW matrix" << endl; // print_sgMat4( VIEW ); @@ -180,9 +184,9 @@ void FGViewerLookAt::update() { // Make the world up rotation matrix sgMakeRotMat4( UP, - geod_view_pos[0] * RAD_TO_DEG, + geod_view_pos[0] * SGD_RADIANS_TO_DEGREES, 0.0, - -geod_view_pos[1] * RAD_TO_DEG ); + -geod_view_pos[1] * SGD_RADIANS_TO_DEGREES ); // use a clever observation into the nature of our tranformation // matrix to grab the world_up vector @@ -191,14 +195,6 @@ void FGViewerLookAt::update() { // << world_up[2] << endl; - //!!!!!!!!!!!!!!!!!!! - // THIS IS THE EXPERIMENTAL VIEWING ANGLE SHIFTER - // THE MAJORITY OF THE WORK IS DONE IN GUI.CXX - // this in gui.cxx for now just testing - extern float quat_mat[4][4]; - sgPreMultMat4( VIEW, quat_mat); - // !!!!!!!!!! testing - // Given a vector pointing straight down (-Z), map into onto the // local plane representing "horizontal". This should give us the // local direction for moving "south". @@ -217,7 +213,7 @@ void FGViewerLookAt::update() { sgNegateVec3(world_down, world_up); sgVectorProductVec3(surface_east, surface_south, world_down); #else - sgMakeRotMat4( TMP, FG_PI_2 * RAD_TO_DEG, world_up ); + sgMakeRotMat4( TMP, SGD_PI_2 * SGD_RADIANS_TO_DEGREES, world_up ); // cout << "sgMat4 TMP" << endl; // print_sgMat4( TMP ); sgXformVec3(surface_east, surface_south, TMP);