X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=Main%2Fviews.cxx;h=ae8491f2df8ce17cc8b5fb01fb54243f2dadb8c7;hb=7fbb963a392a4a4803336355e414f8a20071b2f4;hp=f9cc551041d6f3c1fdc33da7b0432128d4712179;hpb=711080b063b8828c731fa5f9206b11af4539caf6;p=flightgear.git diff --git a/Main/views.cxx b/Main/views.cxx index f9cc55104..ae8491f2d 100644 --- a/Main/views.cxx +++ b/Main/views.cxx @@ -216,7 +216,7 @@ void fgVIEW::UpdateViewParams( void ) { // Tell GL we are about to modify the projection parameters xglMatrixMode(GL_PROJECTION); xglLoadIdentity(); - if ( FG_Altitude * FEET_TO_METER - scenery.cur_elev > 10.0 ) { + if ( f->get_Altitude() * FEET_TO_METER - scenery.cur_elev > 10.0 ) { gluPerspective(current_options.get_fov(), win_ratio, 10.0, 100000.0); } else { gluPerspective(current_options.get_fov(), win_ratio, 0.5, 100000.0); @@ -281,18 +281,18 @@ void fgVIEW::UpdateViewMath( fgFLIGHT *f ) { // scenery.center.y, scenery.center.z); // calculate the cartesion coords of the current lat/lon/0 elev - p = Point3D( FG_Longitude, - FG_Lat_geocentric, - FG_Sea_level_radius * FEET_TO_METER ); + p = Point3D( f->get_Longitude(), + f->get_Lat_geocentric(), + f->get_Sea_level_radius() * FEET_TO_METER ); cur_zero_elev = fgPolarToCart3d(p) - scenery.center; // 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 ( FG_Altitude * FEET_TO_METER > + if ( f->get_Altitude() * FEET_TO_METER > (scenery.cur_elev + 0.5 * METER_TO_FEET) ) { - p.setz( p.radius() + FG_Altitude * FEET_TO_METER ); + p.setz( p.radius() + f->get_Altitude() * FEET_TO_METER ); } else { p.setz( p.radius() + scenery.cur_elev + 0.5 * METER_TO_FEET ); } @@ -312,17 +312,17 @@ void fgVIEW::UpdateViewMath( fgFLIGHT *f ) { // Question: Why is the LaRCsim matrix arranged so differently // than the one we need??? - LOCAL[0][0] = FG_T_local_to_body_33; - LOCAL[0][1] = -FG_T_local_to_body_32; - LOCAL[0][2] = -FG_T_local_to_body_31; + LOCAL[0][0] = f->get_T_local_to_body_33(); + LOCAL[0][1] = -f->get_T_local_to_body_32(); + LOCAL[0][2] = -f->get_T_local_to_body_31(); LOCAL[0][3] = 0.0; - LOCAL[1][0] = -FG_T_local_to_body_23; - LOCAL[1][1] = FG_T_local_to_body_22; - LOCAL[1][2] = FG_T_local_to_body_21; + LOCAL[1][0] = -f->get_T_local_to_body_23(); + LOCAL[1][1] = f->get_T_local_to_body_22(); + LOCAL[1][2] = f->get_T_local_to_body_21(); LOCAL[1][3] = 0.0; - LOCAL[2][0] = -FG_T_local_to_body_13; - LOCAL[2][1] = FG_T_local_to_body_12; - LOCAL[2][2] = FG_T_local_to_body_11; + LOCAL[2][0] = -f->get_T_local_to_body_13(); + LOCAL[2][1] = f->get_T_local_to_body_12(); + LOCAL[2][2] = f->get_T_local_to_body_11(); LOCAL[2][3] = 0.0; LOCAL[3][0] = LOCAL[3][1] = LOCAL[3][2] = LOCAL[3][3] = 0.0; LOCAL[3][3] = 1.0; @@ -334,13 +334,13 @@ void fgVIEW::UpdateViewMath( fgFLIGHT *f ) { // Theta, and Psi (roll, pitch, yaw) MAT3_SET_VEC(vec, 0.0, 0.0, 1.0); - MAT3rotate(R, vec, FG_Phi); + MAT3rotate(R, vec, f->get_Phi()); /* printf("Roll matrix\n"); */ /* MAT3print(R, stdout); */ MAT3_SET_VEC(vec, 0.0, 1.0, 0.0); /* MAT3mult_vec(vec, vec, R); */ - MAT3rotate(TMP, vec, FG_Theta); + MAT3rotate(TMP, vec, f->get_Theta()); /* printf("Pitch matrix\n"); */ /* MAT3print(TMP, stdout); */ MAT3mult(R, R, TMP); @@ -348,7 +348,7 @@ void fgVIEW::UpdateViewMath( fgFLIGHT *f ) { MAT3_SET_VEC(vec, 1.0, 0.0, 0.0); /* MAT3mult_vec(vec, vec, R); */ /* MAT3rotate(TMP, vec, FG_Psi - FG_PI_2); */ - MAT3rotate(TMP, vec, -FG_Psi); + MAT3rotate(TMP, vec, -f->get_Psi()); /* printf("Yaw matrix\n"); MAT3print(TMP, stdout); */ MAT3mult(LOCAL, R, TMP); @@ -359,13 +359,13 @@ void fgVIEW::UpdateViewMath( fgFLIGHT *f ) { // Derive the local UP transformation matrix based on *geodetic* // coordinates MAT3_SET_VEC(vec, 0.0, 0.0, 1.0); - MAT3rotate(R, vec, FG_Longitude); // R = rotate about Z axis + MAT3rotate(R, vec, f->get_Longitude()); // R = rotate about Z axis // printf("Longitude matrix\n"); // MAT3print(R, stdout); MAT3_SET_VEC(vec, 0.0, 1.0, 0.0); MAT3mult_vec(vec, vec, R); - MAT3rotate(TMP, vec, -FG_Latitude); // TMP = rotate about X axis + MAT3rotate(TMP, vec, -f->get_Latitude()); // TMP = rotate about X axis // printf("Latitude matrix\n"); // MAT3print(TMP, stdout); @@ -435,19 +435,19 @@ void fgVIEW::UpdateWorldToEye( fgFLIGHT *f ) { if(fabs(view_offset)>FG_EPSILON){ // Roll Matrix MAT3_SET_HVEC(vec, 0.0, 0.0, -1.0, 1.0); - MAT3rotate(R_Phi, vec, FG_Phi); + MAT3rotate(R_Phi, vec, f->get_Phi()); // printf("Roll matrix (Phi)\n"); // MAT3print(R_Phi, stdout); // Pitch Matrix MAT3_SET_HVEC(vec, 1.0, 0.0, 0.0, 1.0); - MAT3rotate(R_Theta, vec, FG_Theta); + MAT3rotate(R_Theta, vec, f->get_Theta()); // printf("\nPitch matrix (Theta)\n"); // MAT3print(R_Theta, stdout); // Yaw Matrix MAT3_SET_HVEC(vec, 0.0, -1.0, 0.0, 1.0); - MAT3rotate(R_Psi, vec, FG_Psi + FG_PI - view_offset ); + MAT3rotate(R_Psi, vec, f->get_Psi() + FG_PI - view_offset ); // printf("\nYaw matrix (Psi)\n"); // MAT3print(R_Psi, stdout); @@ -458,17 +458,17 @@ void fgVIEW::UpdateWorldToEye( fgFLIGHT *f ) { } else { // JUST USE LOCAL_TO_BODY NHV 5/25/98 // hey this is even different then LOCAL[][] above ?? - AIRCRAFT[0][0] = -FG_T_local_to_body_22; - AIRCRAFT[0][1] = -FG_T_local_to_body_23; - AIRCRAFT[0][2] = FG_T_local_to_body_21; + AIRCRAFT[0][0] = -f->get_T_local_to_body_22(); + AIRCRAFT[0][1] = -f->get_T_local_to_body_23(); + AIRCRAFT[0][2] = f->get_T_local_to_body_21(); AIRCRAFT[0][3] = 0.0; - AIRCRAFT[1][0] = FG_T_local_to_body_32; - AIRCRAFT[1][1] = FG_T_local_to_body_33; - AIRCRAFT[1][2] = -FG_T_local_to_body_31; + AIRCRAFT[1][0] = f->get_T_local_to_body_32(); + AIRCRAFT[1][1] = f->get_T_local_to_body_33(); + AIRCRAFT[1][2] = -f->get_T_local_to_body_31(); AIRCRAFT[1][3] = 0.0; - AIRCRAFT[2][0] = FG_T_local_to_body_12; - AIRCRAFT[2][1] = FG_T_local_to_body_13; - AIRCRAFT[2][2] = -FG_T_local_to_body_11; + AIRCRAFT[2][0] = f->get_T_local_to_body_12(); + AIRCRAFT[2][1] = f->get_T_local_to_body_13(); + AIRCRAFT[2][2] = -f->get_T_local_to_body_11(); AIRCRAFT[2][3] = 0.0; AIRCRAFT[3][0] = AIRCRAFT[3][1] = AIRCRAFT[3][2] = AIRCRAFT[3][3] = 0.0; AIRCRAFT[3][3] = 1.0; @@ -492,14 +492,14 @@ void fgVIEW::UpdateWorldToEye( fgFLIGHT *f ) { // Latitude MAT3_SET_HVEC(vec, 1.0, 0.0, 0.0, 1.0); // R_Lat = rotate about X axis - MAT3rotate(R_Lat, vec, FG_Latitude); + MAT3rotate(R_Lat, vec, f->get_Latitude()); // printf("\nLatitude matrix\n"); // MAT3print(R_Lat, stdout); // Longitude MAT3_SET_HVEC(vec, 0.0, 0.0, 1.0, 1.0); // R_Lon = rotate about Z axis - MAT3rotate(R_Lon, vec, FG_Longitude - FG_PI_2 ); + MAT3rotate(R_Lon, vec, f->get_Longitude() - FG_PI_2 ); // printf("\nLongitude matrix\n"); // MAT3print(R_Lon, stdout); @@ -599,6 +599,9 @@ fgVIEW::~fgVIEW( void ) { // $Log$ +// Revision 1.28 1998/12/03 01:17:20 curt +// Converted fgFLIGHT to a class. +// // Revision 1.27 1998/11/16 14:00:06 curt // Added pow() macro bug work around. // Added support for starting FGFS at various resolutions.