X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FMain%2Fviewer.cxx;h=af9fe455ee859d9a2a5e92159e42d1abee5191db;hb=b125315e5067b9cb2ed6c800106b9c520afb4cf1;hp=5c62846c4c1e2b019d39944f8e44e60bc4518eaf;hpb=fad67bda100f7fb85e7641ded00450e1592769da;p=flightgear.git diff --git a/src/Main/viewer.cxx b/src/Main/viewer.cxx index 5c62846c4..af9fe455e 100644 --- a/src/Main/viewer.cxx +++ b/src/Main/viewer.cxx @@ -19,10 +19,13 @@ // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software -// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // // $Id$ +#ifdef HAVE_CONFIG_H +# include "config.h" +#endif #include @@ -34,10 +37,8 @@ #include #include -#include #include #include -#include #include #include @@ -47,125 +48,10 @@ #include "viewer.hxx" - -////////////////////////////////////////////////////////////////// -// Norman's Optimized matrix rotators! // -////////////////////////////////////////////////////////////////// - - -// Since these are pure rotation matrices we can save some bookwork -// by considering them to be 3x3 until the very end -- NHV -static void MakeVIEW_OFFSET( sgMat4 dst, - const float angle1, const sgVec3 axis1, - const float angle2, const sgVec3 axis2, - const float angle3, const sgVec3 axis3 ) -{ - // make rotmatrix1 from angle and axis - float s = (float) sin ( angle1 ) ; - float c = (float) cos ( angle1 ) ; - float t = SG_ONE - c ; - - sgMat3 mat1; - float tmp = t * axis1[0]; - mat1[0][0] = tmp * axis1[0] + c ; - mat1[0][1] = tmp * axis1[1] + s * axis1[2] ; - mat1[0][2] = tmp * axis1[2] - s * axis1[1] ; - - tmp = t * axis1[1]; - mat1[1][0] = tmp * axis1[0] - s * axis1[2] ; - mat1[1][1] = tmp * axis1[1] + c ; - mat1[1][2] = tmp * axis1[2] + s * axis1[0] ; - - tmp = t * axis1[2]; - mat1[2][0] = tmp * axis1[0] + s * axis1[1] ; - mat1[2][1] = tmp * axis1[1] - s * axis1[0] ; - mat1[2][2] = tmp * axis1[2] + c ; - - // make rotmatrix2 from angle and axis - s = (float) sin ( angle2 ) ; - c = (float) cos ( angle2 ) ; - t = SG_ONE - c ; - - sgMat3 mat2; - tmp = t * axis2[0]; - mat2[0][0] = tmp * axis2[0] + c ; - mat2[0][1] = tmp * axis2[1] + s * axis2[2] ; - mat2[0][2] = tmp * axis2[2] - s * axis2[1] ; - - tmp = t * axis2[1]; - mat2[1][0] = tmp * axis2[0] - s * axis2[2] ; - mat2[1][1] = tmp * axis2[1] + c ; - mat2[1][2] = tmp * axis2[2] + s * axis2[0] ; - - tmp = t * axis2[2]; - mat2[2][0] = tmp * axis2[0] + s * axis2[1] ; - mat2[2][1] = tmp * axis2[1] - s * axis2[0] ; - mat2[2][2] = tmp * axis2[2] + c ; - - - // make rotmatrix3 from angle and axis (roll) - s = (float) sin ( angle3 ) ; - c = (float) cos ( angle3 ) ; - t = SG_ONE - c ; - - sgMat3 mat3; - tmp = t * axis3[0]; - mat3[0][0] = tmp * axis3[0] + c ; - mat3[0][1] = tmp * axis3[1] + s * axis3[2] ; - mat3[0][2] = tmp * axis3[2] - s * axis3[1] ; - - tmp = t * axis3[1]; - mat3[1][0] = tmp * axis3[0] - s * axis3[2] ; - mat3[1][1] = tmp * axis3[1] + c ; - mat3[1][2] = tmp * axis3[2] + s * axis3[0] ; - - tmp = t * axis3[2]; - mat3[2][0] = tmp * axis3[0] + s * axis3[1] ; - mat3[2][1] = tmp * axis3[1] - s * axis3[0] ; - mat3[2][2] = tmp * axis3[2] + c ; - - sgMat3 matt; - - // multiply matrices - for ( int j = 0 ; j < 3 ; j++ ) { - matt[0][j] = mat2[0][0] * mat1[0][j] + - mat2[0][1] * mat1[1][j] + - mat2[0][2] * mat1[2][j]; - - matt[1][j] = mat2[1][0] * mat1[0][j] + - mat2[1][1] * mat1[1][j] + - mat2[1][2] * mat1[2][j]; - - matt[2][j] = mat2[2][0] * mat1[0][j] + - mat2[2][1] * mat1[1][j] + - mat2[2][2] * mat1[2][j]; - } - - // multiply matrices - for ( int j = 0 ; j < 3 ; j++ ) { - dst[0][j] = mat3[0][0] * matt[0][j] + - mat3[0][1] * matt[1][j] + - mat3[0][2] * matt[2][j]; - - dst[1][j] = mat3[1][0] * matt[0][j] + - mat3[1][1] * matt[1][j] + - mat3[1][2] * matt[2][j]; - - dst[2][j] = mat3[2][0] * matt[0][j] + - mat3[2][1] * matt[1][j] + - mat3[2][2] * matt[2][j]; - } - // fill in 4x4 matrix elements - dst[0][3] = SG_ZERO; - dst[1][3] = SG_ZERO; - dst[2][3] = SG_ZERO; - dst[3][0] = SG_ZERO; - dst[3][1] = SG_ZERO; - dst[3][2] = SG_ZERO; - dst[3][3] = SG_ONE; -} - +#include "CameraGroup.hxx" +using namespace flightgear; + //////////////////////////////////////////////////////////////////////// // Implementation of FGViewer. //////////////////////////////////////////////////////////////////////// @@ -194,9 +80,10 @@ FGViewer::FGViewer( fgViewType Type, bool from_model, int from_model_index, _damp_roll(0), _damp_pitch(0), _damp_heading(0), - _scaling_type(FG_SCALING_MAX) + _scaling_type(FG_SCALING_MAX), + _cameraGroup(CameraGroup::getDefault()) { - sgdZeroVec3(_absolute_view_pos); + _absolute_view_pos = SGVec3d(0, 0, 0); _type = Type; _from_model = from_model; _from_model_index = from_model_index; @@ -212,9 +99,9 @@ FGViewer::FGViewer( fgViewType Type, bool from_model, int from_model_index, if (damp_heading > 0.0) _damp_heading = 1.0 / pow(10.0, fabs(damp_heading)); - _x_offset_m = x_offset_m; - _y_offset_m = y_offset_m; - _z_offset_m = z_offset_m; + _offset_m.x() = x_offset_m; + _offset_m.y() = y_offset_m; + _offset_m.z() = z_offset_m; _heading_offset_deg = heading_offset_deg; _pitch_offset_deg = pitch_offset_deg; _roll_offset_deg = roll_offset_deg; @@ -227,9 +114,9 @@ FGViewer::FGViewer( fgViewType Type, bool from_model, int from_model_index, _fov_deg = 55; } _aspect_ratio_multiplier = aspect_ratio_multiplier; - _target_x_offset_m = target_x_offset_m; - _target_y_offset_m = target_y_offset_m; - _target_z_offset_m = target_z_offset_m; + _target_offset_m.x() = target_x_offset_m; + _target_offset_m.y() = target_y_offset_m; + _target_offset_m.z() = target_z_offset_m; _ground_level_nearplane_m = near_m; // a reasonable guess for init, so that the math doesn't blow up } @@ -242,17 +129,6 @@ FGViewer::~FGViewer( void ) { void FGViewer::init () { - if ( _from_model ) - _location = (SGLocation *) globals->get_aircraft_model()->get3DModel()->getSGLocation(); - else - _location = (SGLocation *) new SGLocation; - - if ( _type == FG_LOOKAT ) { - if ( _at_model ) - _target_location = (SGLocation *) globals->get_aircraft_model()->get3DModel()->getSGLocation(); - else - _target_location = (SGLocation *) new SGLocation; - } } void @@ -404,51 +280,51 @@ void FGViewer::setXOffset_m (double x_offset_m) { _dirty = true; - _x_offset_m = x_offset_m; + _offset_m.x() = x_offset_m; } void FGViewer::setYOffset_m (double y_offset_m) { _dirty = true; - _y_offset_m = y_offset_m; + _offset_m.y() = y_offset_m; } void FGViewer::setZOffset_m (double z_offset_m) { _dirty = true; - _z_offset_m = z_offset_m; + _offset_m.z() = z_offset_m; } void FGViewer::setTargetXOffset_m (double target_x_offset_m) { _dirty = true; - _target_x_offset_m = target_x_offset_m; + _target_offset_m.x() = target_x_offset_m; } void FGViewer::setTargetYOffset_m (double target_y_offset_m) { _dirty = true; - _target_y_offset_m = target_y_offset_m; + _target_offset_m.y() = target_y_offset_m; } void FGViewer::setTargetZOffset_m (double target_z_offset_m) { _dirty = true; - _target_z_offset_m = target_z_offset_m; + _target_offset_m.z() = target_z_offset_m; } void FGViewer::setPositionOffsets (double x_offset_m, double y_offset_m, double z_offset_m) { _dirty = true; - _x_offset_m = x_offset_m; - _y_offset_m = y_offset_m; - _z_offset_m = z_offset_m; + _offset_m.x() = x_offset_m; + _offset_m.y() = y_offset_m; + _offset_m.z() = z_offset_m; } void @@ -515,45 +391,6 @@ FGViewer::setOrientationOffsets (double roll_offset_deg, double pitch_offset_deg _heading_offset_deg = heading_offset_deg; } -double * -FGViewer::get_absolute_view_pos () -{ - if (_dirty) - recalc(); - return _absolute_view_pos; -} - -float * -FGViewer::getRelativeViewPos () -{ - if (_dirty) - recalc(); - return _relative_view_pos; -} - -void -FGViewer::updateFromModelLocation (SGLocation * location) -{ - sgCopyMat4(LOCAL, location->getTransformMatrix()); -} - -void -FGViewer::updateAtModelLocation (SGLocation * location) -{ - sgCopyMat4(ATLOCAL, location->getTransformMatrix()); -} - -void -FGViewer::recalcOurOwnLocation (SGLocation * location, double lon_deg, double lat_deg, double alt_ft, - double roll_deg, double pitch_deg, double heading_deg) -{ - // update from our own data... - dampEyeData(roll_deg, pitch_deg, heading_deg); - location->setPosition( lon_deg, lat_deg, alt_ft ); - location->setOrientation( roll_deg, pitch_deg, heading_deg ); - sgCopyMat4(LOCAL, location->getTransformMatrix()); -} - // recalc() is done every time one of the setters is called (making the // cached data "dirty") on the next "get". It calculates all the outputs // for viewer. @@ -573,196 +410,144 @@ FGViewer::recalc () void FGViewer::recalcLookFrom () { - - sgVec3 right, forward; - // sgVec3 eye_pos; - sgVec3 position_offset; // eye position offsets (xyz) - - // LOOKFROM mode... - - // Update location data... + // Update location data ... + double lat, lon, alt, head, pitch, roll; if ( _from_model ) { - // update or data from model location - updateFromModelLocation(_location); + SGModelPlacement* placement = globals->get_aircraft_model()->get3DModel(); + lat = placement->getLatitudeDeg(); + lon = placement->getLongitudeDeg(); + alt = placement->getElevationFt(); + + head = placement->getHeadingDeg(); + pitch = placement->getPitchDeg(); + roll = placement->getRollDeg(); } else { + lat = _lat_deg; + lon = _lon_deg; + alt = _alt_ft; + head = _heading_deg; + pitch = _pitch_deg; + roll = _roll_deg; + } + if ( !_from_model ) { // update from our own data... - recalcOurOwnLocation( _location, _lon_deg, _lat_deg, _alt_ft, - _roll_deg, _pitch_deg, _heading_deg ); + dampEyeData(roll, pitch, head); } - // copy data from location class to local items... - copyLocationData(); - - // make sg vectors view up, right and forward vectors from LOCAL - sgSetVec3( _view_up, LOCAL[2][0], LOCAL[2][1], LOCAL[2][2] ); - sgSetVec3( right, LOCAL[1][0], LOCAL[1][1], LOCAL[1][2] ); - sgSetVec3( forward, -LOCAL[0][0], -LOCAL[0][1], -LOCAL[0][2] ); + // The geodetic position of our base view position + SGGeod geodPos = SGGeod::fromDegFt(lon, lat, alt); + // The rotation rotating from the earth centerd frame to + // the horizontal local OpenGL frame + SGQuatd hlOr = SGQuatd::viewHL(geodPos); - // Note that when in "lookfrom" view the "view up" vector is always applied - // to the viewer. View up is based on verticle of the aircraft itself. (see - // "LOCAL" matrix above) + // the rotation from the horizontal local frame to the basic view orientation + SGQuatd hlToBody = SGQuatd::fromYawPitchRollDeg(head, pitch, roll); + hlToBody = SGQuatd::simToView(hlToBody); - // Orientation Offsets matrix - MakeVIEW_OFFSET( VIEW_OFFSET, - _heading_offset_deg * SG_DEGREES_TO_RADIANS, _view_up, - _pitch_offset_deg * SG_DEGREES_TO_RADIANS, right, - _roll_offset_deg * SG_DEGREES_TO_RADIANS, forward ); - - // Make the VIEW matrix. - sgSetVec4(VIEW[0], right[0], right[1], right[2],SG_ZERO); - sgSetVec4(VIEW[1], forward[0], forward[1], forward[2],SG_ZERO); - sgSetVec4(VIEW[2], _view_up[0], _view_up[1], _view_up[2],SG_ZERO); - sgSetVec4(VIEW[3], SG_ZERO, SG_ZERO, SG_ZERO,SG_ONE); - - // rotate model or local matrix to get a matrix to apply Eye Position Offsets - sgMat4 VIEW_UP; // L0 forward L1 right L2 up - sgCopyVec4(VIEW_UP[0], LOCAL[1]); - sgCopyVec4(VIEW_UP[1], LOCAL[2]); - sgCopyVec4(VIEW_UP[2], LOCAL[0]); - sgZeroVec4(VIEW_UP[3]); - - // Eye Position Offsets to vector - sgSetVec3( position_offset, _x_offset_m, _y_offset_m, _z_offset_m ); - sgXformVec3( position_offset, position_offset, VIEW_UP); - - // add the offsets including rotations to the translation vector - sgAddVec3( _view_pos, position_offset ); - - // multiply the OFFSETS (for heading and pitch) into the VIEW - sgPostMultMat4(VIEW, VIEW_OFFSET); - - // add the position data to the matrix - sgSetVec4(VIEW[3], _view_pos[0], _view_pos[1], _view_pos[2],SG_ONE); + // The cartesian position of the basic view coordinate + SGVec3d position = SGVec3d::fromGeod(geodPos); + // the rotation offset, don't know why heading is negative here ... + SGQuatd viewOffsetOr = SGQuatd::simToView( + SGQuatd::fromYawPitchRollDeg(-_heading_offset_deg, _pitch_offset_deg, + _roll_offset_deg)); + // Compute the eyepoints orientation and position + // wrt the earth centered frame - that is global coorinates + SGQuatd ec2body = hlOr*hlToBody; + _absolute_view_pos = position + ec2body.backTransform(_offset_m); + mViewOrientation = ec2body*viewOffsetOr; } void FGViewer::recalcLookAt () { - - sgVec3 right, forward; - sgVec3 eye_pos, at_pos; - sgVec3 position_offset; // eye position offsets (xyz) - sgVec3 target_position_offset; // target position offsets (xyz) - - // The position vectors originate from the view point or target location - // depending on the type of view. - - // LOOKAT mode... - - // Update location data for target... + // The geodetic position of our target to look at + SGGeod geodTargetPos; + SGQuatd geodTargetOr; if ( _at_model ) { - // update or data from model location - updateAtModelLocation(_target_location); + SGModelPlacement* placement = globals->get_aircraft_model()->get3DModel(); + double lat = placement->getLatitudeDeg(); + double lon = placement->getLongitudeDeg(); + double alt = placement->getElevationFt(); + geodTargetPos = SGGeod::fromDegFt(lon, lat, alt); + + double head = placement->getHeadingDeg(); + double pitch = placement->getPitchDeg(); + double roll = placement->getRollDeg(); + geodTargetOr = SGQuatd::fromYawPitchRollDeg(head, pitch, roll); } else { + dampEyeData(_target_roll_deg, _target_pitch_deg, _target_heading_deg); + // if not model then calculate our own target position... - recalcOurOwnLocation( _target_location, _target_lon_deg, _target_lat_deg, _target_alt_ft, - _target_roll_deg, _target_pitch_deg, _target_heading_deg ); + geodTargetPos = SGGeod::fromDegFt(_target_lon_deg, + _target_lat_deg, + _target_alt_ft); + geodTargetOr = SGQuatd::fromYawPitchRollDeg(_target_heading_deg, + _target_pitch_deg, + _target_roll_deg); } - // calculate the "at" target object positon relative to eye or view's tile center... - Point3D center = globals->get_scenery()->get_next_center(); - sgdVec3 dVec3; - sgdSetVec3(dVec3, center[0], center[1], center[2]); - sgdSubVec3(dVec3, _target_location->get_absolute_view_pos(), dVec3 ); - sgSetVec3(at_pos, dVec3[0], dVec3[1], dVec3[2]); - - // Update location data for eye... + SGQuatd geodTargetHlOr = SGQuatd::fromLonLat(geodTargetPos); + + + SGGeod geodEyePos; + SGQuatd geodEyeOr; if ( _from_model ) { - // update or data from model location - updateFromModelLocation(_location); + SGModelPlacement* placement = globals->get_aircraft_model()->get3DModel(); + double lat = placement->getLatitudeDeg(); + double lon = placement->getLongitudeDeg(); + double alt = placement->getElevationFt(); + geodEyePos = SGGeod::fromDegFt(lon, lat, alt); + + double head = placement->getHeadingDeg(); + double pitch = placement->getPitchDeg(); + double roll = placement->getRollDeg(); + geodEyeOr = SGQuatd::fromYawPitchRollDeg(head, pitch, roll); } else { + dampEyeData(_roll_deg, _pitch_deg, _heading_deg); + // update from our own data, just the rotation here... - recalcOurOwnLocation( _location, _lon_deg, _lat_deg, _alt_ft, - _roll_deg, _pitch_deg, _heading_deg ); + geodEyePos = SGGeod::fromDegFt(_lon_deg, _lat_deg, _alt_ft); + geodEyeOr = SGQuatd::fromYawPitchRollDeg(_heading_deg, + _pitch_deg, + _roll_deg); } - // save the eye positon... - sgCopyVec3(eye_pos, _location->get_view_pos(center)); + SGQuatd geodEyeHlOr = SGQuatd::fromLonLat(geodEyePos); - // copy data from location class to local items... - copyLocationData(); + // the rotation offset, don't know why heading is negative here ... + SGQuatd eyeOffsetOr = + SGQuatd::fromYawPitchRollDeg(-_heading_offset_deg + 180, _pitch_offset_deg, + _roll_offset_deg); - // make sg vectors view up, right and forward vectors from LOCAL - sgSetVec3( _view_up, LOCAL[2][0], LOCAL[2][1], LOCAL[2][2] ); - sgSetVec3( right, LOCAL[1][0], LOCAL[1][1], LOCAL[1][2] ); - sgSetVec3( forward, -LOCAL[0][0], -LOCAL[0][1], -LOCAL[0][2] ); + // Offsets to the eye position + SGVec3d eyeOff(-_offset_m.z(), _offset_m.x(), -_offset_m.y()); + SGQuatd ec2eye = geodEyeHlOr*geodEyeOr; + SGVec3d eyeCart = SGVec3d::fromGeod(geodEyePos); + eyeCart += (ec2eye*eyeOffsetOr).backTransform(eyeOff); - // rotate model or local matrix to get a matrix to apply Eye Position Offsets - sgMat4 VIEW_UP; // L0 forward L1 right L2 up - sgCopyVec4(VIEW_UP[0], LOCAL[1]); - sgCopyVec4(VIEW_UP[1], LOCAL[2]); - sgCopyVec4(VIEW_UP[2], LOCAL[0]); - sgZeroVec4(VIEW_UP[3]); - - // get Orientation Offsets matrix - MakeVIEW_OFFSET( VIEW_OFFSET, - (_heading_offset_deg - 180) * SG_DEGREES_TO_RADIANS, _view_up, - _pitch_offset_deg * SG_DEGREES_TO_RADIANS, right, - _roll_offset_deg * SG_DEGREES_TO_RADIANS, forward ); - - // add in the position offsets - sgSetVec3( position_offset, _y_offset_m, _x_offset_m, _z_offset_m ); - sgXformVec3( position_offset, position_offset, VIEW_UP); - - // apply the Orientation offsets - sgXformVec3( position_offset, position_offset, VIEW_OFFSET ); - - // add the Position offsets from object to the eye position - sgAddVec3( eye_pos, eye_pos, position_offset ); + SGVec3d atCart = SGVec3d::fromGeod(geodTargetPos); // add target offsets to at_position... - sgSetVec3(target_position_offset, _target_z_offset_m, _target_x_offset_m, - _target_y_offset_m ); - sgXformVec3(target_position_offset, target_position_offset, ATLOCAL); - sgAddVec3( at_pos, at_pos, target_position_offset); - - sgAddVec3( eye_pos, eye_pos, target_position_offset); - - // Make the VIEW matrix for a "LOOKAT". - sgMakeLookAtMat4( VIEW, eye_pos, at_pos, _view_up ); - -} - -// copy results from location class to viewer... -// FIXME: some of these should be changed to reference directly to SGLocation... -void -FGViewer::copyLocationData() -{ - Point3D center = globals->get_scenery()->get_center(); - // Get our friendly vectors from the eye location... - sgdCopyVec3(_absolute_view_pos, _location->get_absolute_view_pos()); - sgCopyVec3(_relative_view_pos, _location->get_view_pos(center)); - sgCopyMat4(UP, _location->getCachedUpMatrix()); - sgCopyVec3(_world_up, _location->get_world_up()); - // these are the vectors that the sun and moon code like to get... - sgCopyVec3(_surface_east, _location->get_surface_east()); - sgCopyVec3(_surface_south, _location->get_surface_south()); - - // Update viewer's postion data for the eye location... - _lon_deg = _location->getLongitude_deg(); - _lat_deg = _location->getLatitude_deg(); - _alt_ft = _location->getAltitudeASL_ft(); - _roll_deg = _location->getRoll_deg(); - _pitch_deg = _location->getPitch_deg(); - _heading_deg = _location->getHeading_deg(); - - // Update viewer's postion data for the target (at object) location - if (_type == FG_LOOKAT) { - _target_lon_deg = _target_location->getLongitude_deg(); - _target_lat_deg = _target_location->getLatitude_deg(); - _target_alt_ft = _target_location->getAltitudeASL_ft(); - _target_roll_deg = _target_location->getRoll_deg(); - _target_pitch_deg = _target_location->getPitch_deg(); - _target_heading_deg = _target_location->getHeading_deg(); - } + SGVec3d target_pos_off(-_target_offset_m.z(), _target_offset_m.x(), + -_target_offset_m.y()); + target_pos_off = (geodTargetHlOr*geodTargetOr).backTransform(target_pos_off); + atCart += target_pos_off; + eyeCart += target_pos_off; + + // Compute the eyepoints orientation and position + // wrt the earth centered frame - that is global coorinates + _absolute_view_pos = eyeCart; - // copy coordinates to outputs for viewer... - sgCopyVec3(_zero_elev, _relative_view_pos); - sgAddScaledVec3(_zero_elev, _world_up, -_alt_ft*SG_FEET_TO_METER); - sgCopyVec3(_view_pos, _relative_view_pos); + // the view direction + SGVec3d dir = normalize(atCart - eyeCart); + // the up directon + SGVec3d up = ec2eye.backTransform(SGVec3d(0, 0, -1)); + // rotate dir to the 0-th unit vector + // rotate up to 2-th unit vector + mViewOrientation = SGQuatd::fromRotateTo(-dir, 2, up, 1); } void -FGViewer::dampEyeData (double &roll_deg, double &pitch_deg, double &heading_deg) +FGViewer::dampEyeData(double &roll_deg, double &pitch_deg, double &heading_deg) { const double interval = 0.01; @@ -948,5 +733,7 @@ FGViewer::update (double dt) } } } - + recalc(); + _cameraGroup->update(_absolute_view_pos.osg(), mViewOrientation.osg()); + _cameraGroup->setCameraParameters(get_v_fov(), get_aspect_ratio()); }