X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FMain%2Fviewer.cxx;h=ef142a1a0e09f2caf2bdf27b49c38941ecf20f28;hb=4606f96e139204d5b2d76ee93c3b0c66885b5f5f;hp=8efc1e0d770e8db801ad68a3a39c844e3d6df4d4;hpb=47825dcbae3113d4d414b9c2164387211d51b4e1;p=flightgear.git diff --git a/src/Main/viewer.cxx b/src/Main/viewer.cxx index 8efc1e0d7..ef142a1a0 100644 --- a/src/Main/viewer.cxx +++ b/src/Main/viewer.cxx @@ -37,14 +37,13 @@ #include #include #include - -#include -//#include
- +#include +#include #include + #include
+#include #include -#include #include "viewer.hxx" @@ -131,10 +130,15 @@ static void MakeVIEW_OFFSET( sgMat4 dst, // Implementation of FGViewer. //////////////////////////////////////////////////////////////////////// -// Constructor -FGViewer::FGViewer( fgViewType Type, bool from_model, int from_model_index, bool at_model, int at_model_index, double x_offset_m, double y_offset_m, double z_offset_m, double near_m ): - _scaling_type(FG_SCALING_MAX), - _fov_deg(55.0), +// Constructor... +FGViewer::FGViewer( fgViewType Type, bool from_model, int from_model_index, + bool at_model, int at_model_index, + double damp_roll, double damp_pitch, double damp_heading, + double x_offset_m, double y_offset_m, double z_offset_m, + double heading_offset_deg, double pitch_offset_deg, + double roll_offset_deg, double fov_deg, + double target_x_offset_m, double target_y_offset_m, + double target_z_offset_m, double near_m, bool internal ): _dirty(true), _lon_deg(0), _lat_deg(0), @@ -145,11 +149,11 @@ FGViewer::FGViewer( fgViewType Type, bool from_model, int from_model_index, bool _roll_deg(0), _pitch_deg(0), _heading_deg(0), - _heading_offset_deg(0), - _pitch_offset_deg(0), - _roll_offset_deg(0), - _goal_heading_offset_deg(0.0), - _goal_pitch_offset_deg(0.0) + _damp_sync(0), + _damp_roll(0), + _damp_pitch(0), + _damp_heading(0), + _scaling_type(FG_SCALING_MAX) { sgdZeroVec3(_absolute_view_pos); _type = Type; @@ -157,11 +161,35 @@ FGViewer::FGViewer( fgViewType Type, bool from_model, int from_model_index, bool _from_model_index = from_model_index; _at_model = at_model; _at_model_index = at_model_index; + + _internal = internal; + + if (damp_roll > 0.0) + _damp_roll = 1.0 / pow(10, fabs(damp_roll)); + if (damp_pitch > 0.0) + _damp_pitch = 1.0 / pow(10, fabs(damp_pitch)); + if (damp_heading > 0.0) + _damp_heading = 1.0 / pow(10, fabs(damp_heading)); + _x_offset_m = x_offset_m; _y_offset_m = y_offset_m; _z_offset_m = z_offset_m; + _heading_offset_deg = heading_offset_deg; + _pitch_offset_deg = pitch_offset_deg; + _roll_offset_deg = roll_offset_deg; + _goal_heading_offset_deg = heading_offset_deg; + _goal_pitch_offset_deg = pitch_offset_deg; + _goal_roll_offset_deg = roll_offset_deg; + if (fov_deg > 0) { + _fov_deg = fov_deg; + } else { + _fov_deg = 55; + } + _target_x_offset_m = target_x_offset_m; + _target_y_offset_m = target_y_offset_m; + _target_z_offset_m = target_z_offset_m; _ground_level_nearplane_m = near_m; - //a reasonable guess for init, so that the math doesn't blow up + // a reasonable guess for init, so that the math doesn't blow up } @@ -173,15 +201,15 @@ void FGViewer::init () { if ( _from_model ) - _location = (FGLocation *) globals->get_aircraft_model()->get3DModel()->getFGLocation(); + _location = (SGLocation *) globals->get_aircraft_model()->get3DModel()->getSGLocation(); else - _location = (FGLocation *) new FGLocation; + _location = (SGLocation *) new SGLocation; if ( _type == FG_LOOKAT ) { if ( _at_model ) - _target_location = (FGLocation *) globals->get_aircraft_model()->get3DModel()->getFGLocation(); + _target_location = (SGLocation *) globals->get_aircraft_model()->get3DModel()->getSGLocation(); else - _target_location = (FGLocation *) new FGLocation; + _target_location = (SGLocation *) new SGLocation; } } @@ -204,6 +232,12 @@ FGViewer::setType ( int type ) _type = FG_LOOKAT; } +void +FGViewer::setInternal ( bool internal ) +{ + _internal = internal; +} + void FGViewer::setLongitude_deg (double lon_deg) { @@ -345,6 +379,27 @@ FGViewer::setZOffset_m (double z_offset_m) _z_offset_m = z_offset_m; } +void +FGViewer::setTargetXOffset_m (double target_x_offset_m) +{ + _dirty = true; + _target_x_offset_m = target_x_offset_m; +} + +void +FGViewer::setTargetYOffset_m (double target_y_offset_m) +{ + _dirty = true; + _target_y_offset_m = target_y_offset_m; +} + +void +FGViewer::setTargetZOffset_m (double target_z_offset_m) +{ + _dirty = true; + _target_z_offset_m = target_z_offset_m; +} + void FGViewer::setPositionOffsets (double x_offset_m, double y_offset_m, double z_offset_m) { @@ -443,39 +498,28 @@ FGViewer::getZeroElevViewPos () } void -FGViewer::updateFromModelLocation (FGLocation * location) +FGViewer::updateFromModelLocation (SGLocation * location) { sgCopyMat4(LOCAL, location->getCachedTransformMatrix()); - _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(); - sgCopyVec3(_zero_elev_view_pos, location->get_zero_elev()); - sgCopyVec3(_relative_view_pos, location->get_view_pos()); - sgdCopyVec3(_absolute_view_pos, location->get_absolute_view_pos()); - 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()); } void -FGViewer::recalcOurOwnLocation (double lon_deg, double lat_deg, double alt_ft, +FGViewer::updateAtModelLocation (SGLocation * location) +{ + sgCopyMat4(ATLOCAL, + location->getCachedTransformMatrix()); +} + +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... - _location->setPosition( lon_deg, lat_deg, alt_ft ); - _location->setOrientation( roll_deg, pitch_deg, heading_deg ); - sgCopyMat4(LOCAL, _location->getTransformMatrix()); - sgCopyVec3(_zero_elev_view_pos, _location->get_zero_elev()); - sgCopyVec3(_relative_view_pos, _location->get_view_pos()); - sgdCopyVec3(_absolute_view_pos, _location->get_absolute_view_pos()); - // 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()); + 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(globals->get_scenery()->get_center())); } // recalc() is done every time one of the setters is called (making the @@ -484,198 +528,262 @@ FGViewer::recalcOurOwnLocation (double lon_deg, double lat_deg, double alt_ft, void FGViewer::recalc () { - sgVec3 right, forward; - sgMat4 tmpROT; // temp rotation work matrices - sgVec3 eye_pos, at_pos; - sgVec3 position_offset; // eye position offsets (xyz) - - // The position vectors originate from the view point or target location - // depending on the type of view. - if (_type == FG_LOOKFROM) { - // LOOKFROM mode... - if ( _from_model ) { - // update or data from model location - updateFromModelLocation(_location); - } else { - // update from our own data... - recalcOurOwnLocation( _lon_deg, _lat_deg, _alt_ft, - _roll_deg, _pitch_deg, _heading_deg ); - // get world up data from just recalced location - sgCopyMat4(UP, _location->getUpMatrix()); - sgCopyVec3(_world_up, _location->get_world_up()); - } - + recalcLookFrom(); } else { + recalcLookAt(); + } - // LOOKAT mode... - if ( _from_model ) { - // update or data from model location - updateFromModelLocation(_location); - } else { - // update from our own data, just the rotation here... - recalcOurOwnLocation( _lon_deg, _lat_deg, _alt_ft, - _roll_deg, _pitch_deg, _heading_deg ); - // get world up data from just recalced location - sgCopyMat4(UP, _location->getUpMatrix()); - sgCopyVec3(_world_up, _location->get_world_up()); - } - // save they eye positon... - sgCopyVec3(eye_pos, _location->get_view_pos()); - // save the eye rotation before getting target values!!! - sgCopyMat4(tmpROT, LOCAL); - - if ( _at_model ) { - // update or data from model location - updateFromModelLocation(_target_location); - } else { - // if not model then calculate our own target position... - recalcOurOwnLocation( _target_lon_deg, _target_lat_deg, _target_alt_ft, - _target_roll_deg, _target_pitch_deg, _target_heading_deg ); - } - // restore the eye rotation (the from position rotation) - sgCopyMat4(LOCAL, tmpROT); + set_clean(); +} - } +// recalculate for LookFrom view type... +void +FGViewer::recalcLookFrom () +{ - // the coordinates generated by the above "recalcPositionVectors" - sgCopyVec3(_zero_elev, _zero_elev_view_pos); - sgCopyVec3(_view_pos, _relative_view_pos); + sgVec3 right, forward; + // sgVec3 eye_pos; + sgVec3 position_offset; // eye position offsets (xyz) + + // LOOKFROM mode... - // FIXME: - // Doing this last recalc here for published values...where the airplane is - // This should be per aircraft or model (for published values) before - // multiple FDM can be done. - // This info should come directly from the model (not through viewer), - // because in some cases there is no model directly assigned as a lookfrom - // position. The problem that arises is related to the FDM interface looking - // indirectly to the viewer to find the altitude of the aircraft on the runway. - // - // Note that recalcPositionVectors can be removed from viewer when this - // issue is addressed. - // - if (!_from_model) { - recalcPositionVectors(fgGetDouble("/position/longitude-deg"), - fgGetDouble("/position/latitude-deg"), - fgGetDouble("/position/altitude-ft")); + // Update location data... + if ( _from_model ) { + // update or data from model location + updateFromModelLocation(_location); + } else { + // update from our own data... + recalcOurOwnLocation( _location, _lon_deg, _lat_deg, _alt_ft, + _roll_deg, _pitch_deg, _heading_deg ); } + // 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] ); - if (_type == FG_LOOKAT) { - // Note that when in "lookat" view the "world up" vector is always applied - // to the viewer. World up is based on verticle at a given lon/lat (see - // matrix "UP" above). + // 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) + + // Orientation Offsets matrix + MakeVIEW_OFFSET( VIEW_OFFSET, + _heading_offset_deg * SG_DEGREES_TO_RADIANS, _view_up, + _pitch_offset_deg * SG_DEGREES_TO_RADIANS, right ); + + // 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]); - // Orientation Offsets matrix - MakeVIEW_OFFSET( VIEW_OFFSET, - (_heading_offset_deg -_heading_deg) * SG_DEGREES_TO_RADIANS, _world_up, - _pitch_offset_deg * SG_DEGREES_TO_RADIANS, right ); - - // add in the Orientation Offsets here - sgSetVec3( position_offset, _x_offset_m, _y_offset_m, _z_offset_m ); - sgXformVec3( position_offset, position_offset, UP); + // Eye Position Offsets to vector + sgSetVec3( position_offset, _x_offset_m, _y_offset_m, _z_offset_m ); + sgXformVec3( position_offset, position_offset, VIEW_UP); - sgXformVec3( position_offset, position_offset, VIEW_OFFSET ); + // add the offsets including rotations to the translation vector + sgAddVec3( _view_pos, position_offset ); - // add the Position offsets from object to the eye position - sgAddVec3( eye_pos, eye_pos, position_offset ); + // multiply the OFFSETS (for heading and pitch) into the VIEW + sgPostMultMat4(VIEW, VIEW_OFFSET); - // at position (what we are looking at) - sgCopyVec3( at_pos, _view_pos ); + // add the position data to the matrix + sgSetVec4(VIEW[3], _view_pos[0], _view_pos[1], _view_pos[2],SG_ONE); - // Make the VIEW matrix for a "LOOKAT". - sgMakeLookAtMat4( VIEW, eye_pos, at_pos, _view_up ); +} + +void +FGViewer::recalcLookAt () +{ + + sgVec3 right; + 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... + if ( _at_model ) { + // update or data from model location + updateAtModelLocation(_target_location); + } else { + // 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 ); } + // calculate the "at" target object positon relative to eye or view's tile center... + sgdVec3 dVec3; + sgdSetVec3(dVec3, _location->get_tile_center()[0], _location->get_tile_center()[1], _location->get_tile_center()[2]); + sgdSubVec3(dVec3, + _target_location->get_absolute_view_pos(globals->get_scenery()->get_center()), + dVec3 ); + sgSetVec3(at_pos, dVec3[0], dVec3[1], dVec3[2]); + + // Update location data for eye... + if ( _from_model ) { + // update or data from model location + updateFromModelLocation(_location); + } else { + // update from our own data, just the rotation here... + recalcOurOwnLocation( _location, _lon_deg, _lat_deg, _alt_ft, + _roll_deg, _pitch_deg, _heading_deg ); + } + // save the eye positon... + sgCopyVec3(eye_pos, _location->get_view_pos()); - if (_type == FG_LOOKFROM) { + // copy data from location class to local items... + copyLocationData(); - // 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) + // 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] ); - // Orientation Offsets matrix - MakeVIEW_OFFSET( VIEW_OFFSET, - _heading_offset_deg * SG_DEGREES_TO_RADIANS, _view_up, - _pitch_offset_deg * SG_DEGREES_TO_RADIANS, right ); + // 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]); - // 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); + // 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 ); - // rotate 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]); + // add in the position offsets + sgSetVec3( position_offset, _y_offset_m, _x_offset_m, _z_offset_m ); + sgXformVec3( position_offset, position_offset, VIEW_UP); - // Eye Position Offsets to vector - sgSetVec3( position_offset, _x_offset_m, _y_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 offsets including rotations to the translation vector - sgAddVec3( _view_pos, position_offset ); + // add the Position offsets from object to the eye position + sgAddVec3( eye_pos, eye_pos, position_offset ); - // multiply the OFFSETS (for heading and pitch) into the VIEW - sgPostMultMat4(VIEW, VIEW_OFFSET); + // 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); - // add the position data to the matrix - sgSetVec4(VIEW[3], _view_pos[0], _view_pos[1], _view_pos[2],SG_ONE); + sgAddVec3( eye_pos, eye_pos, target_position_offset); - } + // Make the VIEW matrix for a "LOOKAT". + sgMakeLookAtMat4( VIEW, eye_pos, at_pos, _view_up ); - set_clean(); } +// copy results from location class to viewer... +// FIXME: some of these should be changed to reference directly to SGLocation... void -FGViewer::recalcPositionVectors (double lon_deg, double lat_deg, double alt_ft) const +FGViewer::copyLocationData() { - double sea_level_radius_m; - double lat_geoc_rad; + // Get our friendly vectors from the eye location... + sgCopyVec3(_zero_elev_view_pos, _location->get_zero_elev()); + sgCopyVec3(_relative_view_pos, _location->get_view_pos()); + sgdCopyVec3(_absolute_view_pos, + _location->get_absolute_view_pos(globals->get_scenery()->get_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(); + } + + // copy coordinates to outputs for viewer... + sgCopyVec3(_zero_elev, _zero_elev_view_pos); + sgCopyVec3(_view_pos, _relative_view_pos); +} +void +FGViewer::dampEyeData (double &roll_deg, double &pitch_deg, double &heading_deg) +{ + const double interval = 0.01; - // Convert from geodetic to geocentric - // coordinates. - sgGeodToGeoc(lat_deg * SGD_DEGREES_TO_RADIANS, - alt_ft * SG_FEET_TO_METER, - &sea_level_radius_m, - &lat_geoc_rad); + static FGViewer *last_view = 0; + if (last_view != this) { + _damp_sync = 0.0; + _damped_roll_deg = roll_deg; + _damped_pitch_deg = pitch_deg; + _damped_heading_deg = heading_deg; + last_view = this; + return; + } - // Calculate the cartesian coordinates - // of point directly below at sea level. - // aka Zero Elevation Position - Point3D p = Point3D(lon_deg * SG_DEGREES_TO_RADIANS, - lat_geoc_rad, - sea_level_radius_m); - Point3D tmp = sgPolarToCart3d(p) - globals->get_scenery()->get_next_center(); - sgSetVec3(_zero_elev_view_pos, tmp[0], tmp[1], tmp[2]); + if (_damp_sync < interval) { + if (_damp_roll > 0.0) + roll_deg = _damped_roll_deg; + if (_damp_pitch > 0.0) + pitch_deg = _damped_pitch_deg; + if (_damp_heading > 0.0) + heading_deg = _damped_heading_deg; + return; + } - // Calculate the absolute view position - // in fgfs coordinates. - // aka Absolute View Position - p.setz(p.radius() + alt_ft * SG_FEET_TO_METER); - tmp = sgPolarToCart3d(p); - sgdSetVec3(_absolute_view_pos, tmp[0], tmp[1], tmp[2]); + while (_damp_sync >= interval) { + _damp_sync -= interval; + + double d; + if (_damp_roll > 0.0) { + d = _damped_roll_deg - roll_deg; + if (d >= 180.0) + _damped_roll_deg -= 360.0; + else if (d < -180.0) + _damped_roll_deg += 360.0; + roll_deg = _damped_roll_deg = roll_deg * _damp_roll + _damped_roll_deg * (1 - _damp_roll); + } - // Calculate the relative view position - // from the scenery center. - // aka Relative View Position - sgdVec3 scenery_center; - sgdSetVec3(scenery_center, - globals->get_scenery()->get_next_center().x(), - globals->get_scenery()->get_next_center().y(), - globals->get_scenery()->get_next_center().z()); - sgdVec3 view_pos; - sgdSubVec3(view_pos, _absolute_view_pos, scenery_center); - sgSetVec3(_relative_view_pos, view_pos); + if (_damp_pitch > 0.0) { + d = _damped_pitch_deg - pitch_deg; + if (d >= 180.0) + _damped_pitch_deg -= 360.0; + else if (d < -180.0) + _damped_pitch_deg += 360.0; + pitch_deg = _damped_pitch_deg = pitch_deg * _damp_pitch + _damped_pitch_deg * (1 - _damp_pitch); + } + if (_damp_heading > 0.0) { + d = _damped_heading_deg - heading_deg; + if (d >= 180.0) + _damped_heading_deg -= 360.0; + else if (d < -180.0) + _damped_heading_deg += 360.0; + heading_deg = _damped_heading_deg = heading_deg * _damp_heading + _damped_heading_deg * (1 - _damp_heading); + } + } } double @@ -699,6 +807,8 @@ FGViewer::get_h_fov() return 0.0; } + + double FGViewer::get_v_fov() { @@ -724,6 +834,8 @@ FGViewer::get_v_fov() void FGViewer::update (double dt) { + _damp_sync += dt; + int i; int dt_ms = int(dt * 1000); for ( i = 0; i < dt_ms; i++ ) {