FGView::FGView( void ) {
}
+#define USE_FAST_VIEWROT
+#ifdef USE_FAST_VIEWROT
+// VIEW_ROT = LARC_TO_SSG * ( VIEWo * VIEW_OFFSET )
+// This takes advantage of the fact that VIEWo and VIEW_OFFSET
+// only have entries in the upper 3x3 block
+// and that LARC_TO_SSG is just a shift of rows NHV
+inline static void fgMakeViewRot( sgMat4 dst, const sgMat4 m1, const sgMat4 m2 )
+{
+ for ( int j = 0 ; j < 3 ; j++ ) {
+ dst[2][j] = m2[0][0] * m1[0][j] +
+ m2[0][1] * m1[1][j] +
+ m2[0][2] * m1[2][j];
+
+ dst[0][j] = m2[1][0] * m1[0][j] +
+ m2[1][1] * m1[1][j] +
+ m2[1][2] * m1[2][j];
+
+ dst[1][j] = m2[2][0] * m1[0][j] +
+ m2[2][1] * m1[1][j] +
+ m2[2][2] * m1[2][j];
+ }
+ dst[0][3] =
+ dst[1][3] =
+ dst[2][3] =
+ dst[3][0] =
+ dst[3][1] =
+ dst[3][2] = SG_ZERO;
+ dst[3][3] = SG_ONE;
+}
+#endif
// Initialize a view structure
void FGView::Init( void ) {
set_win_ratio( (winHeight*0.4232) / winWidth );
}
+#ifndef USE_FAST_VIEWROT
// This never changes -- NHV
LARC_TO_SSG[0][0] = 0.0;
LARC_TO_SSG[0][1] = 1.0;
LARC_TO_SSG[3][1] = 0.0;
LARC_TO_SSG[3][2] = 0.0;
LARC_TO_SSG[3][3] = 1.0;
-
+#endif // USE_FAST_VIEWROT
+
force_update_fov_math();
}
-f.get_Latitude() * RAD_TO_DEG );
sgSetVec3( local_up, UP[0][0], UP[0][1], UP[0][2] );
- // sgXformVec3( local_up, UP );
+ // sgXformVec3( local_up, UP );
// cout << "Local Up = " << local_up[0] << "," << local_up[1] << ","
// << local_up[2] << endl;
sgMakeRotMat4( VIEW_OFFSET, view_offset * RAD_TO_DEG, view_up );
// cout << "VIEW_OFFSET matrix" << endl;
// print_sgMat4( VIEW_OFFSET );
+ sgXformVec3( view_forward, forward, VIEW_OFFSET );
+ // cout << "view_forward = " << view_forward[0] << ","
+ // << view_forward[1] << "," << view_forward[2] << endl;
// VIEW_ROT = LARC_TO_SSG * ( VIEWo * VIEW_OFFSET )
- sgMat4 TMP2;
- // sgMultMat4( TMP2, VIEWo, VIEW_OFFSET );
- // sgMultMat4( VIEW_ROT, LARC_TO_SSG, TMP2 );
+#ifdef USE_FAST_VIEWROT
+ fgMakeViewRot( VIEW_ROT, VIEW_OFFSET, VIEWo );
+#else
+ // sgMultMat4( VIEW_ROT, VIEW_OFFSET, VIEWo );
+ // sgPreMultMat4( VIEW_ROT, LARC_TO_SSG );
sgCopyMat4( VIEW_ROT, VIEWo );
sgPostMultMat4( VIEW_ROT, VIEW_OFFSET );
sgPreMultMat4( VIEW_ROT, LARC_TO_SSG );
-
+#endif
// cout << "VIEW_ROT matrix" << endl;
// print_sgMat4( VIEW_ROT );
-
sgVec3 trans_vec;
sgSetVec3( trans_vec,
view_pos.x() + pilot_offset_world[0],
sgPreMultMat4( VIEW, quat_mat);
// !!!!!!!!!! testing
- sgMakeRotMat4( TMP, view_offset * RAD_TO_DEG, view_up );
- sgXformVec3( view_forward, forward, TMP );
- // cout << "view_forward = " << view_forward[0] << ","
- // << view_forward[1] << "," << view_forward[2] << endl;
-
// make a vector to the current view position
sgSetVec3( v0, view_pos.x(), view_pos.y(), view_pos.z() );
// << surface_south[1] << "," << surface_south[2] << endl;
// now calculate the surface east vector
+#define USE_FAST_SURFACE_EAST
+#ifdef USE_FAST_SURFACE_EAST
+ sgVec3 local_down;
+ sgNegateVec3(local_down, local_up);
+ sgVectorProductVec3(surface_east, surface_south, local_down);
+#else
+#define USE_LOCAL_UP
+#ifdef USE_LOCAL_UP
+ sgMakeRotMat4( TMP, FG_PI_2 * RAD_TO_DEG, local_up );
+#else
sgMakeRotMat4( TMP, FG_PI_2 * RAD_TO_DEG, view_up );
+#endif // USE_LOCAL_UP
// cout << "sgMat4 TMP" << endl;
// print_sgMat4( TMP );
sgXformVec3(surface_east, surface_south, TMP);
- // cout << "Surface direction directly east" << surface_east[0] << ","
+#endif // USE_FAST_SURFACE_EAST
+ // cout << "Surface direction directly east " << surface_east[0] << ","
// << surface_east[1] << "," << surface_east[2] << endl;
// cout << "Should be close to zero = "
// << sgScalarProductVec3(surface_south, surface_east) << endl;
}
+void FGView::CurrentNormalInLocalPlane(sgVec3 dst, sgVec3 src) {
+ sgVec3 tmp;
+ sgSetVec3(tmp, src[0], src[1], src[2] );
+ sgMat4 TMP;
+ sgTransposeNegateMat4 ( TMP, UP ) ;
+ sgXformVec3(tmp, tmp, TMP);
+ sgSetVec3(dst, tmp[2], tmp[1], tmp[0] );
+}
+
+
// Destructor
FGView::~FGView( void ) {
}
// Update the field of view coefficients
void UpdateFOV( const fgOPTIONS& o );
+ // Transform a vector from world coordinates to the local plane
+ void CurrentNormalInLocalPlane(sgVec3 dst, sgVec3 src);
+
// accessor functions
inline double get_view_offset() const { return view_offset; }
inline void set_view_offset( double a ) { view_offset = a; }
if ( state != Start ) {
FG_LOG( FG_TERRAIN, FG_INFO,
"... Reinitializing." );
-
- // This is necessay to keep bookeeping straight for the
- // tile_cache -- which actually handles all the
- // (de)allocations
- while( load_queue.size() ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
- "Load queue not empty, popping a tile" );
- FGLoadRec pending = load_queue.front();
- load_queue.pop_front();
- load_tile( pending.b, pending.cache_index );
- }
+ destroy_queue();
} else {
FG_LOG( FG_TERRAIN, FG_INFO,
"... First time through." );
void FGTileMgr::load_tile( const FGBucket& b, int cache_index) {
FG_LOG( FG_TERRAIN, FG_DEBUG, "Loading tile " << b );
-
global_tile_cache.fill_in(cache_index, b);
-
FG_LOG( FG_TERRAIN, FG_DEBUG, "Loaded for cache index: " << cache_index );
}
if ( result > -9000 ) {
scenery.cur_elev = result;
scenery.cur_radius = geoc.radius();
- sgdCopyVec3(scenery.cur_normal, hit_list.get_normal(this_hit));
+ sgVec3 tmp;
+ sgSetVec3(tmp, hit_list.get_normal(this_hit));
+ current_view.CurrentNormalInLocalPlane(tmp, tmp);
+ sgdSetVec3( scenery.cur_normal, tmp );
+ // cout << "NED: " << tmp[0] << " " << tmp[1] << " " << tmp[2] << endl;
return true;
} else {
FG_LOG( FG_TERRAIN, FG_INFO, "no terrain intersection" );
{
double clat, clon, span;
if( scroll_direction == SCROLL_INIT ) {
- pending.set_bucket( longitude, latitude );
- clat = pending.get_center_lat() + dy * FG_BUCKET_SPAN;
-
+ // use current latitude and longitude
// walk dy units in the lat direction
- pending.set_bucket( longitude, clat );
+ clat = current_bucket.get_center_lat() + dy * FG_BUCKET_SPAN;
// find the lon span for the new latitude
span = bucket_span( clat );
// walk dx units in the lon direction
clon = longitude + dx * span;
} else {
- pending.set_bucket( last_longitude, last_latitude );
- clat = pending.get_center_lat() + dy * FG_BUCKET_SPAN;
-
+ // use previous latitude and longitude
// walk dy units in the lat direction
- pending.set_bucket( last_longitude, clat );
+ clat = previous_bucket.get_center_lat() + dy * FG_BUCKET_SPAN;
// find the lon span for the new latitude
span = bucket_span( clat );
dw = tile_diameter / 2;
dh = dw + 1;
for ( i = 0; i < tile_diameter; i++ ) {
- sched_tile( BucketOffset( i - dw, dh) );
+ sched_tile( BucketOffset( i - dw, dh ) );
}
break;
case SCROLL_EAST:
}
break;
case SCROLL_SOUTH:
- dw = tile_diameter / 2;
- dh = -dw - 1;
FG_LOG( FG_TERRAIN, FG_DEBUG,
" (South) Loading " << tile_diameter << " tiles" );
+ dw = tile_diameter / 2;
+ dh = -dw - 1;
for ( i = 0; i < tile_diameter; i++ ) {
- sched_tile( BucketOffset( i - dw, dh) );
+ sched_tile( BucketOffset( i - dw, dh ) );
}
break;
case SCROLL_WEST:
- dh = tile_diameter / 2;
- dw = -dh - 1;
FG_LOG( FG_TERRAIN, FG_DEBUG,
" (West) Loading " << tile_diameter << " tiles" );
+ dh = tile_diameter / 2;
+ dw = -dh - 1;
for ( i = 0; i < tile_diameter; i++ ) {
sched_tile( BucketOffset( dw, i - dh ) );
}
}
+// forced emptying of the queue
+// This is necessay to keep bookeeping straight for the
+// tile_cache -- which actually handles all the
+// (de)allocations
+void FGTileMgr::destroy_queue() {
+ while( load_queue.size() ) {
+ FG_LOG( FG_TERRAIN, FG_INFO,
+ "Load queue not empty, popping a tile" );
+ FGLoadRec pending = load_queue.front();
+ load_queue.pop_front();
+ FGTileEntry *t = global_tile_cache.get_tile( pending.cache_index );
+ // just t->mark_unused() should be enough
+ // but a little paranoia doesn't hurt us here
+ if(t->is_scheduled_for_use())
+ t->mark_unused();
+ else
+ load_tile( pending.b, pending.cache_index );
+ }
+}
+
+
// given the current lon/lat (in degrees), fill in the array of local
// chunks. If the chunk isn't already in the cache, then read it from
// disk.
// initialize the cache
void initialize_queue();
+ // forced emptying of the queue. This is necessay to keep
+ // bookeeping straight for the tile_cache -- which actually
+ // handles all the (de)allocations
+ void destroy_queue();
+
FGBucket BucketOffset( int dx, int dy );
// schedule a tile for loading