Shuffled some additional view parameters into the fgVIEW class.
Changed tile-radius to tile-diameter because it is a much better
name.
Added a WORLD_TO_EYE transformation to views.cxx. This allows us
to transform world space to eye space for view frustum culling.
// This is a record containing global housekeeping information
fgGENERAL general;
-// view parameters
-static GLfloat win_ratio = 1.0;
-static GLint winWidth, winHeight;
-
// Another hack
int use_signals = 0;
o = ¤t_options;
v = ¤t_view;
- fgViewUpdate(f, v, l);
+ v->Update(f);
+ v->UpdateWorldToEye(f);
if (displayInstruments) {
- xglViewport( 0, (GLint)(winHeight / 2 ) ,
- (GLint)winWidth, (GLint)winHeight / 2 );
+ xglViewport( 0, (GLint)((v->winHeight) / 2 ) ,
+ (GLint)(v->winWidth), (GLint)(v->winHeight) / 2 );
// Tell GL we are about to modify the projection parameters
xglMatrixMode(GL_PROJECTION);
xglLoadIdentity();
- gluPerspective(o->fov, 2.0/win_ratio, 1.0, 100000.0);
+ gluPerspective(o->fov, v->win_ratio / 2.0, 1.0, 100000.0);
} else {
- xglViewport(0, 0 , (GLint)winWidth, (GLint) winHeight);
+ xglViewport(0, 0 , (GLint)(v->winWidth), (GLint)(v->winHeight) );
// Tell GL we are about to modify the projection parameters
xglMatrixMode(GL_PROJECTION);
xglLoadIdentity();
- gluPerspective(o->fov, 1.0/win_ratio, 10.0, 100000.0);
+ gluPerspective(o->fov, v->win_ratio, 10.0, 100000.0);
}
xglMatrixMode(GL_MODELVIEW);
// Draw a basic instrument panel
static void fgUpdateInstrViewParams( void ) {
- xglViewport(0, 0 , (GLint)winWidth, (GLint)winHeight / 2);
+ fgVIEW *v;
+
+ v = ¤t_view;
+
+ xglViewport(0, 0 , (GLint)(v->winWidth), (GLint)(v->winHeight) / 2);
xglMatrixMode(GL_PROJECTION);
xglPushMatrix();
// Handle new window size or exposure
static void fgReshape( int width, int height ) {
+ fgVIEW *v;
+
+ v = ¤t_view;
+
// Do this so we can call fgReshape(0,0) ourselves without having
// to know what the values of width & height are.
if ( (height > 0) && (width > 0) ) {
- win_ratio = (GLfloat) height / (GLfloat) width;
+ v->win_ratio = (GLfloat) width / (GLfloat) height;
}
- winWidth = width;
- winHeight = height;
+ v->winWidth = width;
+ v->winHeight = height;
// Inform gl of our view window size (now handled elsewhere)
// xglViewport(0, 0, (GLint)width, (GLint)height);
// $Log$
+// Revision 1.15 1998/05/16 13:08:34 curt
+// C++ - ified views.[ch]xx
+// Shuffled some additional view parameters into the fgVIEW class.
+// Changed tile-radius to tile-diameter because it is a much better
+// name.
+// Added a WORLD_TO_EYE transformation to views.cxx. This allows us
+// to transform world space to eye space for view frustum culling.
+//
// Revision 1.14 1998/05/13 18:29:57 curt
// Added a keyboard binding to dynamically adjust field of view.
// Added a command line option to specify fov.
EXTRA_DIST = runfg.in runfg.bat.in
-bin_PROGRAMS = fg
+bin_PROGRAMS = fg ttest
bin_SCRIPTS = runfg runfg.bat
$(top_builddir)/Lib/Debug/libDebug.la \
$(top_builddir)/Lib/zlib/libz.la
+ttest_SOURCES = ttest.cxx
+
+ttest_LDADD = $(top_builddir)/Lib/Math/libMath.la \
+
INCLUDES += \
-DGLUT \
-I$(top_builddir) \
EXTRA_DIST = runfg.in runfg.bat.in
-bin_PROGRAMS = fg
+bin_PROGRAMS = fg ttest
bin_SCRIPTS = runfg runfg.bat
$(top_builddir)/Lib/Bucket/libBucket.la \
$(top_builddir)/Lib/Debug/libDebug.la \
$(top_builddir)/Lib/zlib/libz.la
+
+ttest_SOURCES = ttest.cxx
mkinstalldirs = $(SHELL) $(top_srcdir)/mkinstalldirs
CONFIG_HEADER = ../../Include/config.h
CONFIG_CLEAN_FILES = runfg runfg.bat
$(top_builddir)/Lib/Bucket/libBucket.la \
$(top_builddir)/Lib/Debug/libDebug.la $(top_builddir)/Lib/zlib/libz.la
fg_LDFLAGS =
+ttest_OBJECTS = ttest.o
+ttest_LDADD = $(LDADD)
+ttest_DEPENDENCIES =
+ttest_LDFLAGS =
SCRIPTS = $(bin_SCRIPTS)
CXXFLAGS = @CXXFLAGS@
TAR = tar
GZIP = --best
DEP_FILES = .deps/GLUTkey.P .deps/GLUTmain.P .deps/airports.P \
-.deps/fg_init.P .deps/options.P .deps/views.P
+.deps/fg_init.P .deps/options.P .deps/ttest.P .deps/views.P
CXXMKDEP = $(CXX) -M $(DEFS) $(INCLUDES) $(CPPFLAGS) $(CXXFLAGS)
-SOURCES = $(fg_SOURCES)
-OBJECTS = $(fg_OBJECTS)
+SOURCES = $(fg_SOURCES) $(ttest_SOURCES)
+OBJECTS = $(fg_OBJECTS) $(ttest_OBJECTS)
all: Makefile $(PROGRAMS) $(SCRIPTS)
@rm -f fg
$(CXXLINK) $(fg_LDFLAGS) $(fg_OBJECTS) $(fg_LDADD) $(LIBS)
+ttest: $(ttest_OBJECTS) $(ttest_DEPENDENCIES)
+ @rm -f ttest
+ $(CXXLINK) $(ttest_LDFLAGS) $(ttest_OBJECTS) $(ttest_LDADD) $(LIBS)
+
install-binSCRIPTS: $(bin_SCRIPTS)
@$(NORMAL_INSTALL)
$(mkinstalldirs) $(DESTDIR)$(bindir)
// Test Position
// FG_Longitude = ( 8.5 ) * DEG_TO_RAD;
// FG_Latitude = ( 47.5 ) * DEG_TO_RAD;
- // FG_Runway_altitude = ( 6000 );
- // FG_Altitude = FG_Runway_altitude + 3.758099;
+ FG_Runway_altitude = ( 6000 );
+ FG_Altitude = FG_Runway_altitude + 3.758099;
if ( strlen(o->airport_id) ) {
fgAIRPORTS airports;
fgTimeUpdate(f, t);
// Initialize view parameters
- // ---->
- fgViewInit(v);
- fgViewUpdate(f, v, l);
+ v->Init();
+ v->Update(f);
+ v->UpdateWorldToEye(f);
// Initialize the orbital elements of sun, moon and mayor planets
fgSolarSystemInit(*t);
// fgUpdateSunPos() needs a few position and view parameters set
// so it can calculate local relative sun angle and a few other
// things for correctly orienting the sky.
- // ---->
fgUpdateSunPos();
// Initialize Lighting interpolation tables
- // ---->
fgLightInit();
// update the lighting parameters (based on sun angle)
}
// Initialize the "sky"
- // ---->
fgSkyInit();
// Initialize the Scenery Management subsystem
// $Log$
+// Revision 1.13 1998/05/16 13:08:35 curt
+// C++ - ified views.[ch]xx
+// Shuffled some additional view parameters into the fgVIEW class.
+// Changed tile-radius to tile-diameter because it is a much better
+// name.
+// Added a WORLD_TO_EYE transformation to views.cxx. This allows us
+// to transform world space to eye space for view frustum culling.
+//
// Revision 1.12 1998/05/13 18:29:58 curt
// Added a keyboard binding to dynamically adjust field of view.
// Added a command line option to specify fov.
#include <string.h>
#include <Debug/fg_debug.h>
+#include <Include/fg_constants.h>
#include <Include/fg_zlib.h>
#include "options.hxx"
wireframe = 0;
// Scenery options
- tile_radius = 7;
+ tile_diameter = 7;
// Time options
time_offset = 0;
}
-// Parse --tile-radius=n type option
+// Parse --tile-diameter=n type option
-#define FG_RADIUS_MIN 3
-#define FG_RADIUS_MAX 9
+#define FG_RADIUS_MIN 1
+#define FG_RADIUS_MAX 4
static int parse_tile_radius(char *arg) {
int radius, tmp;
radius = parse_int(arg);
- // radius must be odd
- tmp = radius / 2;
- if ( radius == ( tmp * 2 ) ) {
- radius -= 1;
- }
-
if ( radius < FG_RADIUS_MIN ) { radius = FG_RADIUS_MIN; }
if ( radius > FG_RADIUS_MAX ) { radius = FG_RADIUS_MAX; }
// Parse --fov=x.xx type option
-
-#define FG_FOV_MIN 0.1
-#define FG_FOV_MAX 179.9
-
static double parse_fov(char *arg) {
double fov;
wireframe = 1;
} else if ( strncmp(arg, "--tile-radius=", 14) == 0 ) {
tile_radius = parse_tile_radius(arg);
+ tile_diameter = tile_radius * 2 + 1;
} else if ( strncmp(arg, "--time-offset=", 14) == 0 ) {
time_offset = parse_time_offset(arg);
} else {
printf("\n");
printf("Scenery Options:\n");
- printf("\t--tile-radius=n: specify tile radius, must be odd 3, 5, or 7\n");
+ printf("\t--tile-radius=n: specify tile radius, must be 1 - 4\n");
printf("\n");
printf("Time Options:\n");
// $Log$
+// Revision 1.10 1998/05/16 13:08:36 curt
+// C++ - ified views.[ch]xx
+// Shuffled some additional view parameters into the fgVIEW class.
+// Changed tile-radius to tile-diameter because it is a much better
+// name.
+// Added a WORLD_TO_EYE transformation to views.cxx. This allows us
+// to transform world space to eye space for view frustum culling.
+//
// Revision 1.9 1998/05/13 18:29:59 curt
// Added a keyboard binding to dynamically adjust field of view.
// Added a command line option to specify fov.
int wireframe; // Wireframe mode enabled/disabled
// Scenery options
- int tile_radius; // Square radius of rendered tiles. for instance
- // if tile_radius = 3 then a 3 x 3 grid of tiles will
+ int tile_radius; // Square radius of rendered tiles (around center
+ // square.)
+ int tile_diameter; // Diameter of rendered tiles. for instance
+ // if tile_diameter = 3 then a 3 x 3 grid of tiles will
// be drawn. Increase this to see terrain that is
// further away.
// $Log$
+// Revision 1.8 1998/05/16 13:08:36 curt
+// C++ - ified views.[ch]xx
+// Shuffled some additional view parameters into the fgVIEW class.
+// Changed tile-radius to tile-diameter because it is a much better
+// name.
+// Added a WORLD_TO_EYE transformation to views.cxx. This allows us
+// to transform world space to eye space for view frustum culling.
+//
// Revision 1.7 1998/05/13 18:29:59 curt
// Added a keyboard binding to dynamically adjust field of view.
// Added a command line option to specify fov.
-//
-// views.cxx -- data structures and routines for managing and view parameters.
+// views.cxx -- data structures and routines for managing and view
+// parameters.
//
// Written by Curtis Olson, started August 1997.
//
// (Log is kept at end of this file)
-
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <Scenery/scenery.hxx>
#include <Time/fg_time.hxx>
+#include "options.hxx"
#include "views.hxx"
fgVIEW current_view;
+// Constructor
+fgVIEW::fgVIEW( void ) {
+}
+
+
// Initialize a view structure
-void fgViewInit(fgVIEW *v) {
+void fgVIEW::Init( void ) {
fgPrintf( FG_VIEW, FG_INFO, "Initializing View parameters\n");
- v->view_offset = 0.0;
- v->goal_view_offset = 0.0;
+ view_offset = 0.0;
+ goal_view_offset = 0.0;
}
// Update the view parameters
-void fgViewUpdate(fgFLIGHT *f, fgVIEW *v, fgLIGHT *l) {
+void fgVIEW::Update( fgFLIGHT *f ) {
+ fgOPTIONS *o;
fgPolarPoint3d p;
MAT3vec vec, forward, v0, minus_z;
MAT3mat R, TMP, UP, LOCAL, VIEW;
- double ntmp;
+ double theta_x, theta_y, ntmp;
+
+ o = ¤t_options;
scenery.center.x = scenery.next_center.x;
scenery.center.y = scenery.next_center.y;
scenery.center.z = scenery.next_center.z;
+ printf("win_ratio = %.2f\n", win_ratio);
+
+ // calculate sin() and cos() of fov / 2 in X direction;
+ theta_x = FG_PI_2 - (o->fov * win_ratio * DEG_TO_RAD) / 2.0;
+ printf("theta_x = %.2f\n", theta_x);
+ sin_fov_x = sin(theta_x);
+ cos_fov_x = cos(theta_x);
+ slope_x = sin_fov_x / cos_fov_x;
+ printf("slope_x = %.2f\n", slope_x);
+
+ // calculate sin() and cos() of fov / 2 in Y direction;
+ theta_y = FG_PI_2 - (o->fov * DEG_TO_RAD) / 2.0;
+ printf("theta_y = %.2f\n", theta_y);
+ sin_fov_y = sin(theta_y);
+ cos_fov_y = cos(theta_y);
+ slope_y = sin_fov_y / cos_fov_y;
+ printf("slope_y = %.2f\n", slope_y);
+
// calculate the cartesion coords of the current lat/lon/0 elev
p.lon = FG_Longitude;
p.lat = FG_Lat_geocentric;
p.radius = FG_Sea_level_radius * FEET_TO_METER;
- v->cur_zero_elev = fgPolarToCart3d(p);
+ cur_zero_elev = fgPolarToCart3d(p);
- v->cur_zero_elev.x -= scenery.center.x;
- v->cur_zero_elev.y -= scenery.center.y;
- v->cur_zero_elev.z -= scenery.center.z;
+ cur_zero_elev.x -= scenery.center.x;
+ cur_zero_elev.y -= scenery.center.y;
+ cur_zero_elev.z -= scenery.center.z;
// calculate view position in current FG view coordinate system
// p.lon & p.lat are already defined earlier
p.radius = FG_Radius_to_vehicle * FEET_TO_METER + 1.0;
- v->abs_view_pos = fgPolarToCart3d(p);
+ abs_view_pos = fgPolarToCart3d(p);
- v->view_pos.x = v->abs_view_pos.x - scenery.center.x;
- v->view_pos.y = v->abs_view_pos.y - scenery.center.y;
- v->view_pos.z = v->abs_view_pos.z - scenery.center.z;
+ view_pos.x = abs_view_pos.x - scenery.center.x;
+ view_pos.y = abs_view_pos.y - scenery.center.y;
+ view_pos.z = abs_view_pos.z - scenery.center.z;
fgPrintf( FG_VIEW, FG_DEBUG, "Absolute view pos = %.4f, %.4f, %.4f\n",
- v->abs_view_pos.x, v->abs_view_pos.y, v->abs_view_pos.z);
+ abs_view_pos.x, abs_view_pos.y, abs_view_pos.z);
fgPrintf( FG_VIEW, FG_DEBUG, "Relative view pos = %.4f, %.4f, %.4f\n",
- v->view_pos.x, v->view_pos.y, v->view_pos.z);
+ view_pos.x, view_pos.y, view_pos.z);
// Derive the LOCAL aircraft rotation matrix (roll, pitch, yaw)
// from FG_T_local_to_body[3][3]
// printf("Local up matrix\n");
// MAT3print(UP, stdout);
- MAT3_SET_VEC(v->local_up, 1.0, 0.0, 0.0);
- MAT3mult_vec(v->local_up, v->local_up, UP);
+ MAT3_SET_VEC(local_up, 1.0, 0.0, 0.0);
+ MAT3mult_vec(local_up, local_up, UP);
// printf( "Local Up = (%.4f, %.4f, %.4f)\n",
- // v->local_up[0], v->local_up[1], v->local_up[2]);
+ // local_up[0], local_up[1], local_up[2]);
// Alternative method to Derive local up vector based on
// *geodetic* coordinates
// generate the current up, forward, and fwrd-view vectors
MAT3_SET_VEC(vec, 1.0, 0.0, 0.0);
- MAT3mult_vec(v->view_up, vec, VIEW);
+ MAT3mult_vec(view_up, vec, VIEW);
MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
MAT3mult_vec(forward, vec, VIEW);
// printf( "Forward vector is (%.2f,%.2f,%.2f)\n", forward[0], forward[1],
// forward[2]);
- MAT3rotate(TMP, v->view_up, v->view_offset);
- MAT3mult_vec(v->view_forward, forward, TMP);
+ MAT3rotate(TMP, view_up, view_offset);
+ MAT3mult_vec(view_forward, forward, TMP);
// make a vector to the current view position
- MAT3_SET_VEC(v0, v->view_pos.x, v->view_pos.y, v->view_pos.z);
+ MAT3_SET_VEC(v0, view_pos.x, view_pos.y, view_pos.z);
// 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".
MAT3_SET_VEC(minus_z, 0.0, 0.0, -1.0);
- map_vec_onto_cur_surface_plane(v->local_up, v0, minus_z, v->surface_south);
- MAT3_NORMALIZE_VEC(v->surface_south, ntmp);
+ map_vec_onto_cur_surface_plane(local_up, v0, minus_z, surface_south);
+ MAT3_NORMALIZE_VEC(surface_south, ntmp);
// printf( "Surface direction directly south %.2f %.2f %.2f\n",
- // v->surface_south[0], v->surface_south[1], v->surface_south[2]);
+ // surface_south[0], surface_south[1], surface_south[2]);
// now calculate the surface east vector
- MAT3rotate(TMP, v->view_up, FG_PI_2);
- MAT3mult_vec(v->surface_east, v->surface_south, TMP);
+ MAT3rotate(TMP, view_up, FG_PI_2);
+ MAT3mult_vec(surface_east, surface_south, TMP);
// printf( "Surface direction directly east %.2f %.2f %.2f\n",
- // v->surface_east[0], v->surface_east[1], v->surface_east[2]);
+ // surface_east[0], surface_east[1], surface_east[2]);
// printf( "Should be close to zero = %.2f\n",
- // MAT3_DOT_PRODUCT(v->surface_south, v->surface_east));
+ // MAT3_DOT_PRODUCT(surface_south, surface_east));
+}
+
+
+// Update the "World to Eye" transformation matrix
+// This is most useful for view frustum culling
+void fgVIEW::UpdateWorldToEye( fgFLIGHT *f ) {
+ MAT3mat R_Phi, R_Theta, R_Psi, R_Lat, R_Lon, T_view;
+ MAT3mat TMP;
+ MAT3hvec vec;
+
+ // Roll Matrix
+ MAT3_SET_HVEC(vec, 0.0, 0.0, -1.0, 1.0);
+ MAT3rotate(R_Phi, vec, FG_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);
+ // 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 );
+ // printf("\nYaw matrix (Psi)\n");
+ // MAT3print(R_Psi, stdout);
+
+ // 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);
+ // 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 );
+ // printf("\nLongitude matrix\n");
+ // MAT3print(R_Lon, stdout);
+
+ // View position in scenery centered coordinates
+ MAT3_SET_HVEC(vec, view_pos.x, view_pos.y, view_pos.z, 1.0);
+ MAT3translate(T_view, vec);
+ // printf("\nTranslation matrix\n");
+ // MAT3print(T_view, stdout);
+
+ // aircraft roll/pitch/yaw
+ MAT3mult(TMP, R_Phi, R_Theta);
+ MAT3mult(AIRCRAFT, TMP, R_Psi);
+ // printf("\naircraft roll pitch yaw\n");
+ // MAT3print(AIRCRAFT, stdout);
+
+ // lon/lat
+ MAT3mult(WORLD, R_Lat, R_Lon);
+ // printf("\nworld\n");
+ // MAT3print(WORLD, stdout);
+
+ MAT3mult(EYE_TO_WORLD, AIRCRAFT, WORLD);
+ MAT3mult(EYE_TO_WORLD, EYE_TO_WORLD, T_view);
+ // printf("\nEye to world\n");
+ // MAT3print(EYE_TO_WORLD, stdout);
+
+ MAT3invert(WORLD_TO_EYE, EYE_TO_WORLD);
+ // printf("\nWorld to eye\n");
+ // MAT3print(WORLD_TO_EYE, stdout);
+
+ // printf( "\nview_pos = %.2f %.2f %.2f\n",
+ // view_pos.x, view_pos.y, view_pos.z );
+
+ // MAT3_SET_HVEC(eye, 0.0, 0.0, 0.0, 1.0);
+ // MAT3mult_vec(vec, eye, EYE_TO_WORLD);
+ // printf("\neye -> world = %.2f %.2f %.2f\n", vec[0], vec[1], vec[2]);
+
+ // MAT3_SET_HVEC(vec1, view_pos.x, view_pos.y, view_pos.z, 1.0);
+ // MAT3mult_vec(vec, vec1, WORLD_TO_EYE);
+ // printf( "\nabs_view_pos -> eye = %.2f %.2f %.2f\n",
+ // vec[0], vec[1], vec[2]);
+}
+
+
+// Destructor
+fgVIEW::~fgVIEW( void ) {
}
// $Log$
+// Revision 1.9 1998/05/16 13:08:37 curt
+// C++ - ified views.[ch]xx
+// Shuffled some additional view parameters into the fgVIEW class.
+// Changed tile-radius to tile-diameter because it is a much better
+// name.
+// Added a WORLD_TO_EYE transformation to views.cxx. This allows us
+// to transform world space to eye space for view frustum culling.
+//
// Revision 1.8 1998/05/02 01:51:01 curt
// Updated polartocart conversion routine.
//
-/**************************************************************************
- * views.hxx -- data structures and routines for managing and view parameters.
- *
- * Written by Curtis Olson, started August 1997.
- *
- * Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License as
- * published by the Free Software Foundation; either version 2 of the
- * License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful, but
- * WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * General Public License for more details.
- *
- * 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.
- *
- * $Id$
- * (Log is kept at end of this file)
- **************************************************************************/
+//
+// views.hxx -- data structures and routines for managing and view parameters.
+//
+// Written by Curtis Olson, started August 1997.
+//
+// Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of the
+// License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful, but
+// WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// General Public License for more details.
+//
+// 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.
+//
+// $Id$
+// (Log is kept at end of this file)
#ifndef _VIEWS_HXX
#include <Time/light.hxx>
-/* Define a structure containing view information */
-typedef struct {
- /* absolute view position */
+// Define a structure containing view information
+class fgVIEW {
+
+public:
+
+ // the current offset from forward for viewing
+ double view_offset;
+
+ // the goal view offset for viewing (used for smooth view changes)
+ double goal_view_offset;
+
+ // fov of view is specified in the y direction, win_ratio is used to
+ // calculate the fov in the X direction = width/height
+ double win_ratio;
+
+ // width & height of window
+ int winWidth, winHeight;
+
+ // sin and cos of (fov / 2) in Y axis
+ double sin_fov_y, cos_fov_y;
+
+ // slope of view frustum edge in eye space Y axis
+ double slope_y;
+
+ // sin and cos of (fov / 2) in X axis
+ double sin_fov_x, cos_fov_x;
+
+ // slope of view frustum edge in eye space X axis
+ double slope_x;
+
+ // absolute view position
fgCartesianPoint3d abs_view_pos;
- /* view position translated to scenery.center */
+ // view position translated to scenery.center
fgCartesianPoint3d view_pos;
- /* cartesion coordinates of current lon/lat if at sea level
- * translated to scenery.center*/
+ // cartesion coordinates of current lon/lat if at sea level
+ // translated to scenery.center*/
fgCartesianPoint3d cur_zero_elev;
- /* vector in cartesian coordinates from current position to the
- * postion on the earth's surface the sun is directly over */
+ // vector in cartesian coordinates from current position to the
+ // postion on the earth's surface the sun is directly over
MAT3vec to_sun;
- /* surface direction to go to head towards sun */
+ // surface direction to go to head towards sun
MAT3vec surface_to_sun;
- /* surface vector heading south */
+ // surface vector heading south
MAT3vec surface_south;
- /* surface vector heading east (used to unambiguously align sky with sun) */
+ // surface vector heading east (used to unambiguously align sky
+ // with sun)
MAT3vec surface_east;
- /* local up vector (normal to the plane tangent to the earth's
- * surface at the spot we are directly above */
+ // local up vector (normal to the plane tangent to the earth's
+ // surface at the spot we are directly above
MAT3vec local_up;
- /* up vector for the view (usually point straight up through the
- * top of the aircraft */
+ // up vector for the view (usually point straight up through the
+ // top of the aircraft
MAT3vec view_up;
- /* the vector pointing straight out the nose of the aircraft */
+ // the vector pointing straight out the nose of the aircraft
MAT3vec view_forward;
- /* the current offset from forward for viewing */
- double view_offset;
+ // Transformation matrix for eye coordinates to aircraft coordinates
+ MAT3mat AIRCRAFT;
- /* the goal view offset for viewing (used for smooth view changes) */
- double goal_view_offset;
-} fgVIEW;
+ // Transformation matrix for aircraft coordinates to world
+ // coordinates
+ MAT3mat WORLD;
+
+ // Combined transformation from eye coordinates to world coordinates
+ MAT3mat EYE_TO_WORLD;
+
+ // Inverse of EYE_TO_WORLD which is a transformation from world
+ // coordinates to eye coordinates
+ MAT3mat WORLD_TO_EYE;
+
+ // Constructor
+ fgVIEW( void );
+
+ // Initialize a view class
+ void Init( void );
+
+ // Update the view parameters
+ void Update( fgFLIGHT *f );
+
+ // Update the "World to Eye" transformation matrix
+ void UpdateWorldToEye( fgFLIGHT *f );
+
+ // Destructor
+ ~fgVIEW( void );
+};
extern fgVIEW current_view;
-/* Initialize a view structure */
-void fgViewInit(fgVIEW *v);
-
-/* Update the view parameters */
-void fgViewUpdate(fgFLIGHT *f, fgVIEW *v, fgLIGHT *l);
-
-
-#endif /* _VIEWS_HXX */
-
-
-/* $Log$
-/* Revision 1.5 1998/05/02 01:51:02 curt
-/* Updated polartocart conversion routine.
-/*
- * Revision 1.4 1998/04/28 01:20:24 curt
- * Type-ified fgTIME and fgVIEW.
- * Added a command line option to disable textures.
- *
- * Revision 1.3 1998/04/25 22:06:31 curt
- * Edited cvs log messages in source files ... bad bad bad!
- *
- * Revision 1.2 1998/04/24 00:49:22 curt
- * Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
- * Trying out some different option parsing code.
- * Some code reorganization.
- *
- * Revision 1.1 1998/04/22 13:25:46 curt
- * C++ - ifing the code.
- * Starting a bit of reorganization of lighting code.
- *
- * Revision 1.11 1998/04/21 17:02:42 curt
- * Prepairing for C++ integration.
- *
- * Revision 1.10 1998/02/07 15:29:45 curt
- * Incorporated HUD changes and struct/typedef changes from Charlie Hotchkiss
- * <chotchkiss@namg.us.anritsu.com>
- *
- * Revision 1.9 1998/01/29 00:50:29 curt
- * Added a view record field for absolute x, y, z position.
- *
- * Revision 1.8 1998/01/27 00:47:58 curt
- * Incorporated Paul Bleisch's <pbleisch@acm.org> new debug message
- * system and commandline/config file processing code.
- *
- * Revision 1.7 1998/01/22 02:59:38 curt
- * Changed #ifdef FILE_H to #ifdef _FILE_H
- *
- * Revision 1.6 1998/01/19 19:27:10 curt
- * Merged in make system changes from Bob Kuehne <rpk@sgi.com>
- * This should simplify things tremendously.
- *
- * Revision 1.5 1997/12/22 04:14:32 curt
- * Aligned sky with sun so dusk/dawn effects can be correct relative to the sun.
- *
- * Revision 1.4 1997/12/17 23:13:36 curt
- * Began working on rendering a sky.
- *
- * Revision 1.3 1997/12/15 23:54:51 curt
- * Add xgl wrappers for debugging.
- * Generate terrain normals on the fly.
- *
- * Revision 1.2 1997/12/10 22:37:48 curt
- * Prepended "fg" on the name of all global structures that didn't have it yet.
- * i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
- *
- * Revision 1.1 1997/08/27 21:31:18 curt
- * Initial revision.
- *
- */
+#endif // _VIEWS_HXX
+
+
+// $Log$
+// Revision 1.6 1998/05/16 13:08:37 curt
+// C++ - ified views.[ch]xx
+// Shuffled some additional view parameters into the fgVIEW class.
+// Changed tile-radius to tile-diameter because it is a much better
+// name.
+// Added a WORLD_TO_EYE transformation to views.cxx. This allows us
+// to transform world space to eye space for view frustum culling.
+//
+// Revision 1.5 1998/05/02 01:51:02 curt
+// Updated polartocart conversion routine.
+//
+// Revision 1.4 1998/04/28 01:20:24 curt
+// Type-ified fgTIME and fgVIEW.
+// Added a command line option to disable textures.
+//
+// Revision 1.3 1998/04/25 22:06:31 curt
+// Edited cvs log messages in source files ... bad bad bad!
+//
+// Revision 1.2 1998/04/24 00:49:22 curt
+// Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
+// Trying out some different option parsing code.
+// Some code reorganization.
+//
+// Revision 1.1 1998/04/22 13:25:46 curt
+// C++ - ifing the code.
+// Starting a bit of reorganization of lighting code.
+//
+// Revision 1.11 1998/04/21 17:02:42 curt
+// Prepairing for C++ integration.
+//
+// Revision 1.10 1998/02/07 15:29:45 curt
+// Incorporated HUD changes and struct/typedef changes from Charlie Hotchkiss
+// <chotchkiss@namg.us.anritsu.com>
+//
+// Revision 1.9 1998/01/29 00:50:29 curt
+// Added a view record field for absolute x, y, z position.
+//
+// Revision 1.8 1998/01/27 00:47:58 curt
+// Incorporated Paul Bleisch's <pbleisch@acm.org> new debug message
+// system and commandline/config file processing code.
+//
+// Revision 1.7 1998/01/22 02:59:38 curt
+// Changed #ifdef FILE_H to #ifdef _FILE_H
+//
+// Revision 1.6 1998/01/19 19:27:10 curt
+// Merged in make system changes from Bob Kuehne <rpk@sgi.com>
+// This should simplify things tremendously.
+//
+// Revision 1.5 1997/12/22 04:14:32 curt
+// Aligned sky with sun so dusk/dawn effects can be correct relative to the sun.
+//
+// Revision 1.4 1997/12/17 23:13:36 curt
+// Began working on rendering a sky.
+//
+// Revision 1.3 1997/12/15 23:54:51 curt
+// Add xgl wrappers for debugging.
+// Generate terrain normals on the fly.
+//
+// Revision 1.2 1997/12/10 22:37:48 curt
+// Prepended "fg" on the name of all global structures that didn't have it yet.
+// i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
+//
+// Revision 1.1 1997/08/27 21:31:18 curt
+// Initial revision.
+//