double y_offset_m,
double z_offset_m);
-
-
-
// Reference orientation rotations...
// These are rotations that represent the plane attitude effect on
// the view (in Pilot view). IE The view frustrum rotates as the plane
// the eye is looking at the ojbect (ie the model).
// FIXME: the FGModel class should have its own version of these so that
// it can generate it's own model rotations.
- double getRoll_deg () const { return _roll_deg; }
- double getPitch_deg () const {return _pitch_deg; }
double getHeading_deg () const {return _heading_deg; }
- void setRoll_deg (double roll_deg);
- void setPitch_deg (double pitch_deg);
- void setHeading_deg (double heading_deg);
- void setOrientation (double roll_deg, double pitch_deg, double heading_deg);
- double getTargetRoll_deg () const { return _target_roll_deg; }
- double getTargetPitch_deg () const {return _target_pitch_deg; }
- double getTargetHeading_deg () const {return _target_heading_deg; }
- void setTargetRoll_deg (double roll_deg);
- void setTargetPitch_deg (double pitch_deg);
- void setTargetHeading_deg (double heading_deg);
- void setTargetOrientation (double roll_deg, double pitch_deg, double heading_deg);
-
-
// Orientation offsets rotations from reference orientation.
- // Goal settings are for smooth transition from prior
+ // Goal settings are for smooth transition from prior
// offset when changing view direction.
- // These offsets are in ADDITION to the orientation rotations listed
+ // These offsets are in ADDITION to the orientation rotations listed
// above.
// In pilot view they are applied after the position offsets in order to
// give the effect of the pilot looking around.
double getRollOffset_deg () const { return _roll_offset_deg; }
double getPitchOffset_deg () const { return _pitch_offset_deg; }
double getHeadingOffset_deg () const { return _heading_offset_deg; }
- double getGoalRollOffset_deg () const { return _goal_roll_offset_deg; }
- double getGoalPitchOffset_deg () const { return _goal_pitch_offset_deg; }
- double getGoalHeadingOffset_deg () const {return _goal_heading_offset_deg; }
- void setRollOffset_deg (double roll_offset_deg);
- void setPitchOffset_deg (double pitch_offset_deg);
- void setHeadingOffset_deg (double heading_offset_deg);
- void setGoalRollOffset_deg (double goal_roll_offset_deg);
- void setGoalPitchOffset_deg (double goal_pitch_offset_deg);
- void setGoalHeadingOffset_deg (double goal_heading_offset_deg);
- void setOrientationOffsets (double roll_offset_deg,
- double heading_offset_deg,
- double pitch_offset_deg);
-
+ void setGoalHeadingOffset_deg (double goal_heading_offset_deg);
+ void setHeadingOffset_deg (double heading_offset_deg);
//////////////////////////////////////////////////////////////////////
// Part 3: output vectors and matrices in FlightGear coordinates.
// Part 4: View and frustrum data setters and getters
//////////////////////////////////////////////////////////////////////
- void set_fov( double fov_deg ) {
- _fov_deg = fov_deg;
- }
-
double get_fov() const { return _fov_deg; }
double get_h_fov(); // Get horizontal fov, in degrees.
double get_v_fov(); // Get vertical fov, in degrees.
// this is currently just a wrapper for the default CameraGroups' aspect
double get_aspect_ratio() const;
- void set_aspect_ratio_multiplier( double m ) {
- _aspect_ratio_multiplier = m;
- }
- double get_aspect_ratio_multiplier() const {
- return _aspect_ratio_multiplier;
- }
-
- double getNear_m () const { return _ground_level_nearplane_m; }
- void setNear_m (double near_m) {
- _ground_level_nearplane_m = near_m;
- }
-
//////////////////////////////////////////////////////////////////////
// Part 5: misc setters and getters
//////////////////////////////////////////////////////////////////////
double getLat_deg() const;
double getElev_ft() const;
+ // Reference orientation rotations...
+ // These are rotations that represent the plane attitude effect on
+ // the view (in Pilot view). IE The view frustrum rotates as the plane
+ // turns, pitches, and rolls.
+ // In model view (lookat/chaseview) these end up changing the angle that
+ // the eye is looking at the ojbect (ie the model).
+ // FIXME: the FGModel class should have its own version of these so that
+ // it can generate it's own model rotations.
+ double getRoll_deg () const { return _roll_deg; }
+ double getPitch_deg () const {return _pitch_deg; }
+ void setRoll_deg (double roll_deg);
+ void setPitch_deg (double pitch_deg);
+ void setHeading_deg (double heading_deg);
+ void setOrientation (double roll_deg, double pitch_deg, double heading_deg);
+ double getTargetRoll_deg () const { return _target_roll_deg; }
+ double getTargetPitch_deg () const {return _target_pitch_deg; }
+ double getTargetHeading_deg () const {return _target_heading_deg; }
+ void setTargetRoll_deg (double roll_deg);
+ void setTargetPitch_deg (double pitch_deg);
+ void setTargetHeading_deg (double heading_deg);
+ void setTargetOrientation (double roll_deg, double pitch_deg, double heading_deg);
+
+
+
+
+ // Orientation offsets rotations from reference orientation.
+ // Goal settings are for smooth transition from prior
+ // offset when changing view direction.
+ // These offsets are in ADDITION to the orientation rotations listed
+ // above.
+ // In pilot view they are applied after the position offsets in order to
+ // give the effect of the pilot looking around.
+ // In lookat view they are applied before the position offsets so that
+ // the effect is the eye moving around looking at the object (ie the model)
+ // from different angles.
+ double getGoalRollOffset_deg () const { return _goal_roll_offset_deg; }
+ double getGoalPitchOffset_deg () const { return _goal_pitch_offset_deg; }
+ double getGoalHeadingOffset_deg () const {return _goal_heading_offset_deg; }
+ void setRollOffset_deg (double roll_offset_deg);
+ void setPitchOffset_deg (double pitch_offset_deg);
+ void setGoalRollOffset_deg (double goal_roll_offset_deg);
+ void setGoalPitchOffset_deg (double goal_pitch_offset_deg);
+ void setOrientationOffsets (double roll_offset_deg,
+ double heading_offset_deg,
+ double pitch_offset_deg);
+
+ void set_aspect_ratio_multiplier( double m ) {
+ _aspect_ratio_multiplier = m;
+ }
+ double get_aspect_ratio_multiplier() const {
+ return _aspect_ratio_multiplier;
+ }
+
+ double getNear_m () const { return _ground_level_nearplane_m; }
+ void setNear_m (double near_m) {
+ _ground_level_nearplane_m = near_m;
+ }
+
+ void set_fov( double fov_deg ) {
+ _fov_deg = fov_deg;
+ }
+
//////////////////////////////////////////////////////////////////
// private data //
//////////////////////////////////////////////////////////////////