(or transformation?) problem.
/* MAT3mult_vec(vec, vec, R); */
/* MAT3rotate(TMP, vec, M_PI + M_PI_2 + FG_Psi + view_offset); */
MAT3rotate(TMP, vec, FG_Psi - M_PI_2);
- /* printf("Yaw matrix\n");
+ /* printf("Yaw matrix\n");
MAT3print(TMP, stdout); */
MAT3mult(R, R, TMP);
/* Initial Position */
FG_Latitude = ( 120070.41 / 3600.0 ) * DEG_TO_RAD;
FG_Longitude = ( -398391.28 / 3600.0 ) * DEG_TO_RAD;
- /* FG_Latitude = 0.0;
- FG_Longitude = 0.0; */
FG_Altitude = FG_Runway_altitude + 3.758099;
- FG_Altitude = 15000.0;
+
+ /* FG_Latitude = 0.0; */
+ /* FG_Longitude = 0.0; */
+ /* FG_Altitude = 15000.0; */
printf("Initial position is: (%.4f, %.4f, %.2f)\n", FG_Latitude,
FG_Longitude, FG_Altitude);
/* Initial Orientation */
FG_Phi = -2.658474E-06;
FG_Theta = 7.401790E-03;
- FG_Psi = 282.0 * DEG_TO_RAD;
+ FG_Psi = 270.0 * DEG_TO_RAD;
/* Initial Angular B rates */
FG_P_body = 7.206685E-05;
/* $Log$
-/* Revision 1.31 1997/07/11 01:29:58 curt
-/* More tweaking of terrian floor.
+/* Revision 1.32 1997/07/11 03:23:18 curt
+/* Solved some scenery display/orientation problems. Still have a positioning
+/* (or transformation?) problem.
/*
+ * Revision 1.31 1997/07/11 01:29:58 curt
+ * More tweaking of terrian floor.
+ *
* Revision 1.30 1997/07/10 04:26:37 curt
* We now can interpolated ground elevation for any position in the grid. We
* can use this to enforce a "hard" ground. We still need to enforce some
p22 = fgGeodetic2Cartesian(x2*ARCSEC_TO_RAD, y2*ARCSEC_TO_RAD);
p22 = fgRotateCartesianPoint(p22);
- z11 = 0.001 * m->mesh_data[j * m->rows + i ];
- z12 = 0.001 * m->mesh_data[j * m->rows + (i+istep)];
- z21 = 0.001 * m->mesh_data[(j+jstep) * m->rows + i ];
- z22 = 0.001 * m->mesh_data[(j+jstep) * m->rows + (i+istep)];
+ z11 = 0.001 * m->mesh_data[i * m->cols + j ];
+ z12 = 0.001 * m->mesh_data[(i+istep) * m->cols + j ];
+ z21 = 0.001 * m->mesh_data[i * m->cols + (j+jstep)];
+ z22 = 0.001 * m->mesh_data[(i+istep) * m->cols + (j+jstep)];
v1[0] = p22.y - p11.y; v1[1] = p22.z - p11.z; v1[2] = z22 - z11;
v2[0] = p12.y - p11.y; v2[1] = p12.z - p11.z; v2[2] = z12 - z11;
if ( j == 0 ) {
/* first time through */
- glVertex3d(p11.y, p11.z, z11);
glVertex3d(p12.y, p12.z, z12);
+ glVertex3d(p11.y, p11.z, z11);
}
glVertex3d(p22.y, p22.z, z22);
glVertex3d(p21.y, p21.z, z21);
- x1 = x2;
- x2 = x1 + (m->row_step * jstep);
+ x1 += m->row_step * jstep;
+ x2 += m->row_step * jstep;
}
glEnd();
- y1 = y2;
- y2 = y1 + (m->col_step * istep);
+ y1 += m->col_step * istep;
+ y2 += m->col_step * istep;
}
glEndList();
/* $Log$
-/* Revision 1.29 1997/07/11 01:29:58 curt
-/* More tweaking of terrian floor.
+/* Revision 1.30 1997/07/11 03:23:18 curt
+/* Solved some scenery display/orientation problems. Still have a positioning
+/* (or transformation?) problem.
/*
+ * Revision 1.29 1997/07/11 01:29:58 curt
+ * More tweaking of terrian floor.
+ *
* Revision 1.28 1997/07/10 04:26:37 curt
* We now can interpolated ground elevation for any position in the grid. We
* can use this to enforce a "hard" ground. We still need to enforce some
/* mesh data is a pseudo 2d array */
/* printf("Setting mesh_data[%d][%d] to %s\n", m->cur_row, m->cur_col,
value); */
- m->mesh_data[m->cur_row * m->rows + m->cur_col] = atof(value);
+ m->mesh_data[m->cur_row * m->cols + m->cur_col] = atof(value);
m->cur_col++;
if ( m->cur_col >= m->cols ) {
m->cur_col = 0;
x1 = xindex;
y1 = yindex;
- z1 = eg.mesh_data[x1 * eg.rows + y1];
+ z1 = eg.mesh_data[y1 * eg.cols + x1];
x2 = xindex + skip;
y2 = yindex;
- z2 = eg.mesh_data[x2 * eg.rows + y2];
+ z2 = eg.mesh_data[y2 * eg.cols + x2];
x3 = xindex + skip;
y3 = yindex + skip;
- z3 = eg.mesh_data[x3 * eg.rows + y3];
+ z3 = eg.mesh_data[y3 * eg.cols + x3];
/* printf(" dx = %.2f dy = %.2f\n", dx, dy);
printf(" (x1,y1,z1) = (%d,%d,%d)\n", x1, y1, z1);
x1 = xindex;
y1 = yindex;
- z1 = eg.mesh_data[x1 * eg.rows + y1];
+ z1 = eg.mesh_data[y1 * eg.cols + x1];
x2 = xindex;
y2 = yindex + skip;
- z2 = eg.mesh_data[x2 * eg.rows + y2];
+ z2 = eg.mesh_data[y2 * eg.cols + x2];
x3 = xindex + skip;
y3 = yindex + skip;
- z3 = eg.mesh_data[x3 * eg.rows + y3];
+ z3 = eg.mesh_data[y3 * eg.cols + x3];
/* printf(" dx = %.2f dy = %.2f\n", dx, dy);
printf(" (x1,y1,z1) = (%d,%d,%d)\n", x1, y1, z1);
/* $Log$
-/* Revision 1.11 1997/07/11 01:30:02 curt
-/* More tweaking of terrian floor.
+/* Revision 1.12 1997/07/11 03:23:19 curt
+/* Solved some scenery display/orientation problems. Still have a positioning
+/* (or transformation?) problem.
/*
+ * Revision 1.11 1997/07/11 01:30:02 curt
+ * More tweaking of terrian floor.
+ *
* Revision 1.10 1997/07/10 04:26:38 curt
* We now can interpolated ground elevation for any position in the grid. We
* can use this to enforce a "hard" ground. We still need to enforce some
/* Initialize the Scenery Management system */
void fgSceneryInit() {
/* set the default terrain detail level */
- cur_scenery_params.terrain_skip = 10;
+ cur_scenery_params.terrain_skip = 4;
}
/* $Log$
-/* Revision 1.4 1997/07/11 01:30:03 curt
-/* More tweaking of terrian floor.
+/* Revision 1.5 1997/07/11 03:23:19 curt
+/* Solved some scenery display/orientation problems. Still have a positioning
+/* (or transformation?) problem.
/*
+ * Revision 1.4 1997/07/11 01:30:03 curt
+ * More tweaking of terrian floor.
+ *
* Revision 1.3 1997/06/29 21:16:50 curt
* More twiddling with the Scenery Management system.
*