]> git.mxchange.org Git - flightgear.git/commitdiff
Initial revision.
authorcurt <curt>
Thu, 26 Oct 2000 21:23:38 +0000 (21:23 +0000)
committercurt <curt>
Thu, 26 Oct 2000 21:23:38 +0000 (21:23 +0000)
src/Main/viewer_lookat.cxx [new file with mode: 0644]
src/Main/viewer_lookat.hxx [new file with mode: 0644]

diff --git a/src/Main/viewer_lookat.cxx b/src/Main/viewer_lookat.cxx
new file mode 100644 (file)
index 0000000..efb002c
--- /dev/null
@@ -0,0 +1,287 @@
+// viewer_lookat.hxx -- class for managing a "look at" viewer in
+//                      the flightgear world.
+//
+// Written by Curtis Olson, started October 2000.
+//
+// Copyright (C) 2000  Curtis L. Olson  - curt@flightgear.org
+//
+// 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.
+//
+// $Id$
+
+
+#include <simgear/compiler.h>
+
+#ifdef HAVE_CONFIG_H
+#  include <config.h>
+#endif
+
+#include <plib/ssg.h>          // plib include
+
+#include <simgear/constants.h>
+#include <simgear/debug/logstream.hxx>
+#include <simgear/math/point3d.hxx>
+#include <simgear/math/polar3d.hxx>
+#include <simgear/math/vector.hxx>
+
+#include <Scenery/scenery.hxx>
+
+#include "globals.hxx"
+#include "viewer_lookat.hxx"
+
+
+// Constructor
+FGViewerLookAt::FGViewerLookAt( void )
+{
+}
+
+
+static void fgLookAt( sgVec3 eye, sgVec3 center, sgVec3 up, sgMat4 &m ) {
+    double x[3], y[3], z[3];
+    double mag;
+
+    /* Make rotation matrix */
+
+    /* Z vector */
+    z[0] = eye[0] - center[0];
+    z[1] = eye[1] - center[1];
+    z[2] = eye[2] - center[2];
+    mag = sqrt( z[0]*z[0] + z[1]*z[1] + z[2]*z[2] );
+    if (mag) {  /* mpichler, 19950515 */
+        z[0] /= mag;
+        z[1] /= mag;
+        z[2] /= mag;
+    }
+
+    /* Y vector */
+    y[0] = up[0];
+    y[1] = up[1];
+    y[2] = up[2];
+
+    /* X vector = Y cross Z */
+    x[0] =  y[1]*z[2] - y[2]*z[1];
+    x[1] = -y[0]*z[2] + y[2]*z[0];
+    x[2] =  y[0]*z[1] - y[1]*z[0];
+
+    /* Recompute Y = Z cross X */
+    y[0] =  z[1]*x[2] - z[2]*x[1];
+    y[1] = -z[0]*x[2] + z[2]*x[0];
+    y[2] =  z[0]*x[1] - z[1]*x[0];
+
+    /* mpichler, 19950515 */
+    /* cross product gives area of parallelogram, which is < 1.0 for
+     * non-perpendicular unit-length vectors; so normalize x, y here
+     */
+
+    mag = sqrt( x[0]*x[0] + x[1]*x[1] + x[2]*x[2] );
+    if (mag) {
+        x[0] /= mag;
+        x[1] /= mag;
+        x[2] /= mag;
+    }
+
+    mag = sqrt( y[0]*y[0] + y[1]*y[1] + y[2]*y[2] );
+    if (mag) {
+        y[0] /= mag;
+        y[1] /= mag;
+        y[2] /= mag;
+    }
+
+#define M(row,col)  m[row][col]
+    M(0,0) = x[0];  M(0,1) = x[1];  M(0,2) = x[2];  M(0,3) = 0.0;
+    M(1,0) = y[0];  M(1,1) = y[1];  M(1,2) = y[2];  M(1,3) = 0.0;
+    M(2,0) = z[0];  M(2,1) = z[1];  M(2,2) = z[2];  M(2,3) = 0.0;
+    M(3,0) = -eye[0]; M(3,1) = -eye[1]; M(3,2) = -eye[2]; M(3,3) = 1.0;
+#undef M
+}
+
+
+// Initialize a view structure
+void FGViewerLookAt::init( void ) {
+    set_dirty();
+
+    FG_LOG( FG_VIEW, FG_INFO, "Initializing View parameters" );
+
+    view_offset = goal_view_offset =
+       globals->get_options()->get_default_view_offset();
+    sgSetVec3( pilot_offset, 0.0, 0.0, 0.0 );
+
+    globals->get_options()->set_win_ratio( globals->get_options()->get_xsize() /
+                                          globals->get_options()->get_ysize()
+                                          );
+}
+
+
+#define USE_FAST_LOCAL
+#ifdef USE_FAST_LOCAL
+inline static void fgMakeLOCAL( sgMat4 dst, const double Theta,
+                               const double Phi, const double Psi)
+{
+    SGfloat cosTheta = (SGfloat) cos(Theta);
+    SGfloat sinTheta = (SGfloat) sin(Theta);
+    SGfloat cosPhi   = (SGfloat) cos(Phi);
+    SGfloat sinPhi   = (SGfloat) sin(Phi);
+    SGfloat sinPsi   = (SGfloat) sin(Psi) ;
+    SGfloat cosPsi   = (SGfloat) cos(Psi) ;
+       
+    dst[0][0] = cosPhi * cosTheta;
+    dst[0][1] =        sinPhi * cosPsi + cosPhi * -sinTheta * -sinPsi;
+    dst[0][2] =        sinPhi * sinPsi + cosPhi * -sinTheta * cosPsi;
+    dst[0][3] =        SG_ZERO;
+
+    dst[1][0] = -sinPhi * cosTheta;
+    dst[1][1] =        cosPhi * cosPsi + -sinPhi * -sinTheta * -sinPsi;
+    dst[1][2] =        cosPhi * sinPsi + -sinPhi * -sinTheta * cosPsi;
+    dst[1][3] = SG_ZERO ;
+       
+    dst[2][0] = sinTheta;
+    dst[2][1] =        cosTheta * -sinPsi;
+    dst[2][2] =        cosTheta * cosPsi;
+    dst[2][3] = SG_ZERO;
+       
+    dst[3][0] = SG_ZERO;
+    dst[3][1] = SG_ZERO;
+    dst[3][2] = SG_ZERO;
+    dst[3][3] = SG_ONE ;
+}
+#endif
+
+
+// convert sgMat4 to MAT3 and print
+static void print_sgMat4( sgMat4 &in) {
+    int i, j;
+    for ( i = 0; i < 4; i++ ) {
+       for ( j = 0; j < 4; j++ ) {
+           printf("%10.4f ", in[i][j]);
+       }
+       cout << endl;
+    }
+}
+
+
+// Update the view parameters
+void FGViewerLookAt::update() {
+    Point3D tmp;
+    sgVec3 minus_z, forward;
+    sgMat4 VIEWo;
+
+    // calculate the cartesion coords of the current lat/lon/0 elev
+    Point3D p = Point3D( geod_view_pos[0], 
+                        geod_view_pos[1], 
+                        sea_level_radius );
+
+    tmp = sgPolarToCart3d(p) - scenery.center;
+    sgSetVec3( zero_elev, tmp[0], tmp[1], tmp[2] );
+
+    // calculate view position in current FG view coordinate system
+    // p.lon & p.lat are already defined earlier, p.radius was set to
+    // the sea level radius, so now we add in our altitude.
+    if ( geod_view_pos[2] > (scenery.cur_elev + 0.5 * METER_TO_FEET) ) {
+       p.setz( p.radius() + geod_view_pos[2] );
+    } else {
+       p.setz( p.radius() + scenery.cur_elev + 0.5 * METER_TO_FEET );
+    }
+
+    tmp = sgPolarToCart3d(p);
+    sgdSetVec3( abs_view_pos, tmp[0], tmp[1], tmp[2] );
+
+    // view_pos = abs_view_pos - scenery.center;
+    sgdVec3 sc;
+    sgdSetVec3( sc, scenery.center.x(), scenery.center.y(), scenery.center.z());
+    sgdVec3 vp;
+    sgdSubVec3( vp, abs_view_pos, sc );
+    sgSetVec3( view_pos, vp );
+
+    FG_LOG( FG_VIEW, FG_DEBUG, "sea level radius = " << sea_level_radius );
+    FG_LOG( FG_VIEW, FG_DEBUG, "Polar view pos = " << p );
+    FG_LOG( FG_VIEW, FG_DEBUG, "Absolute view pos = "
+           << abs_view_pos[0] << ","
+           << abs_view_pos[1] << ","
+           << abs_view_pos[2] );
+    FG_LOG( FG_VIEW, FG_DEBUG, "Relative view pos = "
+           << view_pos[0] << "," << view_pos[1] << "," << view_pos[2] );
+    FG_LOG( FG_VIEW, FG_DEBUG, "view forward = "
+           << view_forward[0] << "," << view_forward[1] << ","
+           << view_forward[2] );
+    FG_LOG( FG_VIEW, FG_DEBUG, "view up = "
+           << view_up[0] << "," << view_up[1] << ","
+           << view_up[2] );
+
+    // Make the VIEW matrix.
+    fgLookAt( view_pos, view_forward, view_up, VIEW );
+    // cout << "VIEW matrix" << endl;
+    // print_sgMat4( VIEW );
+
+    // the VIEW matrix includes both rotation and translation.  Let's
+    // knock out the translation part to make the VIEW_ROT matrix
+    sgCopyMat4( VIEW_ROT, VIEW );
+    VIEW_ROT[3][0] = VIEW_ROT[3][1] = VIEW_ROT[3][2] = 0.0;
+
+    // Make the world up rotation matrix
+    sgMakeRotMat4( UP, 
+                  geod_view_pos[0] * RAD_TO_DEG,
+                  0.0,
+                  -geod_view_pos[1] * RAD_TO_DEG );
+
+    // use a clever observation into the nature of our tranformation
+    // matrix to grab the world_up vector
+    sgSetVec3( world_up, UP[0][0], UP[0][1], UP[0][2] );
+    // cout << "World Up = " << world_up[0] << "," << world_up[1] << ","
+    //      << world_up[2] << endl;
+    
+
+    //!!!!!!!!!!!!!!!!!!!      
+    // THIS IS THE EXPERIMENTAL VIEWING ANGLE SHIFTER
+    // THE MAJORITY OF THE WORK IS DONE IN GUI.CXX
+    // this in gui.cxx for now just testing
+    extern float quat_mat[4][4];
+    sgPreMultMat4( VIEW, quat_mat);
+    // !!!!!!!!!! testing      
+
+    // 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".
+    sgSetVec3( minus_z, 0.0, 0.0, -1.0 );
+
+    sgmap_vec_onto_cur_surface_plane(world_up, view_pos, minus_z,
+                                    surface_south);
+    sgNormalizeVec3(surface_south);
+    // cout << "Surface direction directly south " << surface_south[0] << ","
+    //      << surface_south[1] << "," << surface_south[2] << endl;
+
+    // now calculate the surface east vector
+#define USE_FAST_SURFACE_EAST
+#ifdef USE_FAST_SURFACE_EAST
+    sgVec3 world_down;
+    sgNegateVec3(world_down, world_up);
+    sgVectorProductVec3(surface_east, surface_south, world_down);
+#else
+    sgMakeRotMat4( TMP, FG_PI_2 * RAD_TO_DEG, world_up );
+    // cout << "sgMat4 TMP" << endl;
+    // print_sgMat4( TMP );
+    sgXformVec3(surface_east, surface_south, TMP);
+#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;
+
+    set_clean();
+}
+
+
+// Destructor
+FGViewerLookAt::~FGViewerLookAt( void ) {
+}
diff --git a/src/Main/viewer_lookat.hxx b/src/Main/viewer_lookat.hxx
new file mode 100644 (file)
index 0000000..19b2941
--- /dev/null
@@ -0,0 +1,94 @@
+// viewer_lookat.hxx -- class for managing a "look at" viewer in
+//                      the flightgear world.
+//
+// Written by Curtis Olson, started October 2000.
+//
+// Copyright (C) 2000  Curtis L. Olson  - curt@flightgear.org
+//
+// 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.
+//
+// $Id$
+
+
+#ifndef _VIEWER_LOOKAT_HXX
+#define _VIEWER_LOOKAT_HXX
+
+
+#ifndef __cplusplus                                                          
+# error This library requires C++
+#endif                                   
+
+
+#include "viewer.hxx"
+
+
+// Define a structure containing view information
+class FGViewerLookAt: public FGViewer {
+
+private:
+
+    // up vector for the view (usually point straight up through the
+    // top of the aircraft
+    sgVec3 view_up;
+
+    // the vector pointing straight out the nose of the aircraft
+    sgVec3 view_forward;
+
+    // Transformation matrix for the view direction offset relative to
+    // the AIRCRAFT matrix
+    sgMat4 VIEW_OFFSET;
+
+    // sg versions of our friendly matrices
+    sgMat4 LOCAL, TRANS, LARC_TO_SSG;
+
+    // Update the view volume, position, and orientation
+    void update();
+
+public:
+
+    // Constructor
+    FGViewerLookAt( void );
+
+    // Destructor
+    ~FGViewerLookAt( void );
+
+    // Initialize a view class
+    void init( void );
+
+    //////////////////////////////////////////////////////////////////////
+    // setter functions
+    //////////////////////////////////////////////////////////////////////
+    inline void set_view_forward( sgVec3 vf ) {
+       set_dirty();
+       sgCopyVec3( view_forward, vf );
+    }
+    inline void set_view_up( sgVec3 vf ) {
+       set_dirty();
+       sgCopyVec3( view_up, vf );
+    }
+
+    //////////////////////////////////////////////////////////////////////
+    // accessor functions
+    //////////////////////////////////////////////////////////////////////
+    inline float *get_view_forward() { return view_forward; }
+    inline float *get_view_up() { return view_up; }
+
+    //////////////////////////////////////////////////////////////////////
+    // derived values accessor functions
+    //////////////////////////////////////////////////////////////////////
+};
+
+
+#endif // _VIEWER_LOOKAT_HXX