winHeight = current_options.get_ysize();
if ( ! current_options.get_panel_status() ) {
- current_view.set_win_ratio( (GLfloat) winWidth / (GLfloat) winHeight );
+ set_win_ratio( (GLfloat) winWidth / (GLfloat) winHeight );
} else {
- current_view.set_win_ratio( (GLfloat) winWidth /
- ((GLfloat) (winHeight)*0.4232) );
+ set_win_ratio( (GLfloat) winWidth /
+ ((GLfloat) (winHeight)*0.4232) );
}
// This never changes -- NHV
force_update_fov_math();
}
+
+#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
+
// Update the view volume, position, and orientation
void FGView::UpdateViewParams( const FGInterface& f ) {
UpdateViewMath(f);
// code to calculate LOCAL matrix calculated from Phi, Theta, and
// Psi (roll, pitch, yaw) in case we aren't running LaRCsim as our
// flight model
-
+
+#ifdef USE_FAST_LOCAL
+
+ fgMakeLOCAL( LOCAL, f.get_Theta(), f.get_Phi(), -f.get_Psi() );
+
+#else // USE_TEXT_BOOK_METHOD
+
sgVec3 rollvec;
sgSetVec3( rollvec, 0.0, 0.0, 1.0 );
sgMat4 PHI; // roll
// sgMultMat4( LOCAL, ROT, PSI );
sgCopyMat4( LOCAL, ROT );
sgPostMultMat4( LOCAL, PSI );
+
+#endif // YIKES
+
// cout << "LOCAL matrix" << endl;
// print_sgMat4( LOCAL );
0.0,
-f.get_Latitude() * RAD_TO_DEG );
- sgSetVec3( local_up, 1.0, 0.0, 0.0 );
- sgXformVec3( local_up, UP );
+ sgSetVec3( local_up, UP[0][0], UP[0][1], UP[0][2] );
+ // sgXformVec3( local_up, UP );
// cout << "Local Up = " << local_up[0] << "," << local_up[1] << ","
// << local_up[2] << endl;
// cout << "VIEWo matrix" << endl;
// print_sgMat4( VIEWo );
- // generate the sg view up vector
- sgVec3 vec1;
- sgSetVec3( vec1, 1.0, 0.0, 0.0 );
- sgXformVec3( view_up, vec1, VIEWo );
+ // generate the sg view up and forward vectors
+ sgSetVec3( view_up, VIEWo[0][0], VIEWo[0][1], VIEWo[0][2] );
+ // cout << "view = " << view[0] << ","
+ // << view[1] << "," << view[2] << endl;
+ sgSetVec3( forward, VIEWo[2][0], VIEWo[2][1], VIEWo[2][2] );
+ // cout << "forward = " << forward[0] << ","
+ // << forward[1] << "," << forward[2] << endl;
// generate the pilot offset vector in world coordinates
sgVec3 pilot_offset_world;
- sgSetVec3( vec1,
+ sgSetVec3( pilot_offset_world,
pilot_offset[2], pilot_offset[1], -pilot_offset[0] );
- sgXformVec3( pilot_offset_world, vec1, VIEWo );
+ sgXformVec3( pilot_offset_world, pilot_offset_world, VIEWo );
// generate the view offset matrix
sgMakeRotMat4( VIEW_OFFSET, view_offset * RAD_TO_DEG, view_up );
sgCopyMat4( VIEW_ROT, VIEWo );
sgPostMultMat4( VIEW_ROT, VIEW_OFFSET );
sgPreMultMat4( VIEW_ROT, LARC_TO_SSG );
+
// cout << "VIEW_ROT matrix" << endl;
// print_sgMat4( VIEW_ROT );
- sgMakeTransMat4( TRANS,
- view_pos.x() + pilot_offset_world[0],
- view_pos.y() + pilot_offset_world[1],
- view_pos.z() + pilot_offset_world[2] );
+
+ sgVec3 trans_vec;
+ sgSetVec3( trans_vec,
+ view_pos.x() + pilot_offset_world[0],
+ view_pos.y() + pilot_offset_world[1],
+ view_pos.z() + pilot_offset_world[2] );
// VIEW = VIEW_ROT * TRANS
- // sgMultMat4( VIEW, VIEW_ROT, TRANS );
sgCopyMat4( VIEW, VIEW_ROT );
- sgPostMultMat4( VIEW, TRANS );
+ sgPostMultMat4ByTransMat4( VIEW, trans_vec );
-//!!!!!!!!!!!!!!!!!!!
+ //!!!!!!!!!!!!!!!!!!!
// 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
-
- sgSetVec3( sgvec, 0.0, 0.0, 1.0 );
- sgXformVec3( forward, sgvec, VIEWo );
- // cout << "forward = " << forward[0] << ","
- // << forward[1] << "," << forward[2] << endl;
+ extern float quat_mat[4][4];
+ sgPreMultMat4( VIEW, quat_mat);
+ // !!!!!!!!!! testing
sgMakeRotMat4( TMP, view_offset * RAD_TO_DEG, view_up );
sgXformVec3( view_forward, forward, TMP );
FG_USING_STD(list);
-// used in views.cxx and tilemgr.cxx
-#define USE_FAST_FOV_CLIP
#define FG_FOV_MIN 0.1
#define FG_FOV_MAX 179.9
// width & height of window
int winWidth, winHeight;
- // sin and cos of (fov / 2) in Y axis
- double sin_fov_y, cos_fov_y;
- double sinlon, coslon;
-
- // 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;
-
-#if defined( USE_FAST_FOV_CLIP )
- double fov_x_clip, fov_y_clip;
-#endif // USE_FAST_FOV_CLIP
-
- // View frustum cull ratio (% of tiles culled ... used for
- // reporting purposes)
- double vfc_ratio;
-
- // Number of triangles rendered;
- int tris_rendered;
- int tris_culled;
-
// absolute view position
Point3D abs_view_pos;
// the AIRCRAFT matrix
sgMat4 VIEW_OFFSET;
- // Current model view matrix;
- GLfloat MODEL_VIEW[16];
-
// sg versions of our friendly matrices
sgMat4 LOCAL, UP, VIEW_ROT, TRANS, VIEW, LARC_TO_SSG;
inline void set_winWidth( int w ) { winWidth = w; }
inline int get_winHeight() const { return winHeight; }
inline void set_winHeight( int h ) { winHeight = h; }
- inline double get_slope_y() const { return slope_y; }
- inline double get_slope_x() const { return slope_x; }
-#if defined( USE_FAST_FOV_CLIP )
- inline double get_fov_x_clip() const { return fov_x_clip; }
- inline double get_fov_y_clip() const { return fov_y_clip; }
-#endif // USE_FAST_FOV_CLIP
- inline double get_vfc_ratio() const { return vfc_ratio; }
- inline void set_vfc_ratio(double r) { vfc_ratio = r; }
- inline int get_tris_rendered() const { return tris_rendered; }
- inline void set_tris_rendered( int tris) { tris_rendered = tris; }
- inline int get_tris_culled() const { return tris_culled; }
- inline void set_tris_culled( int tris) { tris_culled = tris; }
inline Point3D get_abs_view_pos() const { return abs_view_pos; }
inline Point3D get_view_pos() const { return view_pos; }
inline float *get_pilot_offset() { return pilot_offset; }
inline float *get_surface_east() { return surface_east; }
inline float *get_local_up() { return local_up; }
inline float *get_view_forward() { return view_forward; }
- inline GLfloat *get_MODEL_VIEW() { return MODEL_VIEW; }
};