1
0
Fork 0
flightgear/src/Main/viewer.hxx

207 lines
6.6 KiB
C++
Raw Normal View History

// viewer.hxx -- class for managing a viewer in the flightgear world.
//
// Written by Curtis Olson, started August 1997.
// overhaul started October 2000.
//
// Copyright (C) 1997 - 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_HXX
#define _VIEWER_HXX
#ifndef __cplusplus
# error This library requires C++
#endif
#include <simgear/compiler.h>
#include <simgear/math/point3d.hxx>
#include <simgear/timing/sg_time.hxx>
#include <list>
#include <plib/sg.h> // plib include
#include <FDM/flight.hxx>
#include <Time/light.hxx>
#include "options.hxx"
FG_USING_STD(list);
#define FG_FOV_MIN 0.1
#define FG_FOV_MAX 179.9
// Define a structure containing view information
class FGViewer {
private:
// the current view offset angle from forward (rotated about the
// view_up vector)
double view_offset;
// the goal view offset angle (used for smooth view changes)
double goal_view_offset;
// flag forcing update of fov related stuff
bool update_fov;
// fov of view is specified in the X direction, win_ratio is used to
// calculate the fov in the Y direction. fov(y) = fov(x) * win_ratio
double win_ratio;
// width & height of window
int winWidth, winHeight;
// absolute view position in earth coordinates
Point3D abs_view_pos;
// view position in opengl world coordinates (this is the
// abs_view_pos translated to scenery.center)
Point3D view_pos;
// pilot offset from center of gravity. The X axis is positive
// out the tail, Y is out the right wing, and Z is positive up.
// Distances in meters of course.
sgVec3 pilot_offset;
// cartesion coordinates of current lon/lat if at sea level
// translated to scenery.center
Point3D cur_zero_elev;
// vector in cartesian coordinates from current position to the
// postion on the earth's surface the sun is directly over
sgVec3 to_sun;
// surface direction to go to head towards sun
sgVec3 surface_to_sun;
// vector in cartesian coordinates from current position to the
// postion on the earth's surface the moon is directly over
sgVec3 to_moon;
// surface direction to go to head towards moon
sgVec3 surface_to_moon;
// surface vector heading south
sgVec3 surface_south;
// surface vector heading east (used to unambiguously align sky
// with sun)
sgVec3 surface_east;
// local up vector (normal to the plane tangent to the earth's
// surface at the spot we are directly above
sgVec3 local_up;
// 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 eye coordinates to aircraft coordinates
// sgMat4 AIRCRAFT;
// Transformation matrix for the view direction offset relative to
// the AIRCRAFT matrix
sgMat4 VIEW_OFFSET;
// sg versions of our friendly matrices
sgMat4 LOCAL, UP, VIEW_ROT, TRANS, VIEW, LARC_TO_SSG;
public:
// Constructor
FGViewer( void );
// Destructor
~FGViewer( void );
// Initialize a view class
void Init( void );
// Update the view volume, position, and orientation
void UpdateViewParams( const FGInterface& f );
// Flag to request that UpdateFOV() be called next time
// UpdateViewMath() is run.
inline void force_update_fov_math() { update_fov = true; }
// Update the view parameters
void UpdateViewMath( const FGInterface& f );
// Update the field of view coefficients
void UpdateFOV( const FGOptions *o );
// Transform a vector from world coordinates to the local plane
void CurrentNormalInLocalPlane(sgVec3 dst, sgVec3 src);
// accessor functions
inline double get_view_offset() const { return view_offset; }
inline void set_view_offset( double a ) { view_offset = a; }
inline void inc_view_offset( double amt ) { view_offset += amt; }
inline double get_goal_view_offset() const { return goal_view_offset; }
inline void set_goal_view_offset( double a) { goal_view_offset = a; }
inline double get_win_ratio() const { return win_ratio; }
inline void set_win_ratio( double r ) { win_ratio = r; }
inline int get_winWidth() const { return winWidth; }
inline void set_winWidth( int w ) { winWidth = w; }
inline int get_winHeight() const { return winHeight; }
inline void set_winHeight( int h ) { winHeight = h; }
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 void set_pilot_offset( float x, float y, float z ) {
sgSetVec3( pilot_offset, x, y, z );
}
inline Point3D get_cur_zero_elev() const { return cur_zero_elev; }
inline float *get_to_sun() { return to_sun; }
inline void set_to_sun( float x, float y, float z ) {
sgSetVec3( to_sun, x, y, z );
}
inline float *get_surface_to_sun() { return surface_to_sun; }
inline void set_surface_to_sun( float x, float y, float z) {
sgSetVec3( surface_to_sun, x, y, z );
}
inline float *get_to_moon() { return to_moon; }
inline void set_to_moon( float x, float y, float z) {
sgSetVec3( to_moon, x, y, z );
}
inline float *get_surface_to_moon() { return surface_to_moon; }
inline void set_surface_to_moon( float x, float y, float z) {
sgSetVec3( surface_to_moon, x, y, z );
}
inline float *get_surface_south() { return surface_south; }
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 const sgVec4 *get_VIEW() { return VIEW; }
inline const sgVec4 *get_VIEW_ROT() { return VIEW_ROT; }
};
#endif // _VIEWER_HXX