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flightgear/src/Viewer/viewer.cxx

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// viewer.cxx -- class for managing a viewer in the flightgear world.
//
// Written by Curtis Olson, started August 1997.
// overhaul started October 2000.
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
// partially rewritten by Jim Wilson jim@kelcomaine.com using interface
// by David Megginson March 2002
//
// Copyright (C) 1997 - 2000 Curtis L. Olson - http://www.flightgear.org/~curt
//
// 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
2006-02-21 01:16:04 +00:00
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include "viewer.hxx"
#include <simgear/compiler.h>
#include <cassert>
#include <simgear/debug/logstream.hxx>
#include <simgear/constants.h>
#include <simgear/scene/model/placement.hxx>
2012-03-03 14:05:43 +01:00
#include <simgear/scene/util/OsgMath.hxx>
#include <Main/fg_props.hxx>
This patch includes the FGLocation class, a few fixes, cleanup in viewer code. Synced to CVS 19:36 EDT 2002-04-10 (after this evenings JSMsim and Base package updates). Description: Added FGLocation class which is new home for calculating matrix rotations. Viewer can now be configured to access rotations created by the model rather than repeating the same calculations again. Changed model initialization for the time being so that its location data is available for the viewer (currently required by other subsystems). At some point we can move this back to fg_init along with the viewer initialization. Seperated the update from the draw function in the model code. The viewer code needs the same matrix data, and moving the update portion at this time does not increase the number of matrix math iterations. Moved the model draw so that it always appears "in front" of lights and clouds. Reogranized viewer update routine for using the FGLocation class and simplified some more tasks. The routine is fairly easy to follow now, with the steps ordered and spelled out in comments. Viewmgr only updates the current (visible) view now, with the exception of an old reference to "chase view" that will be corrected in forthcoming changes. Also will be doing some work on the viewmgr outputs. Model is now clears the z-buffer in all modes. This will be changed with the next viewmgr update. The only side effect is that models always disappear when over 5km distant from the eye point (can't really see them anyway:-)). Other than a flag to indicate "internal" view I don't anticipate the configuration interface for viewmgr/views will be changed a lot for now. It is close to done. The next viewmgr update will however rework the outputs so may change location. This code will run with the previous version of preferences.xml, but will run faster with the newer version. I am attaching a preferences.xml that should not be commited before the code. All the changes are in the /sim/view section and should show a simpler view configuration that references model locations. Note that I've added a 2nd tower view in "lookfrom" mode for illustration purposes. You can look around using the mouse. You may want to remove that or comment it out.
2002-04-11 04:26:07 +00:00
#include <Main/globals.hxx>
#include "CameraGroup.hxx"
using namespace flightgear;
////////////////////////////////////////////////////////////////////////
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
// Implementation of FGViewer.
////////////////////////////////////////////////////////////////////////
// Constructor...
View::View( ViewType Type, bool from_model, int from_model_index,
bool at_model, int at_model_index,
double damp_roll, double damp_pitch, double damp_heading,
double x_offset_m, double y_offset_m, double z_offset_m,
double heading_offset_deg, double pitch_offset_deg,
double roll_offset_deg,
double fov_deg, double aspect_ratio_multiplier,
double target_x_offset_m, double target_y_offset_m,
double target_z_offset_m, double near_m, bool internal ):
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
_dirty(true),
_roll_deg(0),
_pitch_deg(0),
_heading_deg(0),
2012-11-17 23:07:00 +01:00
_target_roll_deg(0),
_target_pitch_deg(0),
_target_heading_deg(0),
_scaling_type(FG_SCALING_MAX)
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
{
_absolute_view_pos = SGVec3d(0, 0, 0);
This patch includes the FGLocation class, a few fixes, cleanup in viewer code. Synced to CVS 19:36 EDT 2002-04-10 (after this evenings JSMsim and Base package updates). Description: Added FGLocation class which is new home for calculating matrix rotations. Viewer can now be configured to access rotations created by the model rather than repeating the same calculations again. Changed model initialization for the time being so that its location data is available for the viewer (currently required by other subsystems). At some point we can move this back to fg_init along with the viewer initialization. Seperated the update from the draw function in the model code. The viewer code needs the same matrix data, and moving the update portion at this time does not increase the number of matrix math iterations. Moved the model draw so that it always appears "in front" of lights and clouds. Reogranized viewer update routine for using the FGLocation class and simplified some more tasks. The routine is fairly easy to follow now, with the steps ordered and spelled out in comments. Viewmgr only updates the current (visible) view now, with the exception of an old reference to "chase view" that will be corrected in forthcoming changes. Also will be doing some work on the viewmgr outputs. Model is now clears the z-buffer in all modes. This will be changed with the next viewmgr update. The only side effect is that models always disappear when over 5km distant from the eye point (can't really see them anyway:-)). Other than a flag to indicate "internal" view I don't anticipate the configuration interface for viewmgr/views will be changed a lot for now. It is close to done. The next viewmgr update will however rework the outputs so may change location. This code will run with the previous version of preferences.xml, but will run faster with the newer version. I am attaching a preferences.xml that should not be commited before the code. All the changes are in the /sim/view section and should show a simpler view configuration that references model locations. Note that I've added a 2nd tower view in "lookfrom" mode for illustration purposes. You can look around using the mouse. You may want to remove that or comment it out.
2002-04-11 04:26:07 +00:00
_type = Type;
_from_model = from_model;
_from_model_index = from_model_index;
_at_model = at_model;
_at_model_index = at_model_index;
_internal = internal;
_dampFactor = SGVec3d::zeros();
_dampOutput = SGVec3d::zeros();
_dampTarget = SGVec3d::zeros();
if (damp_roll > 0.0)
_dampFactor[0] = 1.0 / pow(10.0, fabs(damp_roll));
if (damp_pitch > 0.0)
_dampFactor[1] = 1.0 / pow(10.0, fabs(damp_pitch));
if (damp_heading > 0.0)
_dampFactor[2] = 1.0 / pow(10.0, fabs(damp_heading));
_offset_m.x() = x_offset_m;
_offset_m.y() = y_offset_m;
_offset_m.z() = z_offset_m;
2016-01-17 16:14:11 -06:00
_configOffset_m = _offset_m;
_heading_offset_deg = heading_offset_deg;
_pitch_offset_deg = pitch_offset_deg;
_roll_offset_deg = roll_offset_deg;
_goal_heading_offset_deg = heading_offset_deg;
_goal_pitch_offset_deg = pitch_offset_deg;
_goal_roll_offset_deg = roll_offset_deg;
_configHeadingOffsetDeg = heading_offset_deg;
_configPitchOffsetDeg = pitch_offset_deg;
_configRollOffsetDeg = roll_offset_deg;
if (fov_deg > 0) {
_fov_deg = fov_deg;
} else {
_fov_deg = 55;
}
_configFOV_deg = _fov_deg;
_aspect_ratio_multiplier = aspect_ratio_multiplier;
_target_offset_m.x() = target_x_offset_m;
_target_offset_m.y() = target_y_offset_m;
_target_offset_m.z() = target_z_offset_m;
2016-01-17 16:14:11 -06:00
_configTargetOffset_m = _target_offset_m;
_ground_level_nearplane_m = near_m;
// a reasonable guess for init, so that the math doesn't blow up
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
}
View* View::createFromProperties(SGPropertyNode_ptr config)
{
double aspect_ratio_multiplier
= fgGetDouble("/sim/current-view/aspect-ratio-multiplier");
// find out if this is an internal view (e.g. in cockpit, low near plane)
// FIXME : should be a child of config
bool internal = config->getParent()->getBoolValue("internal", false);
// FIXME:
// this is assumed to be an aircraft model...we will need to read
// model-from-type as well.
// find out if this is a model we are looking from...
bool from_model = config->getBoolValue("from-model");
int from_model_index = config->getIntValue("from-model-idx");
double x_offset_m = config->getDoubleValue("x-offset-m");
double y_offset_m = config->getDoubleValue("y-offset-m");
double z_offset_m = config->getDoubleValue("z-offset-m");
double heading_offset_deg = config->getDoubleValue("heading-offset-deg");
// config->setDoubleValue("heading-offset-deg", heading_offset_deg);
double pitch_offset_deg = config->getDoubleValue("pitch-offset-deg");
// config->setDoubleValue("pitch-offset-deg", pitch_offset_deg);
double roll_offset_deg = config->getDoubleValue("roll-offset-deg");
// config->setDoubleValue("roll-offset-deg", roll_offset_deg);
double fov_deg = config->getDoubleValue("default-field-of-view-deg");
double near_m = config->getDoubleValue("ground-level-nearplane-m");
View* v = 0;
// supporting two types "lookat" = 1 and "lookfrom" = 0
const char *type = config->getParent()->getStringValue("type");
if (!strcmp(type, "lookat")) {
bool at_model = config->getBoolValue("at-model");
int at_model_index = config->getIntValue("at-model-idx");
double damp_roll = config->getDoubleValue("at-model-roll-damping");
double damp_pitch = config->getDoubleValue("at-model-pitch-damping");
double damp_heading = config->getDoubleValue("at-model-heading-damping");
double target_x_offset_m = config->getDoubleValue("target-x-offset-m");
double target_y_offset_m = config->getDoubleValue("target-y-offset-m");
double target_z_offset_m = config->getDoubleValue("target-z-offset-m");
v = new View ( FG_LOOKAT, from_model, from_model_index,
at_model, at_model_index,
damp_roll, damp_pitch, damp_heading,
x_offset_m, y_offset_m,z_offset_m,
heading_offset_deg, pitch_offset_deg,
roll_offset_deg, fov_deg, aspect_ratio_multiplier,
target_x_offset_m, target_y_offset_m,
target_z_offset_m, near_m, internal );
2016-01-17 21:21:20 -05:00
if (!from_model) {
2016-01-18 00:04:05 -05:00
v->_targetProperties.init(config, "target-");
2016-01-17 21:21:20 -05:00
}
} else {
v = new View ( FG_LOOKFROM, from_model, from_model_index,
false, 0, 0.0, 0.0, 0.0,
x_offset_m, y_offset_m, z_offset_m,
heading_offset_deg, pitch_offset_deg,
roll_offset_deg, fov_deg, aspect_ratio_multiplier,
0, 0, 0, near_m, internal );
}
2016-01-17 21:21:20 -05:00
if (!from_model) {
2016-01-18 00:04:05 -05:00
v->_eyeProperties.init(config, "eye-");
2016-01-17 21:21:20 -05:00
}
v->_name = config->getParent()->getStringValue("name");
v->_typeString = type;
v->_configHeadingOffsetDeg = config->getDoubleValue("default-heading-offset-deg");
return v;
}
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
// Destructor
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View::~View( void )
{
_tiedProperties.Untie();
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
}
void
View::init ()
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
{
}
void
View::bind ()
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
{
_tiedProperties.setRoot(fgGetNode("/sim/current-view", true));
_tiedProperties.Tie("heading-offset-deg", this,
&View::getHeadingOffset_deg,
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&View::setHeadingOffset_deg_property,
false /* do not set current property value */);
fgSetArchivable("/sim/current-view/heading-offset-deg");
_tiedProperties.Tie("goal-heading-offset-deg", this,
&View::getGoalHeadingOffset_deg,
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&View::setGoalHeadingOffset_deg,
false /* do not set current property value */);
fgSetArchivable("/sim/current-view/goal-heading-offset-deg");
_tiedProperties.Tie("pitch-offset-deg", this,
&View::getPitchOffset_deg,
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&View::setPitchOffset_deg_property,
false /* do not set current property value */);
fgSetArchivable("/sim/current-view/pitch-offset-deg");
_tiedProperties.Tie("goal-pitch-offset-deg", this,
&View::getGoalPitchOffset_deg,
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&View::setGoalPitchOffset_deg,
false /* do not set current property value */);
fgSetArchivable("/sim/current-view/goal-pitch-offset-deg");
_tiedProperties.Tie("roll-offset-deg", this,
&View::getRollOffset_deg,
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&View::setRollOffset_deg_property,
false /* do not set current property value */);
fgSetArchivable("/sim/current-view/roll-offset-deg");
_tiedProperties.Tie("goal-roll-offset-deg", this,
&View::getGoalRollOffset_deg,
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&View::setGoalRollOffset_deg,
false /* do not set current property value */);
fgSetArchivable("/sim/current-view/goal-roll-offset-deg");
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_tiedProperties.Tie("field-of-view", this,
&View::get_fov, &View::set_fov,
false);
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fgSetArchivable("/sim/current-view/field-of-view");
_tiedProperties.Tie("aspect-ratio-multiplier", this,
&View::get_aspect_ratio_multiplier,
&View::set_aspect_ratio_multiplier,
false);
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_tiedProperties.Tie("ground-level-nearplane-m", this,
&View::getNear_m, &View::setNear_m, false);
fgSetArchivable("/sim/current-view/ground-level-nearplane-m");
_tiedProperties.Tie("viewer-lon-deg", this, &View::getLon_deg);
_tiedProperties.Tie("viewer-lat-deg", this, &View::getLat_deg);
_tiedProperties.Tie("viewer-elev-ft", this, &View::getElev_ft);
_tiedProperties.Tie("x-offset-m", this, &View::getXOffset_m,
&View::setXOffset_m, false);
_tiedProperties.Tie("y-offset-m", this, &View::getYOffset_m,
&View::setYOffset_m, false);
_tiedProperties.Tie("z-offset-m", this, &View::getZOffset_m,
&View::setZOffset_m, false);
_tiedProperties.Tie("target-x-offset-m", this, &View::getTargetXOffset_m,
&View::setTargetXOffset_m, false);
_tiedProperties.Tie("target-y-offset-m", this, &View::getTargetYOffset_m,
&View::setTargetYOffset_m, false);
_tiedProperties.Tie("target-z-offset-m", this, &View::getTargetZOffset_m,
&View::setTargetZOffset_m, false);
// expose various quaternions under the debug/ subtree
_tiedProperties.Tie("debug/orientation-w", this, &View::getOrientation_w);
_tiedProperties.Tie("debug/orientation-x", this, &View::getOrientation_x);
_tiedProperties.Tie("debug/orientation-y", this, &View::getOrientation_y);
_tiedProperties.Tie("debug/orientation-z", this, &View::getOrientation_z);
_tiedProperties.Tie("debug/orientation_offset-w", this,
&View::getOrOffset_w);
_tiedProperties.Tie("debug/orientation_offset-x", this,
&View::getOrOffset_x);
_tiedProperties.Tie("debug/orientation_offset-y", this,
&View::getOrOffset_y);
_tiedProperties.Tie("debug/orientation_offset-z", this,
&View::getOrOffset_z);
_tiedProperties.Tie("debug/frame-w", this, &View::getFrame_w);
_tiedProperties.Tie("debug/frame-x", this, &View::getFrame_x);
_tiedProperties.Tie("debug/frame-y", this, &View::getFrame_y);
_tiedProperties.Tie("debug/frame-z", this, &View::getFrame_z);
// expose the raw (OpenGL) orientation to the property tree,
// for the sound-manager
_tiedProperties.Tie("raw-orientation", 0, this, &View::getRawOrientation_w);
_tiedProperties.Tie("raw-orientation", 1, this, &View::getRawOrientation_x);
_tiedProperties.Tie("raw-orientation", 2, this, &View::getRawOrientation_y);
_tiedProperties.Tie("raw-orientation", 3, this, &View::getRawOrientation_z);
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_tiedProperties.Tie("viewer-x-m", this, &View::getAbsolutePosition_x);
_tiedProperties.Tie("viewer-y-m", this, &View::getAbsolutePosition_y);
_tiedProperties.Tie("viewer-z-m", this, &View::getAbsolutePosition_z);
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// following config properties are exposed on current-view but don't change,
// so we can simply copy them here.
_tiedProperties.getRoot()->setStringValue("name", _name);
_tiedProperties.getRoot()->setStringValue("type", _typeString);
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_tiedProperties.getRoot()->setBoolValue("internal", _internal);
SGPropertyNode_ptr config = _tiedProperties.getRoot()->getChild("config", 0, true);
config->setBoolValue("from-model", _from_model);
config->setDoubleValue("heading-offset-deg", _configHeadingOffsetDeg);
config->setDoubleValue("pitch-offset-deg", _configPitchOffsetDeg);
config->setDoubleValue("roll-offset-deg", _configRollOffsetDeg);
config->setDoubleValue("default-field-of-view-deg", _configFOV_deg);
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
}
void
View::unbind ()
{
_tiedProperties.Untie();
}
2016-01-17 16:14:11 -06:00
void View::resetOffsetsAndFOV()
{
_target_offset_m = _configTargetOffset_m;
_offset_m = _configOffset_m;
_pitch_offset_deg = _configPitchOffsetDeg;
_heading_offset_deg = _configHeadingOffsetDeg;
_roll_offset_deg = _configRollOffsetDeg;
_fov_deg = _configFOV_deg;
}
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
void
View::setType ( int type )
{
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
if (type == 0)
This patch includes the FGLocation class, a few fixes, cleanup in viewer code. Synced to CVS 19:36 EDT 2002-04-10 (after this evenings JSMsim and Base package updates). Description: Added FGLocation class which is new home for calculating matrix rotations. Viewer can now be configured to access rotations created by the model rather than repeating the same calculations again. Changed model initialization for the time being so that its location data is available for the viewer (currently required by other subsystems). At some point we can move this back to fg_init along with the viewer initialization. Seperated the update from the draw function in the model code. The viewer code needs the same matrix data, and moving the update portion at this time does not increase the number of matrix math iterations. Moved the model draw so that it always appears "in front" of lights and clouds. Reogranized viewer update routine for using the FGLocation class and simplified some more tasks. The routine is fairly easy to follow now, with the steps ordered and spelled out in comments. Viewmgr only updates the current (visible) view now, with the exception of an old reference to "chase view" that will be corrected in forthcoming changes. Also will be doing some work on the viewmgr outputs. Model is now clears the z-buffer in all modes. This will be changed with the next viewmgr update. The only side effect is that models always disappear when over 5km distant from the eye point (can't really see them anyway:-)). Other than a flag to indicate "internal" view I don't anticipate the configuration interface for viewmgr/views will be changed a lot for now. It is close to done. The next viewmgr update will however rework the outputs so may change location. This code will run with the previous version of preferences.xml, but will run faster with the newer version. I am attaching a preferences.xml that should not be commited before the code. All the changes are in the /sim/view section and should show a simpler view configuration that references model locations. Note that I've added a 2nd tower view in "lookfrom" mode for illustration purposes. You can look around using the mouse. You may want to remove that or comment it out.
2002-04-11 04:26:07 +00:00
_type = FG_LOOKFROM;
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
if (type == 1)
_type = FG_LOOKAT;
}
void
View::setInternal ( bool internal )
{
_internal = internal;
}
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
void
2016-01-18 00:04:05 -05:00
View::setPosition (const SGGeod& geod)
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
{
_dirty = true;
2016-01-18 00:04:05 -05:00
_position = geod;
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
}
void
2016-01-18 00:04:05 -05:00
View::setTargetPosition (const SGGeod& geod)
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
{
_dirty = true;
2016-01-18 00:04:05 -05:00
_target = geod;
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
}
void
View::setRoll_deg (double roll_deg)
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
{
_dirty = true;
_roll_deg = roll_deg;
}
void
View::setPitch_deg (double pitch_deg)
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
{
_dirty = true;
_pitch_deg = pitch_deg;
}
void
View::setHeading_deg (double heading_deg)
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
{
_dirty = true;
_heading_deg = heading_deg;
}
void
View::setOrientation (double roll_deg, double pitch_deg, double heading_deg)
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
{
_dirty = true;
_roll_deg = roll_deg;
_pitch_deg = pitch_deg;
_heading_deg = heading_deg;
}
void
View::setTargetRoll_deg (double target_roll_deg)
{
_dirty = true;
_target_roll_deg = target_roll_deg;
}
void
View::setTargetPitch_deg (double target_pitch_deg)
{
_dirty = true;
_target_pitch_deg = target_pitch_deg;
}
void
View::setTargetHeading_deg (double target_heading_deg)
{
_dirty = true;
_target_heading_deg = target_heading_deg;
}
void
View::setTargetOrientation (double target_roll_deg, double target_pitch_deg, double target_heading_deg)
{
_dirty = true;
_target_roll_deg = target_roll_deg;
_target_pitch_deg = target_pitch_deg;
_target_heading_deg = target_heading_deg;
}
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
void
View::setXOffset_m (double x_offset_m)
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
{
_dirty = true;
_offset_m.x() = x_offset_m;
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
}
void
View::setYOffset_m (double y_offset_m)
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
{
_dirty = true;
_offset_m.y() = y_offset_m;
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
}
void
View::setZOffset_m (double z_offset_m)
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
{
_dirty = true;
_offset_m.z() = z_offset_m;
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
}
void
View::setTargetXOffset_m (double target_x_offset_m)
{
_dirty = true;
_target_offset_m.x() = target_x_offset_m;
}
void
View::setTargetYOffset_m (double target_y_offset_m)
{
_dirty = true;
_target_offset_m.y() = target_y_offset_m;
}
void
View::setTargetZOffset_m (double target_z_offset_m)
{
_dirty = true;
_target_offset_m.z() = target_z_offset_m;
}
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
void
View::setPositionOffsets (double x_offset_m, double y_offset_m, double z_offset_m)
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
{
_dirty = true;
_offset_m.x() = x_offset_m;
_offset_m.y() = y_offset_m;
_offset_m.z() = z_offset_m;
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
}
void
View::setRollOffset_deg (double roll_offset_deg)
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
{
_dirty = true;
_roll_offset_deg = roll_offset_deg;
}
void
View::setPitchOffset_deg (double pitch_offset_deg)
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
{
_dirty = true;
_pitch_offset_deg = pitch_offset_deg;
}
void
View::setHeadingOffset_deg (double heading_offset_deg)
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
{
_dirty = true;
if (_at_model && (_offset_m.x() == 0.0)&&(_offset_m.z() == 0.0))
{
/* avoid optical effects (e.g. rotating sky) when "looking at" with
* heading offsets x==z==0 (view heading cannot change). */
_heading_offset_deg = 0.0;
}
else
_heading_offset_deg = heading_offset_deg;
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
}
void
View::setHeadingOffset_deg_property (double heading_offset_deg)
{
setHeadingOffset_deg(heading_offset_deg);
setGoalHeadingOffset_deg(heading_offset_deg);
}
void
View::setPitchOffset_deg_property (double pitch_offset_deg)
{
setPitchOffset_deg(pitch_offset_deg);
setGoalPitchOffset_deg(pitch_offset_deg);
}
void
View::setRollOffset_deg_property (double roll_offset_deg)
{
setRollOffset_deg(roll_offset_deg);
setGoalRollOffset_deg(roll_offset_deg);
}
void
View::setGoalRollOffset_deg (double goal_roll_offset_deg)
{
_dirty = true;
_goal_roll_offset_deg = goal_roll_offset_deg;
}
void
View::setGoalPitchOffset_deg (double goal_pitch_offset_deg)
{
_dirty = true;
_goal_pitch_offset_deg = goal_pitch_offset_deg;
/* The angle is set to 1/1000th of a degree from the poles to avoid the
* singularity where the azimuthal angle becomes undefined, inducing optical
* artefacts. The arbitrary angle offset is visually unnoticeable while
* avoiding any possible floating point truncation artefacts. */
if ( _goal_pitch_offset_deg < -89.999 ) {
_goal_pitch_offset_deg = -89.999;
}
if ( _goal_pitch_offset_deg > 89.999 ) {
_goal_pitch_offset_deg = 89.999;
}
}
void
View::setGoalHeadingOffset_deg (double goal_heading_offset_deg)
{
_dirty = true;
if (_at_model && (_offset_m.x() == 0.0)&&(_offset_m.z() == 0.0))
{
/* avoid optical effects (e.g. rotating sky) when "looking at" with
* heading offsets x==z==0 (view heading cannot change). */
_goal_heading_offset_deg = 0.0;
return;
}
_goal_heading_offset_deg = goal_heading_offset_deg;
while ( _goal_heading_offset_deg < 0.0 ) {
_goal_heading_offset_deg += 360;
}
while ( _goal_heading_offset_deg > 360 ) {
_goal_heading_offset_deg -= 360;
}
}
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
void
View::setOrientationOffsets (double roll_offset_deg, double pitch_offset_deg, double heading_offset_deg)
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
{
_dirty = true;
_roll_offset_deg = roll_offset_deg;
_pitch_offset_deg = pitch_offset_deg;
_heading_offset_deg = heading_offset_deg;
}
// recalc() is done every time one of the setters is called (making the
// cached data "dirty") on the next "get". It calculates all the outputs
// for viewer.
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
void
View::recalc ()
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
{
This patch includes the FGLocation class, a few fixes, cleanup in viewer code. Synced to CVS 19:36 EDT 2002-04-10 (after this evenings JSMsim and Base package updates). Description: Added FGLocation class which is new home for calculating matrix rotations. Viewer can now be configured to access rotations created by the model rather than repeating the same calculations again. Changed model initialization for the time being so that its location data is available for the viewer (currently required by other subsystems). At some point we can move this back to fg_init along with the viewer initialization. Seperated the update from the draw function in the model code. The viewer code needs the same matrix data, and moving the update portion at this time does not increase the number of matrix math iterations. Moved the model draw so that it always appears "in front" of lights and clouds. Reogranized viewer update routine for using the FGLocation class and simplified some more tasks. The routine is fairly easy to follow now, with the steps ordered and spelled out in comments. Viewmgr only updates the current (visible) view now, with the exception of an old reference to "chase view" that will be corrected in forthcoming changes. Also will be doing some work on the viewmgr outputs. Model is now clears the z-buffer in all modes. This will be changed with the next viewmgr update. The only side effect is that models always disappear when over 5km distant from the eye point (can't really see them anyway:-)). Other than a flag to indicate "internal" view I don't anticipate the configuration interface for viewmgr/views will be changed a lot for now. It is close to done. The next viewmgr update will however rework the outputs so may change location. This code will run with the previous version of preferences.xml, but will run faster with the newer version. I am attaching a preferences.xml that should not be commited before the code. All the changes are in the /sim/view section and should show a simpler view configuration that references model locations. Note that I've added a 2nd tower view in "lookfrom" mode for illustration purposes. You can look around using the mouse. You may want to remove that or comment it out.
2002-04-11 04:26:07 +00:00
if (_type == FG_LOOKFROM) {
From: "Jim Wilson" <jimw@kelcomaine.com> This is a new improved patch for the previous tile manager fixes. Rather than building dependencies between FGlocation or the viewer or fdm with tilemgr what I ended up doing was linking the pieces together in the Mainloop in main.cxx. You'll see what I mean...it's been commented fairly well. More than likely we should move that chunk somewhere...just not sure where yet. The changes seem clean now. As I get more ideas there could be some further improvement in organizing the update in tilemgr. You'll note that I left an override in there for the tilemgr::update() function to preserve earlier functionality if someone needs it (e.g. usage independent of an fdm or viewer), not to mention there are a few places in flightgear that call it directly that have not been changed to the new interface (and may not need to be). The code has been optimized to avoid duplicate traversals and seems to run generally quite well. Note that there can be a short delay reloading tiles that have been dropped from static views. We could call the tile scheduler on a view switch, but it's not a big deal and at the moment I'd like to get this in so people can try it and comment on it as it is. Everything has been resycned with CVS tonight and I've included the description submitted earlier (below). Best, Jim Changes synced with CVS approx 20:30EDT 2002-05-09 (after this evenings updates). Files: http://www.spiderbark.com/fgfs/viewer-update-20020516.tar.gz or http://www.spiderbark.com/fgfs/viewer-update-20020516.diffs.gz Description: In a nutshell, these patches begin to take what was one value for ground elevation and calculate ground elevation values seperately for the FDM and the viewer (eye position). Several outstanding view related bugs have been fixed. With the introduction of the new viewer code a lot of that Flight Gear code broke related to use of a global variable called "scenery.cur_elev". Therefore the ground_elevation and other associated items (like the current tile bucket) is maintained per FDM instance and per View. Each of these has a "point" or location that can be identified. See changes to FGLocation class and main.cxx. Most of the problems related to the new viewer in terms of sky, ground and runway lights, and tower views are fixed. There are four minor problems remaining. 1) The sun/moon spins when you pan the "lookat" tower view only (view #3). 2) Under stress (esp. magic carpet full speed with max visibility), there is a memory leak in the tile caching that was not introduced with these changes. 3) I have not tested these changes or made corrections to the ADA or External FDM interfaces. 4) The change view function doesn't call the time/light update (not a problem unless a tower is very far away). Details: FDM/flight.cxx, flight.hxx - FGInterface ties to FGAircraftModel so that it's location data can be accessed for runway (ground elevation under aircraft) elevation. FDM/larsim.cxx, larcsim.hxx - gets runway elevation from FGInterface now. Commented out function that is causing a namespace conflict, hasn't been called with recent code anyway. FDM/JSBSim/JSBSim.cxx, YASim/YASim.cxx - gets runway elevation from FGInterface now. Scenery/newcache.cxx, newcache.hxx - changed caching scheme to time based (oldest tiles discard). Scenery/tileentry.cxx, tileentry.hxx - added place to record time, changed rendering to reference viewer altitude in order to fix a problem with ground and runway lights. Scenery/tilemgr.cxx, tilemgr.hxx - Modified update() to accept values for multiple locations. Refresh function added in order to periodically make the tiles current for a non-moving view (like a tower). Main/fg_init.cxx - register event for making tiles current in a non-moving view (like a tower). Main/location.hxx - added support for current ground elevation data. Main/main.cxx - added second tilemgr call for fdm, fixed places where viewer position data was required for correct sky rendering. Main/options.cxx - fixed segfault reported by Curtis when using --view-offset command line parameter. Main/viewer.cxx, viewer.hxx - removed fudging of view position. Fixed numerous bugs that were causing eye and target values to get mixed up.
2002-05-17 17:25:28 +00:00
recalcLookFrom();
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
} else {
From: "Jim Wilson" <jimw@kelcomaine.com> This is a new improved patch for the previous tile manager fixes. Rather than building dependencies between FGlocation or the viewer or fdm with tilemgr what I ended up doing was linking the pieces together in the Mainloop in main.cxx. You'll see what I mean...it's been commented fairly well. More than likely we should move that chunk somewhere...just not sure where yet. The changes seem clean now. As I get more ideas there could be some further improvement in organizing the update in tilemgr. You'll note that I left an override in there for the tilemgr::update() function to preserve earlier functionality if someone needs it (e.g. usage independent of an fdm or viewer), not to mention there are a few places in flightgear that call it directly that have not been changed to the new interface (and may not need to be). The code has been optimized to avoid duplicate traversals and seems to run generally quite well. Note that there can be a short delay reloading tiles that have been dropped from static views. We could call the tile scheduler on a view switch, but it's not a big deal and at the moment I'd like to get this in so people can try it and comment on it as it is. Everything has been resycned with CVS tonight and I've included the description submitted earlier (below). Best, Jim Changes synced with CVS approx 20:30EDT 2002-05-09 (after this evenings updates). Files: http://www.spiderbark.com/fgfs/viewer-update-20020516.tar.gz or http://www.spiderbark.com/fgfs/viewer-update-20020516.diffs.gz Description: In a nutshell, these patches begin to take what was one value for ground elevation and calculate ground elevation values seperately for the FDM and the viewer (eye position). Several outstanding view related bugs have been fixed. With the introduction of the new viewer code a lot of that Flight Gear code broke related to use of a global variable called "scenery.cur_elev". Therefore the ground_elevation and other associated items (like the current tile bucket) is maintained per FDM instance and per View. Each of these has a "point" or location that can be identified. See changes to FGLocation class and main.cxx. Most of the problems related to the new viewer in terms of sky, ground and runway lights, and tower views are fixed. There are four minor problems remaining. 1) The sun/moon spins when you pan the "lookat" tower view only (view #3). 2) Under stress (esp. magic carpet full speed with max visibility), there is a memory leak in the tile caching that was not introduced with these changes. 3) I have not tested these changes or made corrections to the ADA or External FDM interfaces. 4) The change view function doesn't call the time/light update (not a problem unless a tower is very far away). Details: FDM/flight.cxx, flight.hxx - FGInterface ties to FGAircraftModel so that it's location data can be accessed for runway (ground elevation under aircraft) elevation. FDM/larsim.cxx, larcsim.hxx - gets runway elevation from FGInterface now. Commented out function that is causing a namespace conflict, hasn't been called with recent code anyway. FDM/JSBSim/JSBSim.cxx, YASim/YASim.cxx - gets runway elevation from FGInterface now. Scenery/newcache.cxx, newcache.hxx - changed caching scheme to time based (oldest tiles discard). Scenery/tileentry.cxx, tileentry.hxx - added place to record time, changed rendering to reference viewer altitude in order to fix a problem with ground and runway lights. Scenery/tilemgr.cxx, tilemgr.hxx - Modified update() to accept values for multiple locations. Refresh function added in order to periodically make the tiles current for a non-moving view (like a tower). Main/fg_init.cxx - register event for making tiles current in a non-moving view (like a tower). Main/location.hxx - added support for current ground elevation data. Main/main.cxx - added second tilemgr call for fdm, fixed places where viewer position data was required for correct sky rendering. Main/options.cxx - fixed segfault reported by Curtis when using --view-offset command line parameter. Main/viewer.cxx, viewer.hxx - removed fudging of view position. Fixed numerous bugs that were causing eye and target values to get mixed up.
2002-05-17 17:25:28 +00:00
recalcLookAt();
}
From: "Jim Wilson" <jimw@kelcomaine.com> This is a new improved patch for the previous tile manager fixes. Rather than building dependencies between FGlocation or the viewer or fdm with tilemgr what I ended up doing was linking the pieces together in the Mainloop in main.cxx. You'll see what I mean...it's been commented fairly well. More than likely we should move that chunk somewhere...just not sure where yet. The changes seem clean now. As I get more ideas there could be some further improvement in organizing the update in tilemgr. You'll note that I left an override in there for the tilemgr::update() function to preserve earlier functionality if someone needs it (e.g. usage independent of an fdm or viewer), not to mention there are a few places in flightgear that call it directly that have not been changed to the new interface (and may not need to be). The code has been optimized to avoid duplicate traversals and seems to run generally quite well. Note that there can be a short delay reloading tiles that have been dropped from static views. We could call the tile scheduler on a view switch, but it's not a big deal and at the moment I'd like to get this in so people can try it and comment on it as it is. Everything has been resycned with CVS tonight and I've included the description submitted earlier (below). Best, Jim Changes synced with CVS approx 20:30EDT 2002-05-09 (after this evenings updates). Files: http://www.spiderbark.com/fgfs/viewer-update-20020516.tar.gz or http://www.spiderbark.com/fgfs/viewer-update-20020516.diffs.gz Description: In a nutshell, these patches begin to take what was one value for ground elevation and calculate ground elevation values seperately for the FDM and the viewer (eye position). Several outstanding view related bugs have been fixed. With the introduction of the new viewer code a lot of that Flight Gear code broke related to use of a global variable called "scenery.cur_elev". Therefore the ground_elevation and other associated items (like the current tile bucket) is maintained per FDM instance and per View. Each of these has a "point" or location that can be identified. See changes to FGLocation class and main.cxx. Most of the problems related to the new viewer in terms of sky, ground and runway lights, and tower views are fixed. There are four minor problems remaining. 1) The sun/moon spins when you pan the "lookat" tower view only (view #3). 2) Under stress (esp. magic carpet full speed with max visibility), there is a memory leak in the tile caching that was not introduced with these changes. 3) I have not tested these changes or made corrections to the ADA or External FDM interfaces. 4) The change view function doesn't call the time/light update (not a problem unless a tower is very far away). Details: FDM/flight.cxx, flight.hxx - FGInterface ties to FGAircraftModel so that it's location data can be accessed for runway (ground elevation under aircraft) elevation. FDM/larsim.cxx, larcsim.hxx - gets runway elevation from FGInterface now. Commented out function that is causing a namespace conflict, hasn't been called with recent code anyway. FDM/JSBSim/JSBSim.cxx, YASim/YASim.cxx - gets runway elevation from FGInterface now. Scenery/newcache.cxx, newcache.hxx - changed caching scheme to time based (oldest tiles discard). Scenery/tileentry.cxx, tileentry.hxx - added place to record time, changed rendering to reference viewer altitude in order to fix a problem with ground and runway lights. Scenery/tilemgr.cxx, tilemgr.hxx - Modified update() to accept values for multiple locations. Refresh function added in order to periodically make the tiles current for a non-moving view (like a tower). Main/fg_init.cxx - register event for making tiles current in a non-moving view (like a tower). Main/location.hxx - added support for current ground elevation data. Main/main.cxx - added second tilemgr call for fdm, fixed places where viewer position data was required for correct sky rendering. Main/options.cxx - fixed segfault reported by Curtis when using --view-offset command line parameter. Main/viewer.cxx, viewer.hxx - removed fudging of view position. Fixed numerous bugs that were causing eye and target values to get mixed up.
2002-05-17 17:25:28 +00:00
set_clean();
}
This patch includes the FGLocation class, a few fixes, cleanup in viewer code. Synced to CVS 19:36 EDT 2002-04-10 (after this evenings JSMsim and Base package updates). Description: Added FGLocation class which is new home for calculating matrix rotations. Viewer can now be configured to access rotations created by the model rather than repeating the same calculations again. Changed model initialization for the time being so that its location data is available for the viewer (currently required by other subsystems). At some point we can move this back to fg_init along with the viewer initialization. Seperated the update from the draw function in the model code. The viewer code needs the same matrix data, and moving the update portion at this time does not increase the number of matrix math iterations. Moved the model draw so that it always appears "in front" of lights and clouds. Reogranized viewer update routine for using the FGLocation class and simplified some more tasks. The routine is fairly easy to follow now, with the steps ordered and spelled out in comments. Viewmgr only updates the current (visible) view now, with the exception of an old reference to "chase view" that will be corrected in forthcoming changes. Also will be doing some work on the viewmgr outputs. Model is now clears the z-buffer in all modes. This will be changed with the next viewmgr update. The only side effect is that models always disappear when over 5km distant from the eye point (can't really see them anyway:-)). Other than a flag to indicate "internal" view I don't anticipate the configuration interface for viewmgr/views will be changed a lot for now. It is close to done. The next viewmgr update will however rework the outputs so may change location. This code will run with the previous version of preferences.xml, but will run faster with the newer version. I am attaching a preferences.xml that should not be commited before the code. All the changes are in the /sim/view section and should show a simpler view configuration that references model locations. Note that I've added a 2nd tower view in "lookfrom" mode for illustration purposes. You can look around using the mouse. You may want to remove that or comment it out.
2002-04-11 04:26:07 +00:00
From: "Jim Wilson" <jimw@kelcomaine.com> This is a new improved patch for the previous tile manager fixes. Rather than building dependencies between FGlocation or the viewer or fdm with tilemgr what I ended up doing was linking the pieces together in the Mainloop in main.cxx. You'll see what I mean...it's been commented fairly well. More than likely we should move that chunk somewhere...just not sure where yet. The changes seem clean now. As I get more ideas there could be some further improvement in organizing the update in tilemgr. You'll note that I left an override in there for the tilemgr::update() function to preserve earlier functionality if someone needs it (e.g. usage independent of an fdm or viewer), not to mention there are a few places in flightgear that call it directly that have not been changed to the new interface (and may not need to be). The code has been optimized to avoid duplicate traversals and seems to run generally quite well. Note that there can be a short delay reloading tiles that have been dropped from static views. We could call the tile scheduler on a view switch, but it's not a big deal and at the moment I'd like to get this in so people can try it and comment on it as it is. Everything has been resycned with CVS tonight and I've included the description submitted earlier (below). Best, Jim Changes synced with CVS approx 20:30EDT 2002-05-09 (after this evenings updates). Files: http://www.spiderbark.com/fgfs/viewer-update-20020516.tar.gz or http://www.spiderbark.com/fgfs/viewer-update-20020516.diffs.gz Description: In a nutshell, these patches begin to take what was one value for ground elevation and calculate ground elevation values seperately for the FDM and the viewer (eye position). Several outstanding view related bugs have been fixed. With the introduction of the new viewer code a lot of that Flight Gear code broke related to use of a global variable called "scenery.cur_elev". Therefore the ground_elevation and other associated items (like the current tile bucket) is maintained per FDM instance and per View. Each of these has a "point" or location that can be identified. See changes to FGLocation class and main.cxx. Most of the problems related to the new viewer in terms of sky, ground and runway lights, and tower views are fixed. There are four minor problems remaining. 1) The sun/moon spins when you pan the "lookat" tower view only (view #3). 2) Under stress (esp. magic carpet full speed with max visibility), there is a memory leak in the tile caching that was not introduced with these changes. 3) I have not tested these changes or made corrections to the ADA or External FDM interfaces. 4) The change view function doesn't call the time/light update (not a problem unless a tower is very far away). Details: FDM/flight.cxx, flight.hxx - FGInterface ties to FGAircraftModel so that it's location data can be accessed for runway (ground elevation under aircraft) elevation. FDM/larsim.cxx, larcsim.hxx - gets runway elevation from FGInterface now. Commented out function that is causing a namespace conflict, hasn't been called with recent code anyway. FDM/JSBSim/JSBSim.cxx, YASim/YASim.cxx - gets runway elevation from FGInterface now. Scenery/newcache.cxx, newcache.hxx - changed caching scheme to time based (oldest tiles discard). Scenery/tileentry.cxx, tileentry.hxx - added place to record time, changed rendering to reference viewer altitude in order to fix a problem with ground and runway lights. Scenery/tilemgr.cxx, tilemgr.hxx - Modified update() to accept values for multiple locations. Refresh function added in order to periodically make the tiles current for a non-moving view (like a tower). Main/fg_init.cxx - register event for making tiles current in a non-moving view (like a tower). Main/location.hxx - added support for current ground elevation data. Main/main.cxx - added second tilemgr call for fdm, fixed places where viewer position data was required for correct sky rendering. Main/options.cxx - fixed segfault reported by Curtis when using --view-offset command line parameter. Main/viewer.cxx, viewer.hxx - removed fudging of view position. Fixed numerous bugs that were causing eye and target values to get mixed up.
2002-05-17 17:25:28 +00:00
// recalculate for LookFrom view type...
void
View::recalcLookFrom ()
From: "Jim Wilson" <jimw@kelcomaine.com> This is a new improved patch for the previous tile manager fixes. Rather than building dependencies between FGlocation or the viewer or fdm with tilemgr what I ended up doing was linking the pieces together in the Mainloop in main.cxx. You'll see what I mean...it's been commented fairly well. More than likely we should move that chunk somewhere...just not sure where yet. The changes seem clean now. As I get more ideas there could be some further improvement in organizing the update in tilemgr. You'll note that I left an override in there for the tilemgr::update() function to preserve earlier functionality if someone needs it (e.g. usage independent of an fdm or viewer), not to mention there are a few places in flightgear that call it directly that have not been changed to the new interface (and may not need to be). The code has been optimized to avoid duplicate traversals and seems to run generally quite well. Note that there can be a short delay reloading tiles that have been dropped from static views. We could call the tile scheduler on a view switch, but it's not a big deal and at the moment I'd like to get this in so people can try it and comment on it as it is. Everything has been resycned with CVS tonight and I've included the description submitted earlier (below). Best, Jim Changes synced with CVS approx 20:30EDT 2002-05-09 (after this evenings updates). Files: http://www.spiderbark.com/fgfs/viewer-update-20020516.tar.gz or http://www.spiderbark.com/fgfs/viewer-update-20020516.diffs.gz Description: In a nutshell, these patches begin to take what was one value for ground elevation and calculate ground elevation values seperately for the FDM and the viewer (eye position). Several outstanding view related bugs have been fixed. With the introduction of the new viewer code a lot of that Flight Gear code broke related to use of a global variable called "scenery.cur_elev". Therefore the ground_elevation and other associated items (like the current tile bucket) is maintained per FDM instance and per View. Each of these has a "point" or location that can be identified. See changes to FGLocation class and main.cxx. Most of the problems related to the new viewer in terms of sky, ground and runway lights, and tower views are fixed. There are four minor problems remaining. 1) The sun/moon spins when you pan the "lookat" tower view only (view #3). 2) Under stress (esp. magic carpet full speed with max visibility), there is a memory leak in the tile caching that was not introduced with these changes. 3) I have not tested these changes or made corrections to the ADA or External FDM interfaces. 4) The change view function doesn't call the time/light update (not a problem unless a tower is very far away). Details: FDM/flight.cxx, flight.hxx - FGInterface ties to FGAircraftModel so that it's location data can be accessed for runway (ground elevation under aircraft) elevation. FDM/larsim.cxx, larcsim.hxx - gets runway elevation from FGInterface now. Commented out function that is causing a namespace conflict, hasn't been called with recent code anyway. FDM/JSBSim/JSBSim.cxx, YASim/YASim.cxx - gets runway elevation from FGInterface now. Scenery/newcache.cxx, newcache.hxx - changed caching scheme to time based (oldest tiles discard). Scenery/tileentry.cxx, tileentry.hxx - added place to record time, changed rendering to reference viewer altitude in order to fix a problem with ground and runway lights. Scenery/tilemgr.cxx, tilemgr.hxx - Modified update() to accept values for multiple locations. Refresh function added in order to periodically make the tiles current for a non-moving view (like a tower). Main/fg_init.cxx - register event for making tiles current in a non-moving view (like a tower). Main/location.hxx - added support for current ground elevation data. Main/main.cxx - added second tilemgr call for fdm, fixed places where viewer position data was required for correct sky rendering. Main/options.cxx - fixed segfault reported by Curtis when using --view-offset command line parameter. Main/viewer.cxx, viewer.hxx - removed fudging of view position. Fixed numerous bugs that were causing eye and target values to get mixed up.
2002-05-17 17:25:28 +00:00
{
// Update location data ...
if ( _from_model ) {
_position = globals->get_aircraft_position();
globals->get_aircraft_orientation(_heading_deg, _pitch_deg, _roll_deg);
}
double head = _heading_deg;
double pitch = _pitch_deg;
double roll = _roll_deg;
if ( !_from_model ) {
From: "Jim Wilson" <jimw@kelcomaine.com> This is a new improved patch for the previous tile manager fixes. Rather than building dependencies between FGlocation or the viewer or fdm with tilemgr what I ended up doing was linking the pieces together in the Mainloop in main.cxx. You'll see what I mean...it's been commented fairly well. More than likely we should move that chunk somewhere...just not sure where yet. The changes seem clean now. As I get more ideas there could be some further improvement in organizing the update in tilemgr. You'll note that I left an override in there for the tilemgr::update() function to preserve earlier functionality if someone needs it (e.g. usage independent of an fdm or viewer), not to mention there are a few places in flightgear that call it directly that have not been changed to the new interface (and may not need to be). The code has been optimized to avoid duplicate traversals and seems to run generally quite well. Note that there can be a short delay reloading tiles that have been dropped from static views. We could call the tile scheduler on a view switch, but it's not a big deal and at the moment I'd like to get this in so people can try it and comment on it as it is. Everything has been resycned with CVS tonight and I've included the description submitted earlier (below). Best, Jim Changes synced with CVS approx 20:30EDT 2002-05-09 (after this evenings updates). Files: http://www.spiderbark.com/fgfs/viewer-update-20020516.tar.gz or http://www.spiderbark.com/fgfs/viewer-update-20020516.diffs.gz Description: In a nutshell, these patches begin to take what was one value for ground elevation and calculate ground elevation values seperately for the FDM and the viewer (eye position). Several outstanding view related bugs have been fixed. With the introduction of the new viewer code a lot of that Flight Gear code broke related to use of a global variable called "scenery.cur_elev". Therefore the ground_elevation and other associated items (like the current tile bucket) is maintained per FDM instance and per View. Each of these has a "point" or location that can be identified. See changes to FGLocation class and main.cxx. Most of the problems related to the new viewer in terms of sky, ground and runway lights, and tower views are fixed. There are four minor problems remaining. 1) The sun/moon spins when you pan the "lookat" tower view only (view #3). 2) Under stress (esp. magic carpet full speed with max visibility), there is a memory leak in the tile caching that was not introduced with these changes. 3) I have not tested these changes or made corrections to the ADA or External FDM interfaces. 4) The change view function doesn't call the time/light update (not a problem unless a tower is very far away). Details: FDM/flight.cxx, flight.hxx - FGInterface ties to FGAircraftModel so that it's location data can be accessed for runway (ground elevation under aircraft) elevation. FDM/larsim.cxx, larcsim.hxx - gets runway elevation from FGInterface now. Commented out function that is causing a namespace conflict, hasn't been called with recent code anyway. FDM/JSBSim/JSBSim.cxx, YASim/YASim.cxx - gets runway elevation from FGInterface now. Scenery/newcache.cxx, newcache.hxx - changed caching scheme to time based (oldest tiles discard). Scenery/tileentry.cxx, tileentry.hxx - added place to record time, changed rendering to reference viewer altitude in order to fix a problem with ground and runway lights. Scenery/tilemgr.cxx, tilemgr.hxx - Modified update() to accept values for multiple locations. Refresh function added in order to periodically make the tiles current for a non-moving view (like a tower). Main/fg_init.cxx - register event for making tiles current in a non-moving view (like a tower). Main/location.hxx - added support for current ground elevation data. Main/main.cxx - added second tilemgr call for fdm, fixed places where viewer position data was required for correct sky rendering. Main/options.cxx - fixed segfault reported by Curtis when using --view-offset command line parameter. Main/viewer.cxx, viewer.hxx - removed fudging of view position. Fixed numerous bugs that were causing eye and target values to get mixed up.
2002-05-17 17:25:28 +00:00
// update from our own data...
setDampTarget(roll, pitch, head);
getDampOutput(roll, pitch, head);
This patch includes the FGLocation class, a few fixes, cleanup in viewer code. Synced to CVS 19:36 EDT 2002-04-10 (after this evenings JSMsim and Base package updates). Description: Added FGLocation class which is new home for calculating matrix rotations. Viewer can now be configured to access rotations created by the model rather than repeating the same calculations again. Changed model initialization for the time being so that its location data is available for the viewer (currently required by other subsystems). At some point we can move this back to fg_init along with the viewer initialization. Seperated the update from the draw function in the model code. The viewer code needs the same matrix data, and moving the update portion at this time does not increase the number of matrix math iterations. Moved the model draw so that it always appears "in front" of lights and clouds. Reogranized viewer update routine for using the FGLocation class and simplified some more tasks. The routine is fairly easy to follow now, with the steps ordered and spelled out in comments. Viewmgr only updates the current (visible) view now, with the exception of an old reference to "chase view" that will be corrected in forthcoming changes. Also will be doing some work on the viewmgr outputs. Model is now clears the z-buffer in all modes. This will be changed with the next viewmgr update. The only side effect is that models always disappear when over 5km distant from the eye point (can't really see them anyway:-)). Other than a flag to indicate "internal" view I don't anticipate the configuration interface for viewmgr/views will be changed a lot for now. It is close to done. The next viewmgr update will however rework the outputs so may change location. This code will run with the previous version of preferences.xml, but will run faster with the newer version. I am attaching a preferences.xml that should not be commited before the code. All the changes are in the /sim/view section and should show a simpler view configuration that references model locations. Note that I've added a 2nd tower view in "lookfrom" mode for illustration purposes. You can look around using the mouse. You may want to remove that or comment it out.
2002-04-11 04:26:07 +00:00
}
// The rotation rotating from the earth centerd frame to
// the horizontal local frame
SGQuatd hlOr = SGQuatd::fromLonLat(_position);
// The rotation from the horizontal local frame to the basic view orientation
SGQuatd hlToBody = SGQuatd::fromYawPitchRollDeg(head, pitch, roll);
// The rotation offset, don't know why heading is negative here ...
mViewOffsetOr
= SGQuatd::fromYawPitchRollDeg(-_heading_offset_deg, _pitch_offset_deg,
_roll_offset_deg);
This patch includes the FGLocation class, a few fixes, cleanup in viewer code. Synced to CVS 19:36 EDT 2002-04-10 (after this evenings JSMsim and Base package updates). Description: Added FGLocation class which is new home for calculating matrix rotations. Viewer can now be configured to access rotations created by the model rather than repeating the same calculations again. Changed model initialization for the time being so that its location data is available for the viewer (currently required by other subsystems). At some point we can move this back to fg_init along with the viewer initialization. Seperated the update from the draw function in the model code. The viewer code needs the same matrix data, and moving the update portion at this time does not increase the number of matrix math iterations. Moved the model draw so that it always appears "in front" of lights and clouds. Reogranized viewer update routine for using the FGLocation class and simplified some more tasks. The routine is fairly easy to follow now, with the steps ordered and spelled out in comments. Viewmgr only updates the current (visible) view now, with the exception of an old reference to "chase view" that will be corrected in forthcoming changes. Also will be doing some work on the viewmgr outputs. Model is now clears the z-buffer in all modes. This will be changed with the next viewmgr update. The only side effect is that models always disappear when over 5km distant from the eye point (can't really see them anyway:-)). Other than a flag to indicate "internal" view I don't anticipate the configuration interface for viewmgr/views will be changed a lot for now. It is close to done. The next viewmgr update will however rework the outputs so may change location. This code will run with the previous version of preferences.xml, but will run faster with the newer version. I am attaching a preferences.xml that should not be commited before the code. All the changes are in the /sim/view section and should show a simpler view configuration that references model locations. Note that I've added a 2nd tower view in "lookfrom" mode for illustration purposes. You can look around using the mouse. You may want to remove that or comment it out.
2002-04-11 04:26:07 +00:00
// Compute the eyepoints orientation and position
// wrt the earth centered frame - that is global coorinates
SGQuatd ec2body = hlOr*hlToBody;
// The cartesian position of the basic view coordinate
SGVec3d position = SGVec3d::fromGeod(_position);
// This is rotates the x-forward, y-right, z-down coordinate system the where
// simulation runs into the OpenGL camera system with x-right, y-up, z-back.
SGQuatd q(-0.5, -0.5, 0.5, 0.5);
_absolute_view_pos = position + (ec2body*q).backTransform(_offset_m);
mViewOrientation = ec2body*mViewOffsetOr*q;
From: "Jim Wilson" <jimw@kelcomaine.com> This is a new improved patch for the previous tile manager fixes. Rather than building dependencies between FGlocation or the viewer or fdm with tilemgr what I ended up doing was linking the pieces together in the Mainloop in main.cxx. You'll see what I mean...it's been commented fairly well. More than likely we should move that chunk somewhere...just not sure where yet. The changes seem clean now. As I get more ideas there could be some further improvement in organizing the update in tilemgr. You'll note that I left an override in there for the tilemgr::update() function to preserve earlier functionality if someone needs it (e.g. usage independent of an fdm or viewer), not to mention there are a few places in flightgear that call it directly that have not been changed to the new interface (and may not need to be). The code has been optimized to avoid duplicate traversals and seems to run generally quite well. Note that there can be a short delay reloading tiles that have been dropped from static views. We could call the tile scheduler on a view switch, but it's not a big deal and at the moment I'd like to get this in so people can try it and comment on it as it is. Everything has been resycned with CVS tonight and I've included the description submitted earlier (below). Best, Jim Changes synced with CVS approx 20:30EDT 2002-05-09 (after this evenings updates). Files: http://www.spiderbark.com/fgfs/viewer-update-20020516.tar.gz or http://www.spiderbark.com/fgfs/viewer-update-20020516.diffs.gz Description: In a nutshell, these patches begin to take what was one value for ground elevation and calculate ground elevation values seperately for the FDM and the viewer (eye position). Several outstanding view related bugs have been fixed. With the introduction of the new viewer code a lot of that Flight Gear code broke related to use of a global variable called "scenery.cur_elev". Therefore the ground_elevation and other associated items (like the current tile bucket) is maintained per FDM instance and per View. Each of these has a "point" or location that can be identified. See changes to FGLocation class and main.cxx. Most of the problems related to the new viewer in terms of sky, ground and runway lights, and tower views are fixed. There are four minor problems remaining. 1) The sun/moon spins when you pan the "lookat" tower view only (view #3). 2) Under stress (esp. magic carpet full speed with max visibility), there is a memory leak in the tile caching that was not introduced with these changes. 3) I have not tested these changes or made corrections to the ADA or External FDM interfaces. 4) The change view function doesn't call the time/light update (not a problem unless a tower is very far away). Details: FDM/flight.cxx, flight.hxx - FGInterface ties to FGAircraftModel so that it's location data can be accessed for runway (ground elevation under aircraft) elevation. FDM/larsim.cxx, larcsim.hxx - gets runway elevation from FGInterface now. Commented out function that is causing a namespace conflict, hasn't been called with recent code anyway. FDM/JSBSim/JSBSim.cxx, YASim/YASim.cxx - gets runway elevation from FGInterface now. Scenery/newcache.cxx, newcache.hxx - changed caching scheme to time based (oldest tiles discard). Scenery/tileentry.cxx, tileentry.hxx - added place to record time, changed rendering to reference viewer altitude in order to fix a problem with ground and runway lights. Scenery/tilemgr.cxx, tilemgr.hxx - Modified update() to accept values for multiple locations. Refresh function added in order to periodically make the tiles current for a non-moving view (like a tower). Main/fg_init.cxx - register event for making tiles current in a non-moving view (like a tower). Main/location.hxx - added support for current ground elevation data. Main/main.cxx - added second tilemgr call for fdm, fixed places where viewer position data was required for correct sky rendering. Main/options.cxx - fixed segfault reported by Curtis when using --view-offset command line parameter. Main/viewer.cxx, viewer.hxx - removed fudging of view position. Fixed numerous bugs that were causing eye and target values to get mixed up.
2002-05-17 17:25:28 +00:00
}
From: "Jim Wilson" <jimw@kelcomaine.com> This is a new improved patch for the previous tile manager fixes. Rather than building dependencies between FGlocation or the viewer or fdm with tilemgr what I ended up doing was linking the pieces together in the Mainloop in main.cxx. You'll see what I mean...it's been commented fairly well. More than likely we should move that chunk somewhere...just not sure where yet. The changes seem clean now. As I get more ideas there could be some further improvement in organizing the update in tilemgr. You'll note that I left an override in there for the tilemgr::update() function to preserve earlier functionality if someone needs it (e.g. usage independent of an fdm or viewer), not to mention there are a few places in flightgear that call it directly that have not been changed to the new interface (and may not need to be). The code has been optimized to avoid duplicate traversals and seems to run generally quite well. Note that there can be a short delay reloading tiles that have been dropped from static views. We could call the tile scheduler on a view switch, but it's not a big deal and at the moment I'd like to get this in so people can try it and comment on it as it is. Everything has been resycned with CVS tonight and I've included the description submitted earlier (below). Best, Jim Changes synced with CVS approx 20:30EDT 2002-05-09 (after this evenings updates). Files: http://www.spiderbark.com/fgfs/viewer-update-20020516.tar.gz or http://www.spiderbark.com/fgfs/viewer-update-20020516.diffs.gz Description: In a nutshell, these patches begin to take what was one value for ground elevation and calculate ground elevation values seperately for the FDM and the viewer (eye position). Several outstanding view related bugs have been fixed. With the introduction of the new viewer code a lot of that Flight Gear code broke related to use of a global variable called "scenery.cur_elev". Therefore the ground_elevation and other associated items (like the current tile bucket) is maintained per FDM instance and per View. Each of these has a "point" or location that can be identified. See changes to FGLocation class and main.cxx. Most of the problems related to the new viewer in terms of sky, ground and runway lights, and tower views are fixed. There are four minor problems remaining. 1) The sun/moon spins when you pan the "lookat" tower view only (view #3). 2) Under stress (esp. magic carpet full speed with max visibility), there is a memory leak in the tile caching that was not introduced with these changes. 3) I have not tested these changes or made corrections to the ADA or External FDM interfaces. 4) The change view function doesn't call the time/light update (not a problem unless a tower is very far away). Details: FDM/flight.cxx, flight.hxx - FGInterface ties to FGAircraftModel so that it's location data can be accessed for runway (ground elevation under aircraft) elevation. FDM/larsim.cxx, larcsim.hxx - gets runway elevation from FGInterface now. Commented out function that is causing a namespace conflict, hasn't been called with recent code anyway. FDM/JSBSim/JSBSim.cxx, YASim/YASim.cxx - gets runway elevation from FGInterface now. Scenery/newcache.cxx, newcache.hxx - changed caching scheme to time based (oldest tiles discard). Scenery/tileentry.cxx, tileentry.hxx - added place to record time, changed rendering to reference viewer altitude in order to fix a problem with ground and runway lights. Scenery/tilemgr.cxx, tilemgr.hxx - Modified update() to accept values for multiple locations. Refresh function added in order to periodically make the tiles current for a non-moving view (like a tower). Main/fg_init.cxx - register event for making tiles current in a non-moving view (like a tower). Main/location.hxx - added support for current ground elevation data. Main/main.cxx - added second tilemgr call for fdm, fixed places where viewer position data was required for correct sky rendering. Main/options.cxx - fixed segfault reported by Curtis when using --view-offset command line parameter. Main/viewer.cxx, viewer.hxx - removed fudging of view position. Fixed numerous bugs that were causing eye and target values to get mixed up.
2002-05-17 17:25:28 +00:00
void
View::recalcLookAt ()
From: "Jim Wilson" <jimw@kelcomaine.com> This is a new improved patch for the previous tile manager fixes. Rather than building dependencies between FGlocation or the viewer or fdm with tilemgr what I ended up doing was linking the pieces together in the Mainloop in main.cxx. You'll see what I mean...it's been commented fairly well. More than likely we should move that chunk somewhere...just not sure where yet. The changes seem clean now. As I get more ideas there could be some further improvement in organizing the update in tilemgr. You'll note that I left an override in there for the tilemgr::update() function to preserve earlier functionality if someone needs it (e.g. usage independent of an fdm or viewer), not to mention there are a few places in flightgear that call it directly that have not been changed to the new interface (and may not need to be). The code has been optimized to avoid duplicate traversals and seems to run generally quite well. Note that there can be a short delay reloading tiles that have been dropped from static views. We could call the tile scheduler on a view switch, but it's not a big deal and at the moment I'd like to get this in so people can try it and comment on it as it is. Everything has been resycned with CVS tonight and I've included the description submitted earlier (below). Best, Jim Changes synced with CVS approx 20:30EDT 2002-05-09 (after this evenings updates). Files: http://www.spiderbark.com/fgfs/viewer-update-20020516.tar.gz or http://www.spiderbark.com/fgfs/viewer-update-20020516.diffs.gz Description: In a nutshell, these patches begin to take what was one value for ground elevation and calculate ground elevation values seperately for the FDM and the viewer (eye position). Several outstanding view related bugs have been fixed. With the introduction of the new viewer code a lot of that Flight Gear code broke related to use of a global variable called "scenery.cur_elev". Therefore the ground_elevation and other associated items (like the current tile bucket) is maintained per FDM instance and per View. Each of these has a "point" or location that can be identified. See changes to FGLocation class and main.cxx. Most of the problems related to the new viewer in terms of sky, ground and runway lights, and tower views are fixed. There are four minor problems remaining. 1) The sun/moon spins when you pan the "lookat" tower view only (view #3). 2) Under stress (esp. magic carpet full speed with max visibility), there is a memory leak in the tile caching that was not introduced with these changes. 3) I have not tested these changes or made corrections to the ADA or External FDM interfaces. 4) The change view function doesn't call the time/light update (not a problem unless a tower is very far away). Details: FDM/flight.cxx, flight.hxx - FGInterface ties to FGAircraftModel so that it's location data can be accessed for runway (ground elevation under aircraft) elevation. FDM/larsim.cxx, larcsim.hxx - gets runway elevation from FGInterface now. Commented out function that is causing a namespace conflict, hasn't been called with recent code anyway. FDM/JSBSim/JSBSim.cxx, YASim/YASim.cxx - gets runway elevation from FGInterface now. Scenery/newcache.cxx, newcache.hxx - changed caching scheme to time based (oldest tiles discard). Scenery/tileentry.cxx, tileentry.hxx - added place to record time, changed rendering to reference viewer altitude in order to fix a problem with ground and runway lights. Scenery/tilemgr.cxx, tilemgr.hxx - Modified update() to accept values for multiple locations. Refresh function added in order to periodically make the tiles current for a non-moving view (like a tower). Main/fg_init.cxx - register event for making tiles current in a non-moving view (like a tower). Main/location.hxx - added support for current ground elevation data. Main/main.cxx - added second tilemgr call for fdm, fixed places where viewer position data was required for correct sky rendering. Main/options.cxx - fixed segfault reported by Curtis when using --view-offset command line parameter. Main/viewer.cxx, viewer.hxx - removed fudging of view position. Fixed numerous bugs that were causing eye and target values to get mixed up.
2002-05-17 17:25:28 +00:00
{
// The geodetic position of our target to look at
From: "Jim Wilson" <jimw@kelcomaine.com> This is a new improved patch for the previous tile manager fixes. Rather than building dependencies between FGlocation or the viewer or fdm with tilemgr what I ended up doing was linking the pieces together in the Mainloop in main.cxx. You'll see what I mean...it's been commented fairly well. More than likely we should move that chunk somewhere...just not sure where yet. The changes seem clean now. As I get more ideas there could be some further improvement in organizing the update in tilemgr. You'll note that I left an override in there for the tilemgr::update() function to preserve earlier functionality if someone needs it (e.g. usage independent of an fdm or viewer), not to mention there are a few places in flightgear that call it directly that have not been changed to the new interface (and may not need to be). The code has been optimized to avoid duplicate traversals and seems to run generally quite well. Note that there can be a short delay reloading tiles that have been dropped from static views. We could call the tile scheduler on a view switch, but it's not a big deal and at the moment I'd like to get this in so people can try it and comment on it as it is. Everything has been resycned with CVS tonight and I've included the description submitted earlier (below). Best, Jim Changes synced with CVS approx 20:30EDT 2002-05-09 (after this evenings updates). Files: http://www.spiderbark.com/fgfs/viewer-update-20020516.tar.gz or http://www.spiderbark.com/fgfs/viewer-update-20020516.diffs.gz Description: In a nutshell, these patches begin to take what was one value for ground elevation and calculate ground elevation values seperately for the FDM and the viewer (eye position). Several outstanding view related bugs have been fixed. With the introduction of the new viewer code a lot of that Flight Gear code broke related to use of a global variable called "scenery.cur_elev". Therefore the ground_elevation and other associated items (like the current tile bucket) is maintained per FDM instance and per View. Each of these has a "point" or location that can be identified. See changes to FGLocation class and main.cxx. Most of the problems related to the new viewer in terms of sky, ground and runway lights, and tower views are fixed. There are four minor problems remaining. 1) The sun/moon spins when you pan the "lookat" tower view only (view #3). 2) Under stress (esp. magic carpet full speed with max visibility), there is a memory leak in the tile caching that was not introduced with these changes. 3) I have not tested these changes or made corrections to the ADA or External FDM interfaces. 4) The change view function doesn't call the time/light update (not a problem unless a tower is very far away). Details: FDM/flight.cxx, flight.hxx - FGInterface ties to FGAircraftModel so that it's location data can be accessed for runway (ground elevation under aircraft) elevation. FDM/larsim.cxx, larcsim.hxx - gets runway elevation from FGInterface now. Commented out function that is causing a namespace conflict, hasn't been called with recent code anyway. FDM/JSBSim/JSBSim.cxx, YASim/YASim.cxx - gets runway elevation from FGInterface now. Scenery/newcache.cxx, newcache.hxx - changed caching scheme to time based (oldest tiles discard). Scenery/tileentry.cxx, tileentry.hxx - added place to record time, changed rendering to reference viewer altitude in order to fix a problem with ground and runway lights. Scenery/tilemgr.cxx, tilemgr.hxx - Modified update() to accept values for multiple locations. Refresh function added in order to periodically make the tiles current for a non-moving view (like a tower). Main/fg_init.cxx - register event for making tiles current in a non-moving view (like a tower). Main/location.hxx - added support for current ground elevation data. Main/main.cxx - added second tilemgr call for fdm, fixed places where viewer position data was required for correct sky rendering. Main/options.cxx - fixed segfault reported by Curtis when using --view-offset command line parameter. Main/viewer.cxx, viewer.hxx - removed fudging of view position. Fixed numerous bugs that were causing eye and target values to get mixed up.
2002-05-17 17:25:28 +00:00
if ( _at_model ) {
_target = globals->get_aircraft_position();
globals->get_aircraft_orientation(_target_heading_deg,
_target_pitch_deg,
_target_roll_deg);
From: "Jim Wilson" <jimw@kelcomaine.com> This is a new improved patch for the previous tile manager fixes. Rather than building dependencies between FGlocation or the viewer or fdm with tilemgr what I ended up doing was linking the pieces together in the Mainloop in main.cxx. You'll see what I mean...it's been commented fairly well. More than likely we should move that chunk somewhere...just not sure where yet. The changes seem clean now. As I get more ideas there could be some further improvement in organizing the update in tilemgr. You'll note that I left an override in there for the tilemgr::update() function to preserve earlier functionality if someone needs it (e.g. usage independent of an fdm or viewer), not to mention there are a few places in flightgear that call it directly that have not been changed to the new interface (and may not need to be). The code has been optimized to avoid duplicate traversals and seems to run generally quite well. Note that there can be a short delay reloading tiles that have been dropped from static views. We could call the tile scheduler on a view switch, but it's not a big deal and at the moment I'd like to get this in so people can try it and comment on it as it is. Everything has been resycned with CVS tonight and I've included the description submitted earlier (below). Best, Jim Changes synced with CVS approx 20:30EDT 2002-05-09 (after this evenings updates). Files: http://www.spiderbark.com/fgfs/viewer-update-20020516.tar.gz or http://www.spiderbark.com/fgfs/viewer-update-20020516.diffs.gz Description: In a nutshell, these patches begin to take what was one value for ground elevation and calculate ground elevation values seperately for the FDM and the viewer (eye position). Several outstanding view related bugs have been fixed. With the introduction of the new viewer code a lot of that Flight Gear code broke related to use of a global variable called "scenery.cur_elev". Therefore the ground_elevation and other associated items (like the current tile bucket) is maintained per FDM instance and per View. Each of these has a "point" or location that can be identified. See changes to FGLocation class and main.cxx. Most of the problems related to the new viewer in terms of sky, ground and runway lights, and tower views are fixed. There are four minor problems remaining. 1) The sun/moon spins when you pan the "lookat" tower view only (view #3). 2) Under stress (esp. magic carpet full speed with max visibility), there is a memory leak in the tile caching that was not introduced with these changes. 3) I have not tested these changes or made corrections to the ADA or External FDM interfaces. 4) The change view function doesn't call the time/light update (not a problem unless a tower is very far away). Details: FDM/flight.cxx, flight.hxx - FGInterface ties to FGAircraftModel so that it's location data can be accessed for runway (ground elevation under aircraft) elevation. FDM/larsim.cxx, larcsim.hxx - gets runway elevation from FGInterface now. Commented out function that is causing a namespace conflict, hasn't been called with recent code anyway. FDM/JSBSim/JSBSim.cxx, YASim/YASim.cxx - gets runway elevation from FGInterface now. Scenery/newcache.cxx, newcache.hxx - changed caching scheme to time based (oldest tiles discard). Scenery/tileentry.cxx, tileentry.hxx - added place to record time, changed rendering to reference viewer altitude in order to fix a problem with ground and runway lights. Scenery/tilemgr.cxx, tilemgr.hxx - Modified update() to accept values for multiple locations. Refresh function added in order to periodically make the tiles current for a non-moving view (like a tower). Main/fg_init.cxx - register event for making tiles current in a non-moving view (like a tower). Main/location.hxx - added support for current ground elevation data. Main/main.cxx - added second tilemgr call for fdm, fixed places where viewer position data was required for correct sky rendering. Main/options.cxx - fixed segfault reported by Curtis when using --view-offset command line parameter. Main/viewer.cxx, viewer.hxx - removed fudging of view position. Fixed numerous bugs that were causing eye and target values to get mixed up.
2002-05-17 17:25:28 +00:00
} else {
// if not model then calculate our own target position...
setDampTarget(_target_roll_deg, _target_pitch_deg, _target_heading_deg);
getDampOutput(_target_roll_deg, _target_pitch_deg, _target_heading_deg);
From: "Jim Wilson" <jimw@kelcomaine.com> This is a new improved patch for the previous tile manager fixes. Rather than building dependencies between FGlocation or the viewer or fdm with tilemgr what I ended up doing was linking the pieces together in the Mainloop in main.cxx. You'll see what I mean...it's been commented fairly well. More than likely we should move that chunk somewhere...just not sure where yet. The changes seem clean now. As I get more ideas there could be some further improvement in organizing the update in tilemgr. You'll note that I left an override in there for the tilemgr::update() function to preserve earlier functionality if someone needs it (e.g. usage independent of an fdm or viewer), not to mention there are a few places in flightgear that call it directly that have not been changed to the new interface (and may not need to be). The code has been optimized to avoid duplicate traversals and seems to run generally quite well. Note that there can be a short delay reloading tiles that have been dropped from static views. We could call the tile scheduler on a view switch, but it's not a big deal and at the moment I'd like to get this in so people can try it and comment on it as it is. Everything has been resycned with CVS tonight and I've included the description submitted earlier (below). Best, Jim Changes synced with CVS approx 20:30EDT 2002-05-09 (after this evenings updates). Files: http://www.spiderbark.com/fgfs/viewer-update-20020516.tar.gz or http://www.spiderbark.com/fgfs/viewer-update-20020516.diffs.gz Description: In a nutshell, these patches begin to take what was one value for ground elevation and calculate ground elevation values seperately for the FDM and the viewer (eye position). Several outstanding view related bugs have been fixed. With the introduction of the new viewer code a lot of that Flight Gear code broke related to use of a global variable called "scenery.cur_elev". Therefore the ground_elevation and other associated items (like the current tile bucket) is maintained per FDM instance and per View. Each of these has a "point" or location that can be identified. See changes to FGLocation class and main.cxx. Most of the problems related to the new viewer in terms of sky, ground and runway lights, and tower views are fixed. There are four minor problems remaining. 1) The sun/moon spins when you pan the "lookat" tower view only (view #3). 2) Under stress (esp. magic carpet full speed with max visibility), there is a memory leak in the tile caching that was not introduced with these changes. 3) I have not tested these changes or made corrections to the ADA or External FDM interfaces. 4) The change view function doesn't call the time/light update (not a problem unless a tower is very far away). Details: FDM/flight.cxx, flight.hxx - FGInterface ties to FGAircraftModel so that it's location data can be accessed for runway (ground elevation under aircraft) elevation. FDM/larsim.cxx, larcsim.hxx - gets runway elevation from FGInterface now. Commented out function that is causing a namespace conflict, hasn't been called with recent code anyway. FDM/JSBSim/JSBSim.cxx, YASim/YASim.cxx - gets runway elevation from FGInterface now. Scenery/newcache.cxx, newcache.hxx - changed caching scheme to time based (oldest tiles discard). Scenery/tileentry.cxx, tileentry.hxx - added place to record time, changed rendering to reference viewer altitude in order to fix a problem with ground and runway lights. Scenery/tilemgr.cxx, tilemgr.hxx - Modified update() to accept values for multiple locations. Refresh function added in order to periodically make the tiles current for a non-moving view (like a tower). Main/fg_init.cxx - register event for making tiles current in a non-moving view (like a tower). Main/location.hxx - added support for current ground elevation data. Main/main.cxx - added second tilemgr call for fdm, fixed places where viewer position data was required for correct sky rendering. Main/options.cxx - fixed segfault reported by Curtis when using --view-offset command line parameter. Main/viewer.cxx, viewer.hxx - removed fudging of view position. Fixed numerous bugs that were causing eye and target values to get mixed up.
2002-05-17 17:25:28 +00:00
}
SGQuatd geodTargetOr = SGQuatd::fromYawPitchRollDeg(_target_heading_deg,
_target_pitch_deg,
_target_roll_deg);
SGQuatd geodTargetHlOr = SGQuatd::fromLonLat(_target);
From: "Jim Wilson" <jimw@kelcomaine.com> This is a new improved patch for the previous tile manager fixes. Rather than building dependencies between FGlocation or the viewer or fdm with tilemgr what I ended up doing was linking the pieces together in the Mainloop in main.cxx. You'll see what I mean...it's been commented fairly well. More than likely we should move that chunk somewhere...just not sure where yet. The changes seem clean now. As I get more ideas there could be some further improvement in organizing the update in tilemgr. You'll note that I left an override in there for the tilemgr::update() function to preserve earlier functionality if someone needs it (e.g. usage independent of an fdm or viewer), not to mention there are a few places in flightgear that call it directly that have not been changed to the new interface (and may not need to be). The code has been optimized to avoid duplicate traversals and seems to run generally quite well. Note that there can be a short delay reloading tiles that have been dropped from static views. We could call the tile scheduler on a view switch, but it's not a big deal and at the moment I'd like to get this in so people can try it and comment on it as it is. Everything has been resycned with CVS tonight and I've included the description submitted earlier (below). Best, Jim Changes synced with CVS approx 20:30EDT 2002-05-09 (after this evenings updates). Files: http://www.spiderbark.com/fgfs/viewer-update-20020516.tar.gz or http://www.spiderbark.com/fgfs/viewer-update-20020516.diffs.gz Description: In a nutshell, these patches begin to take what was one value for ground elevation and calculate ground elevation values seperately for the FDM and the viewer (eye position). Several outstanding view related bugs have been fixed. With the introduction of the new viewer code a lot of that Flight Gear code broke related to use of a global variable called "scenery.cur_elev". Therefore the ground_elevation and other associated items (like the current tile bucket) is maintained per FDM instance and per View. Each of these has a "point" or location that can be identified. See changes to FGLocation class and main.cxx. Most of the problems related to the new viewer in terms of sky, ground and runway lights, and tower views are fixed. There are four minor problems remaining. 1) The sun/moon spins when you pan the "lookat" tower view only (view #3). 2) Under stress (esp. magic carpet full speed with max visibility), there is a memory leak in the tile caching that was not introduced with these changes. 3) I have not tested these changes or made corrections to the ADA or External FDM interfaces. 4) The change view function doesn't call the time/light update (not a problem unless a tower is very far away). Details: FDM/flight.cxx, flight.hxx - FGInterface ties to FGAircraftModel so that it's location data can be accessed for runway (ground elevation under aircraft) elevation. FDM/larsim.cxx, larcsim.hxx - gets runway elevation from FGInterface now. Commented out function that is causing a namespace conflict, hasn't been called with recent code anyway. FDM/JSBSim/JSBSim.cxx, YASim/YASim.cxx - gets runway elevation from FGInterface now. Scenery/newcache.cxx, newcache.hxx - changed caching scheme to time based (oldest tiles discard). Scenery/tileentry.cxx, tileentry.hxx - added place to record time, changed rendering to reference viewer altitude in order to fix a problem with ground and runway lights. Scenery/tilemgr.cxx, tilemgr.hxx - Modified update() to accept values for multiple locations. Refresh function added in order to periodically make the tiles current for a non-moving view (like a tower). Main/fg_init.cxx - register event for making tiles current in a non-moving view (like a tower). Main/location.hxx - added support for current ground elevation data. Main/main.cxx - added second tilemgr call for fdm, fixed places where viewer position data was required for correct sky rendering. Main/options.cxx - fixed segfault reported by Curtis when using --view-offset command line parameter. Main/viewer.cxx, viewer.hxx - removed fudging of view position. Fixed numerous bugs that were causing eye and target values to get mixed up.
2002-05-17 17:25:28 +00:00
if ( _from_model ) {
_position = globals->get_aircraft_position();
globals->get_aircraft_orientation(_heading_deg, _pitch_deg, _roll_deg);
From: "Jim Wilson" <jimw@kelcomaine.com> This is a new improved patch for the previous tile manager fixes. Rather than building dependencies between FGlocation or the viewer or fdm with tilemgr what I ended up doing was linking the pieces together in the Mainloop in main.cxx. You'll see what I mean...it's been commented fairly well. More than likely we should move that chunk somewhere...just not sure where yet. The changes seem clean now. As I get more ideas there could be some further improvement in organizing the update in tilemgr. You'll note that I left an override in there for the tilemgr::update() function to preserve earlier functionality if someone needs it (e.g. usage independent of an fdm or viewer), not to mention there are a few places in flightgear that call it directly that have not been changed to the new interface (and may not need to be). The code has been optimized to avoid duplicate traversals and seems to run generally quite well. Note that there can be a short delay reloading tiles that have been dropped from static views. We could call the tile scheduler on a view switch, but it's not a big deal and at the moment I'd like to get this in so people can try it and comment on it as it is. Everything has been resycned with CVS tonight and I've included the description submitted earlier (below). Best, Jim Changes synced with CVS approx 20:30EDT 2002-05-09 (after this evenings updates). Files: http://www.spiderbark.com/fgfs/viewer-update-20020516.tar.gz or http://www.spiderbark.com/fgfs/viewer-update-20020516.diffs.gz Description: In a nutshell, these patches begin to take what was one value for ground elevation and calculate ground elevation values seperately for the FDM and the viewer (eye position). Several outstanding view related bugs have been fixed. With the introduction of the new viewer code a lot of that Flight Gear code broke related to use of a global variable called "scenery.cur_elev". Therefore the ground_elevation and other associated items (like the current tile bucket) is maintained per FDM instance and per View. Each of these has a "point" or location that can be identified. See changes to FGLocation class and main.cxx. Most of the problems related to the new viewer in terms of sky, ground and runway lights, and tower views are fixed. There are four minor problems remaining. 1) The sun/moon spins when you pan the "lookat" tower view only (view #3). 2) Under stress (esp. magic carpet full speed with max visibility), there is a memory leak in the tile caching that was not introduced with these changes. 3) I have not tested these changes or made corrections to the ADA or External FDM interfaces. 4) The change view function doesn't call the time/light update (not a problem unless a tower is very far away). Details: FDM/flight.cxx, flight.hxx - FGInterface ties to FGAircraftModel so that it's location data can be accessed for runway (ground elevation under aircraft) elevation. FDM/larsim.cxx, larcsim.hxx - gets runway elevation from FGInterface now. Commented out function that is causing a namespace conflict, hasn't been called with recent code anyway. FDM/JSBSim/JSBSim.cxx, YASim/YASim.cxx - gets runway elevation from FGInterface now. Scenery/newcache.cxx, newcache.hxx - changed caching scheme to time based (oldest tiles discard). Scenery/tileentry.cxx, tileentry.hxx - added place to record time, changed rendering to reference viewer altitude in order to fix a problem with ground and runway lights. Scenery/tilemgr.cxx, tilemgr.hxx - Modified update() to accept values for multiple locations. Refresh function added in order to periodically make the tiles current for a non-moving view (like a tower). Main/fg_init.cxx - register event for making tiles current in a non-moving view (like a tower). Main/location.hxx - added support for current ground elevation data. Main/main.cxx - added second tilemgr call for fdm, fixed places where viewer position data was required for correct sky rendering. Main/options.cxx - fixed segfault reported by Curtis when using --view-offset command line parameter. Main/viewer.cxx, viewer.hxx - removed fudging of view position. Fixed numerous bugs that were causing eye and target values to get mixed up.
2002-05-17 17:25:28 +00:00
} else {
// update from our own data, just the rotation here...
setDampTarget(_roll_deg, _pitch_deg, _heading_deg);
getDampOutput(_roll_deg, _pitch_deg, _heading_deg);
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
}
SGQuatd geodEyeOr = SGQuatd::fromYawPitchRollDeg(_heading_deg, _pitch_deg, _roll_deg);
SGQuatd geodEyeHlOr = SGQuatd::fromLonLat(_position);
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
// the rotation offset, don't know why heading is negative here ...
mViewOffsetOr =
SGQuatd::fromYawPitchRollDeg(-_heading_offset_deg + 180, _pitch_offset_deg,
_roll_offset_deg);
From: "Jim Wilson" <jimw@kelcomaine.com> This is a new improved patch for the previous tile manager fixes. Rather than building dependencies between FGlocation or the viewer or fdm with tilemgr what I ended up doing was linking the pieces together in the Mainloop in main.cxx. You'll see what I mean...it's been commented fairly well. More than likely we should move that chunk somewhere...just not sure where yet. The changes seem clean now. As I get more ideas there could be some further improvement in organizing the update in tilemgr. You'll note that I left an override in there for the tilemgr::update() function to preserve earlier functionality if someone needs it (e.g. usage independent of an fdm or viewer), not to mention there are a few places in flightgear that call it directly that have not been changed to the new interface (and may not need to be). The code has been optimized to avoid duplicate traversals and seems to run generally quite well. Note that there can be a short delay reloading tiles that have been dropped from static views. We could call the tile scheduler on a view switch, but it's not a big deal and at the moment I'd like to get this in so people can try it and comment on it as it is. Everything has been resycned with CVS tonight and I've included the description submitted earlier (below). Best, Jim Changes synced with CVS approx 20:30EDT 2002-05-09 (after this evenings updates). Files: http://www.spiderbark.com/fgfs/viewer-update-20020516.tar.gz or http://www.spiderbark.com/fgfs/viewer-update-20020516.diffs.gz Description: In a nutshell, these patches begin to take what was one value for ground elevation and calculate ground elevation values seperately for the FDM and the viewer (eye position). Several outstanding view related bugs have been fixed. With the introduction of the new viewer code a lot of that Flight Gear code broke related to use of a global variable called "scenery.cur_elev". Therefore the ground_elevation and other associated items (like the current tile bucket) is maintained per FDM instance and per View. Each of these has a "point" or location that can be identified. See changes to FGLocation class and main.cxx. Most of the problems related to the new viewer in terms of sky, ground and runway lights, and tower views are fixed. There are four minor problems remaining. 1) The sun/moon spins when you pan the "lookat" tower view only (view #3). 2) Under stress (esp. magic carpet full speed with max visibility), there is a memory leak in the tile caching that was not introduced with these changes. 3) I have not tested these changes or made corrections to the ADA or External FDM interfaces. 4) The change view function doesn't call the time/light update (not a problem unless a tower is very far away). Details: FDM/flight.cxx, flight.hxx - FGInterface ties to FGAircraftModel so that it's location data can be accessed for runway (ground elevation under aircraft) elevation. FDM/larsim.cxx, larcsim.hxx - gets runway elevation from FGInterface now. Commented out function that is causing a namespace conflict, hasn't been called with recent code anyway. FDM/JSBSim/JSBSim.cxx, YASim/YASim.cxx - gets runway elevation from FGInterface now. Scenery/newcache.cxx, newcache.hxx - changed caching scheme to time based (oldest tiles discard). Scenery/tileentry.cxx, tileentry.hxx - added place to record time, changed rendering to reference viewer altitude in order to fix a problem with ground and runway lights. Scenery/tilemgr.cxx, tilemgr.hxx - Modified update() to accept values for multiple locations. Refresh function added in order to periodically make the tiles current for a non-moving view (like a tower). Main/fg_init.cxx - register event for making tiles current in a non-moving view (like a tower). Main/location.hxx - added support for current ground elevation data. Main/main.cxx - added second tilemgr call for fdm, fixed places where viewer position data was required for correct sky rendering. Main/options.cxx - fixed segfault reported by Curtis when using --view-offset command line parameter. Main/viewer.cxx, viewer.hxx - removed fudging of view position. Fixed numerous bugs that were causing eye and target values to get mixed up.
2002-05-17 17:25:28 +00:00
// Offsets to the eye position
SGVec3d eyeOff(-_offset_m.z(), _offset_m.x(), -_offset_m.y());
SGQuatd ec2eye = geodEyeHlOr*geodEyeOr;
SGVec3d eyeCart = SGVec3d::fromGeod(_position);
eyeCart += (ec2eye*mViewOffsetOr).backTransform(eyeOff);
SGVec3d atCart = SGVec3d::fromGeod(_target);
// add target offsets to at_position...
SGVec3d target_pos_off(-_target_offset_m.z(), _target_offset_m.x(),
-_target_offset_m.y());
target_pos_off = (geodTargetHlOr*geodTargetOr).backTransform(target_pos_off);
atCart += target_pos_off;
eyeCart += target_pos_off;
// Compute the eyepoints orientation and position
// wrt the earth centered frame - that is global coorinates
_absolute_view_pos = eyeCart;
// the view direction
SGVec3d dir = normalize(atCart - eyeCart);
// the up directon
SGVec3d up = ec2eye.backTransform(SGVec3d(0, 0, -1));
// rotate -dir to the 2-th unit vector
// rotate up to 1-th unit vector
// Note that this matches the OpenGL camera coordinate system
// with x-right, y-up, z-back.
mViewOrientation = SGQuatd::fromRotateTo(-dir, 2, up, 1);
}
void
View::setDampTarget(double roll, double pitch, double heading)
{
_dampTarget = SGVec3d(roll, pitch, heading);
}
void
View::getDampOutput(double& roll, double& pitch, double& heading)
{
roll = _dampOutput[0];
pitch = _dampOutput[1];
heading = _dampOutput[2];
}
void
View::updateDampOutput(double dt)
{
static View *last_view = 0;
if ((last_view != this) || (dt > 1.0)) {
_dampOutput = _dampTarget;
last_view = this;
return;
}
const double interval = 0.01;
while (dt > interval) {
for (unsigned int i=0; i<3; ++i) {
if (_dampFactor[i] <= 0.0) {
// axis is un-damped, set output to target directly
_dampOutput[i] = _dampTarget[i];
continue;
}
double d = _dampOutput[i] - _dampTarget[i];
if (d > 180.0) {
_dampOutput[i] -= 360.0;
} else if (d < -180.0) {
_dampOutput[i] += 360.0;
}
_dampOutput[i] = (_dampTarget[i] * _dampFactor[i]) +
(_dampOutput[i] * (1.0 - _dampFactor[i]));
} // of axis iteration
dt -= interval;
} // of dt subdivision by interval
}
double
View::get_h_fov()
{
double aspectRatio = get_aspect_ratio();
switch (_scaling_type) {
case FG_SCALING_WIDTH: // h_fov == fov
return _fov_deg;
case FG_SCALING_MAX:
if (aspectRatio < 1.0) {
// h_fov == fov
return _fov_deg;
} else {
// v_fov == fov
return
atan(tan(_fov_deg/2 * SG_DEGREES_TO_RADIANS)
/ (aspectRatio*_aspect_ratio_multiplier))
* SG_RADIANS_TO_DEGREES * 2;
}
default:
assert(false);
}
return 0.0;
}
From: "Jim Wilson" <jimw@kelcomaine.com> This is a new improved patch for the previous tile manager fixes. Rather than building dependencies between FGlocation or the viewer or fdm with tilemgr what I ended up doing was linking the pieces together in the Mainloop in main.cxx. You'll see what I mean...it's been commented fairly well. More than likely we should move that chunk somewhere...just not sure where yet. The changes seem clean now. As I get more ideas there could be some further improvement in organizing the update in tilemgr. You'll note that I left an override in there for the tilemgr::update() function to preserve earlier functionality if someone needs it (e.g. usage independent of an fdm or viewer), not to mention there are a few places in flightgear that call it directly that have not been changed to the new interface (and may not need to be). The code has been optimized to avoid duplicate traversals and seems to run generally quite well. Note that there can be a short delay reloading tiles that have been dropped from static views. We could call the tile scheduler on a view switch, but it's not a big deal and at the moment I'd like to get this in so people can try it and comment on it as it is. Everything has been resycned with CVS tonight and I've included the description submitted earlier (below). Best, Jim Changes synced with CVS approx 20:30EDT 2002-05-09 (after this evenings updates). Files: http://www.spiderbark.com/fgfs/viewer-update-20020516.tar.gz or http://www.spiderbark.com/fgfs/viewer-update-20020516.diffs.gz Description: In a nutshell, these patches begin to take what was one value for ground elevation and calculate ground elevation values seperately for the FDM and the viewer (eye position). Several outstanding view related bugs have been fixed. With the introduction of the new viewer code a lot of that Flight Gear code broke related to use of a global variable called "scenery.cur_elev". Therefore the ground_elevation and other associated items (like the current tile bucket) is maintained per FDM instance and per View. Each of these has a "point" or location that can be identified. See changes to FGLocation class and main.cxx. Most of the problems related to the new viewer in terms of sky, ground and runway lights, and tower views are fixed. There are four minor problems remaining. 1) The sun/moon spins when you pan the "lookat" tower view only (view #3). 2) Under stress (esp. magic carpet full speed with max visibility), there is a memory leak in the tile caching that was not introduced with these changes. 3) I have not tested these changes or made corrections to the ADA or External FDM interfaces. 4) The change view function doesn't call the time/light update (not a problem unless a tower is very far away). Details: FDM/flight.cxx, flight.hxx - FGInterface ties to FGAircraftModel so that it's location data can be accessed for runway (ground elevation under aircraft) elevation. FDM/larsim.cxx, larcsim.hxx - gets runway elevation from FGInterface now. Commented out function that is causing a namespace conflict, hasn't been called with recent code anyway. FDM/JSBSim/JSBSim.cxx, YASim/YASim.cxx - gets runway elevation from FGInterface now. Scenery/newcache.cxx, newcache.hxx - changed caching scheme to time based (oldest tiles discard). Scenery/tileentry.cxx, tileentry.hxx - added place to record time, changed rendering to reference viewer altitude in order to fix a problem with ground and runway lights. Scenery/tilemgr.cxx, tilemgr.hxx - Modified update() to accept values for multiple locations. Refresh function added in order to periodically make the tiles current for a non-moving view (like a tower). Main/fg_init.cxx - register event for making tiles current in a non-moving view (like a tower). Main/location.hxx - added support for current ground elevation data. Main/main.cxx - added second tilemgr call for fdm, fixed places where viewer position data was required for correct sky rendering. Main/options.cxx - fixed segfault reported by Curtis when using --view-offset command line parameter. Main/viewer.cxx, viewer.hxx - removed fudging of view position. Fixed numerous bugs that were causing eye and target values to get mixed up.
2002-05-17 17:25:28 +00:00
double
View::get_v_fov()
{
double aspectRatio = get_aspect_ratio();
switch (_scaling_type) {
case FG_SCALING_WIDTH: // h_fov == fov
return
atan(tan(_fov_deg/2 * SG_DEGREES_TO_RADIANS)
* (aspectRatio*_aspect_ratio_multiplier))
* SG_RADIANS_TO_DEGREES * 2;
case FG_SCALING_MAX:
if (aspectRatio < 1.0) {
// h_fov == fov
return
atan(tan(_fov_deg/2 * SG_DEGREES_TO_RADIANS)
* (aspectRatio*_aspect_ratio_multiplier))
* SG_RADIANS_TO_DEGREES * 2;
} else {
// v_fov == fov
return _fov_deg;
}
default:
assert(false);
}
return 0.0;
}
2016-01-17 21:21:20 -05:00
void
View::updateData()
{
if (!_from_model) {
2016-01-18 00:04:05 -05:00
SGGeod pos = _eyeProperties.position();
2016-01-17 21:21:20 -05:00
SGVec3d att = _eyeProperties.attitude();
2016-01-18 00:04:05 -05:00
setPosition(pos);
2016-01-17 21:21:20 -05:00
setOrientation(att[2], att[1], att[0]);
} else {
set_dirty();
}
// if lookat (type 1) then get target data...
if (getType() == FG_LOOKAT) {
if (!_from_model) {
2016-01-18 00:04:05 -05:00
SGGeod pos = _targetProperties.position();
2016-01-17 21:21:20 -05:00
SGVec3d att = _targetProperties.attitude();
2016-01-18 00:04:05 -05:00
setTargetPosition(pos);
2016-01-17 21:21:20 -05:00
setTargetOrientation(att[2], att[1], att[0]);
} else {
set_dirty();
}
}
}
void
View::update (double dt)
{
updateData();
updateDampOutput(dt);
int i;
int dt_ms = int(dt * 1000);
for ( i = 0; i < dt_ms; i++ ) {
if ( fabs( _goal_heading_offset_deg - _heading_offset_deg) < 1 ) {
setHeadingOffset_deg( _goal_heading_offset_deg );
break;
} else {
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
// move current_view.headingoffset towards
// current_view.goal_view_offset
if ( _goal_heading_offset_deg > _heading_offset_deg )
{
if ( _goal_heading_offset_deg - _heading_offset_deg < 180 ){
incHeadingOffset_deg( 0.5 );
} else {
incHeadingOffset_deg( -0.5 );
}
} else {
if ( _heading_offset_deg - _goal_heading_offset_deg < 180 ){
incHeadingOffset_deg( -0.5 );
} else {
incHeadingOffset_deg( 0.5 );
}
}
if ( _heading_offset_deg > 360 ) {
incHeadingOffset_deg( -360 );
} else if ( _heading_offset_deg < 0 ) {
incHeadingOffset_deg( 360 );
}
}
}
for ( i = 0; i < dt_ms; i++ ) {
if ( fabs( _goal_pitch_offset_deg - _pitch_offset_deg ) < 1 ) {
setPitchOffset_deg( _goal_pitch_offset_deg );
break;
} else {
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
// move current_view.pitch_offset_deg towards
// current_view.goal_pitch_offset
if ( _goal_pitch_offset_deg > _pitch_offset_deg )
{
incPitchOffset_deg( 1.0 );
} else {
incPitchOffset_deg( -1.0 );
}
if ( _pitch_offset_deg > 90 ) {
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
setPitchOffset_deg(90);
} else if ( _pitch_offset_deg < -90 ) {
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
2002-03-20 17:43:28 +00:00
setPitchOffset_deg( -90 );
}
}
}
for ( i = 0; i < dt_ms; i++ ) {
if ( fabs( _goal_roll_offset_deg - _roll_offset_deg ) < 1 ) {
setRollOffset_deg( _goal_roll_offset_deg );
break;
} else {
// move current_view.roll_offset_deg towards
// current_view.goal_roll_offset
if ( _goal_roll_offset_deg > _roll_offset_deg )
{
incRollOffset_deg( 1.0 );
} else {
incRollOffset_deg( -1.0 );
}
if ( _roll_offset_deg > 90 ) {
setRollOffset_deg(90);
} else if ( _roll_offset_deg < -90 ) {
setRollOffset_deg( -90 );
}
}
}
recalc();
}
2016-01-20 21:02:46 -05:00
double View::getAbsolutePosition_x() const
{
return _absolute_view_pos.x();
}
double View::getAbsolutePosition_y() const
{
return _absolute_view_pos.y();
}
double View::getAbsolutePosition_z() const
{
return _absolute_view_pos.z();
}
double View::getRawOrientation_w() const
{
return mViewOrientation.w();
}
double View::getRawOrientation_x() const
{
return mViewOrientation.x();
}
double View::getRawOrientation_y() const
{
return mViewOrientation.y();
}
double View::getRawOrientation_z() const
{
return mViewOrientation.z();
}
// This takes the conventional aviation XYZ body system
// i.e. x=forward, y=starboard, z=bottom
// which is widely used in FGFS
// and rotates it into the OpenGL camera system
// i.e. Xprime=starboard, Yprime=top, Zprime=aft.
static const SGQuatd fsb2sta()
{
return SGQuatd(-0.5, -0.5, 0.5, 0.5);
}
// reference frame orientation.
// This is the view orientation you get when you have no
// view offset, i.e. the offset operator is the identity.
//
// For example, in the familiar "cockpit lookfrom" view,
// the reference frame is equal to the aircraft attitude,
// i.e. it is the view looking towards 12:00 straight ahead.
//
// FIXME: Somebody needs to figure out what is the reference
// frame view for the other view modes.
//
// Conceptually, this quat represents a rotation relative
// to the ECEF reference orientation, as described at
// http://www.av8n.com/physics/coords.htm#sec-orientation
//
// See the NOTE concerning reference orientations, below.
//
// The components of this quat are expressed in
// the conventional aviation basis set,
// i.e. x=forward, y=starboard, z=bottom
double View::getFrame_w() const
{
return ((mViewOrientation*conj(fsb2sta())*conj(mViewOffsetOr))).w();
}
double View::getFrame_x() const
{
return ((mViewOrientation*conj(fsb2sta())*conj(mViewOffsetOr))).x();
}
double View::getFrame_y() const
{
return ((mViewOrientation*conj(fsb2sta())*conj(mViewOffsetOr))).y();
}
double View::getFrame_z() const
{
return ((mViewOrientation*conj(fsb2sta())*conj(mViewOffsetOr))).z();
}
// view offset.
// This rotation takes you from the aforementioned
// reference frame view orientation to whatever
// actual current view orientation is.
//
// The components of this quaternion are expressed in
// the conventional aviation basis set,
// i.e. x=forward, y=starboard, z=bottom
double View::getOrOffset_w() const{
return mViewOffsetOr.w();
}
double View::getOrOffset_x() const{
return mViewOffsetOr.x();
}
double View::getOrOffset_y() const{
return mViewOffsetOr.y();
}
double View::getOrOffset_z() const{
return mViewOffsetOr.z();
}
// current view orientation.
// This is a rotation relative to the earth-centered (ec)
// reference frame.
//
// NOTE: Here we remove a factor of fsb2sta so that
// the components of this quat are displayed using the
// conventional ECEF basis set. This is *not* the way
// the view orientation is stored in the views[] array,
// but is easier for non-graphics hackers to understand.
// If we did not remove this factor of fsb2sta here and
// in getCurrentViewFrame, that would be equivalent to
// the following peculiar reference orientation:
// Suppose you are over the Gulf of Guinea, at (lat,lon) = (0,0).
// Then the reference frame orientation can be achieved via:
// -- The aircraft X-axis (nose) headed south.
// -- The aircraft Y-axis (starboard wingtip) pointing up.
// -- The aircraft Z-axis (belly) pointing west.
// To say the same thing in other words, and perhaps more to the
// point: If we use the OpenGL camera orientation conventions,
// i.e. Xprime=starboard, Yprime=top, Zprime=aft, then the
// aforementioned peculiar reference orientation at (lat,lon)
// = (0,0) can be described as:
// -- aircraft Xprime axis (starboard) pointed up
// -- aircraft Yprime axis (top) pointed east
// -- aircraft Zprime axis (aft) pointed north
// meaning the OpenGL axes are aligned with the ECEF axes.
double View::getOrientation_w() const{
return (mViewOrientation * conj(fsb2sta())).w();
}
double View::getOrientation_x() const{
return (mViewOrientation * conj(fsb2sta())).x();
}
double View::getOrientation_y() const{
return (mViewOrientation * conj(fsb2sta())).y();
}
double View::getOrientation_z() const{
return (mViewOrientation * conj(fsb2sta())).z();
}
double View::get_aspect_ratio() const
{
return flightgear::CameraGroup::getDefault()->getMasterAspectRatio();
}
2016-01-17 21:21:20 -05:00
2016-01-20 22:45:48 -05:00
double View::getLon_deg() const
{
return _position.getLongitudeDeg();
}
double View::getLat_deg() const
{
return _position.getLatitudeDeg();
}
double View::getElev_ft() const
{
return _position.getElevationFt();
}
2016-01-17 21:21:20 -05:00
View::PositionAttitudeProperties::PositionAttitudeProperties()
{
}
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View::PositionAttitudeProperties::~PositionAttitudeProperties()
{
}
void View::PositionAttitudeProperties::init(SGPropertyNode_ptr parent, const std::string& prefix)
{
_lonPathProp = parent->getNode(prefix + "lon-deg-path", true);
_latPathProp = parent->getNode(prefix + "lat-deg-path", true);
_altPathProp = parent->getNode(prefix + "alt-ft-path", true);
_headingPathProp = parent->getNode(prefix + "heading-deg-path", true);
_pitchPathProp = parent->getNode(prefix + "pitch-deg-path", true);
_rollPathProp = parent->getNode(prefix + "roll-deg-path", true);
// update the real properties now
valueChanged(NULL);
_lonPathProp->addChangeListener(this);
_latPathProp->addChangeListener(this);
_altPathProp->addChangeListener(this);
_headingPathProp->addChangeListener(this);
_pitchPathProp->addChangeListener(this);
_rollPathProp->addChangeListener(this);
}
void View::PositionAttitudeProperties::valueChanged(SGPropertyNode* node)
2016-01-17 21:21:20 -05:00
{
2016-01-18 00:04:05 -05:00
_lonProp = resolvePathProperty(_lonPathProp);
_latProp = resolvePathProperty(_latPathProp);
_altProp = resolvePathProperty(_altPathProp);
_headingProp = resolvePathProperty(_headingPathProp);
_pitchProp = resolvePathProperty(_pitchPathProp);
_rollProp = resolvePathProperty(_rollPathProp);
}
SGPropertyNode_ptr View::PositionAttitudeProperties::resolvePathProperty(SGPropertyNode_ptr p)
{
if (!p)
return SGPropertyNode_ptr();
std::string path = p->getStringValue();
if (path.empty())
return SGPropertyNode_ptr();
return fgGetNode(path, true);
2016-01-17 21:21:20 -05:00
}
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SGGeod View::PositionAttitudeProperties::position() const
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{
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double lon = _lonProp ? _lonProp->getDoubleValue() : 0.0;
double lat = _latProp ? _latProp->getDoubleValue() : 0.0;
double alt = _altProp ? _altProp->getDoubleValue() : 0.0;
return SGGeod::fromDegFt(lon, lat, alt);
2016-01-17 21:21:20 -05:00
}
SGVec3d View::PositionAttitudeProperties::attitude() const
{
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double heading = _headingProp ? _headingProp->getDoubleValue() : 0.0;
double pitch = _pitchProp ? _pitchProp->getDoubleValue() : 0.0;
double roll = _rollProp ? _rollProp->getDoubleValue() : 0.0;
return SGVec3d(heading, pitch, roll);
2016-01-17 21:21:20 -05:00
}