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flightgear/src/Cockpit/hud_rwy.cxx

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I have added Aaron Wilson's virtual 3d runway projection to the HUD. Aaron says: I just got the virtual runway hud projection working on all views and 2D & 3D HUDs. It is working awesome(see below). I have attached every file that was modified (hud.hxx, hud.cxx, and the default.xml for the hud) and every file that was added (hud_rwy.cxx and runwayinstr.xml). Just a quick overview of how the instrument works. The virtual runway is projected by getting the "cockpit view" of the runway in 3D and projecting the points on to the 2D HUD. Therefore, the virtual runway will be displayed the same in every view. For example, you can land an aircraft from the "Tower View" by flying the HUD. Also if you're in "Cockpit View" and it is centered then the virtual runway lines will perfectly outline the actual runway. I am getting the active runway via the wind like done in the ATC classes, which may need changed. Also, I made the assumption the view 0, in view manager, is always the cockpit view, which may need changed as well. The runway configuration file will allow you to specify a center offset (x,y) and a bounding box (width,height). You can also configure the line stipple pattern for the outside and the center line. For instance, if you wanted a 0xFAFA pattern, then specify 64250 as the value. If you want a solid line, you can specify -1 or 65535 (0xFFFF) and zero will turn the line off. It also draws a runway indication arrow when the runway is not in the HUD or it can be drawn all the time if arrow_always is true. The arrow will point in the direction of the runway (2D) by rotating around the center at a radius of arrow_radius. If you wish to turn the arrow off, you must set the arrow_scale <=0. The arrow really should be 3D arrow that points to the runway (or points in the direction of the aircraft-to-runway vector).
2004-11-19 18:31:02 +00:00
// hud_rwy.cxx -- An instrument that renders a virtual runway on the HUD
//
// Written by Aaron Wilson & Phillip Merritt, Nov 2004.
//
// Copyright (C) 2004 Aaron Wilson, Aaron.I.Wilson@nasa.gov
// Copyright (C) 2004 Phillip Merritt, Phillip.M.Merritt@nasa.gov
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
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#include <simgear/compiler.h>
I have added Aaron Wilson's virtual 3d runway projection to the HUD. Aaron says: I just got the virtual runway hud projection working on all views and 2D & 3D HUDs. It is working awesome(see below). I have attached every file that was modified (hud.hxx, hud.cxx, and the default.xml for the hud) and every file that was added (hud_rwy.cxx and runwayinstr.xml). Just a quick overview of how the instrument works. The virtual runway is projected by getting the "cockpit view" of the runway in 3D and projecting the points on to the 2D HUD. Therefore, the virtual runway will be displayed the same in every view. For example, you can land an aircraft from the "Tower View" by flying the HUD. Also if you're in "Cockpit View" and it is centered then the virtual runway lines will perfectly outline the actual runway. I am getting the active runway via the wind like done in the ATC classes, which may need changed. Also, I made the assumption the view 0, in view manager, is always the cockpit view, which may need changed as well. The runway configuration file will allow you to specify a center offset (x,y) and a bounding box (width,height). You can also configure the line stipple pattern for the outside and the center line. For instance, if you wanted a 0xFAFA pattern, then specify 64250 as the value. If you want a solid line, you can specify -1 or 65535 (0xFFFF) and zero will turn the line off. It also draws a runway indication arrow when the runway is not in the HUD or it can be drawn all the time if arrow_always is true. The arrow will point in the direction of the runway (2D) by rotating around the center at a radius of arrow_radius. If you wish to turn the arrow off, you must set the arrow_scale <=0. The arrow really should be 3D arrow that points to the runway (or points in the direction of the aircraft-to-runway vector).
2004-11-19 18:31:02 +00:00
#include "hud.hxx"
#include <math.h>
#include <Main/fg_props.hxx>
#include <Main/globals.hxx>
#include <Scenery/scenery.hxx>
#include <Aircraft/aircraft.hxx>
#include <Environment/environment.hxx>
#include <Environment/environment_mgr.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/polar3d.hxx>
2004-11-20 12:47:42 +00:00
#include SG_GLU_H
I have added Aaron Wilson's virtual 3d runway projection to the HUD. Aaron says: I just got the virtual runway hud projection working on all views and 2D & 3D HUDs. It is working awesome(see below). I have attached every file that was modified (hud.hxx, hud.cxx, and the default.xml for the hud) and every file that was added (hud_rwy.cxx and runwayinstr.xml). Just a quick overview of how the instrument works. The virtual runway is projected by getting the "cockpit view" of the runway in 3D and projecting the points on to the 2D HUD. Therefore, the virtual runway will be displayed the same in every view. For example, you can land an aircraft from the "Tower View" by flying the HUD. Also if you're in "Cockpit View" and it is centered then the virtual runway lines will perfectly outline the actual runway. I am getting the active runway via the wind like done in the ATC classes, which may need changed. Also, I made the assumption the view 0, in view manager, is always the cockpit view, which may need changed as well. The runway configuration file will allow you to specify a center offset (x,y) and a bounding box (width,height). You can also configure the line stipple pattern for the outside and the center line. For instance, if you wanted a 0xFAFA pattern, then specify 64250 as the value. If you want a solid line, you can specify -1 or 65535 (0xFFFF) and zero will turn the line off. It also draws a runway indication arrow when the runway is not in the HUD or it can be drawn all the time if arrow_always is true. The arrow will point in the direction of the runway (2D) by rotating around the center at a radius of arrow_radius. If you wish to turn the arrow off, you must set the arrow_scale <=0. The arrow really should be 3D arrow that points to the runway (or points in the direction of the aircraft-to-runway vector).
2004-11-19 18:31:02 +00:00
#include <ATC/ATCutils.hxx>
runway_instr::runway_instr(int x,
int y,
int width,
int height,
float scale_data,
bool working):instr_item(x,y,width,height,NULL,scale_data,0,working)
{
stippleOut=0xFFFF;
stippleCen=0xFFFF;
arrowScale = 1.0;
arrowRad = 0.0;
view[0] = 0;
view[1] = 0;
view[2] = 640;
view[3] = 480;
center.x = view[2]>>1;
center.y = view[3]>>1;
location.left = center.x-(width>>1)+x;
location.right = center.x+(width>>1)+x;
location.bottom = center.y-(height>>1)+y;
location.top = center.y+(height>>1)+y;
cockpit_view = globals->get_viewmgr()->get_view(0);
default_heading = fgGetDouble("/sim/view[0]/config/pitch-heading-deg",0.0);
default_pitch = fgGetDouble("/sim/view[0]/config/pitch-pitch-deg",0.0);
}
void runway_instr::draw() {
if (!is_broken() && get_active_runway(runway)) {
I have added Aaron Wilson's virtual 3d runway projection to the HUD. Aaron says: I just got the virtual runway hud projection working on all views and 2D & 3D HUDs. It is working awesome(see below). I have attached every file that was modified (hud.hxx, hud.cxx, and the default.xml for the hud) and every file that was added (hud_rwy.cxx and runwayinstr.xml). Just a quick overview of how the instrument works. The virtual runway is projected by getting the "cockpit view" of the runway in 3D and projecting the points on to the 2D HUD. Therefore, the virtual runway will be displayed the same in every view. For example, you can land an aircraft from the "Tower View" by flying the HUD. Also if you're in "Cockpit View" and it is centered then the virtual runway lines will perfectly outline the actual runway. I am getting the active runway via the wind like done in the ATC classes, which may need changed. Also, I made the assumption the view 0, in view manager, is always the cockpit view, which may need changed as well. The runway configuration file will allow you to specify a center offset (x,y) and a bounding box (width,height). You can also configure the line stipple pattern for the outside and the center line. For instance, if you wanted a 0xFAFA pattern, then specify 64250 as the value. If you want a solid line, you can specify -1 or 65535 (0xFFFF) and zero will turn the line off. It also draws a runway indication arrow when the runway is not in the HUD or it can be drawn all the time if arrow_always is true. The arrow will point in the direction of the runway (2D) by rotating around the center at a radius of arrow_radius. If you wish to turn the arrow off, you must set the arrow_scale <=0. The arrow really should be 3D arrow that points to the runway (or points in the direction of the aircraft-to-runway vector).
2004-11-19 18:31:02 +00:00
glPushAttrib(GL_LINE_STIPPLE | GL_LINE_STIPPLE_PATTERN | GL_LINE_WIDTH);
float modelView[4][4],projMat[4][4];
bool anyLines;
//Get the current view
FGViewer* curr_view = globals->get_viewmgr()->get_current_view();
int curr_view_id = globals->get_viewmgr()->get_current();
double gpo = curr_view->getGoalPitchOffset_deg();
double gho = curr_view->getGoalHeadingOffset_deg();
double po = curr_view->getPitchOffset_deg();
double ho = curr_view->getHeadingOffset_deg();
double yaw = -(cockpit_view->getHeadingOffset_deg()-default_heading)*SG_DEGREES_TO_RADIANS;
double pitch = (cockpit_view->getPitchOffset_deg()-default_pitch)*SG_DEGREES_TO_RADIANS;
//double roll = fgGetDouble("/sim/view[0]/config/roll-offset-deg",0.0) //TODO: adjust for default roll offset
double sPitch = sin(pitch), cPitch = cos(pitch),
sYaw = sin(yaw), cYaw = cos(yaw);
//Assuming that the "Cockpit View" is always at position zero!!!
if (curr_view_id != 0) {
globals->get_viewmgr()->set_view(0);
globals->get_viewmgr()->copyToCurrent();
}
//Set the camera to the cockpit view to get the view of the runway from the cockpit
ssgSetCamera((sgVec4 *)cockpit_view->get_VIEW());
get_rwy_points(points3d);
//Get the current project matrix
ssgGetProjectionMatrix(projMat);
// const sgVec4 *viewMat = globals->get_current_view()->get_VIEW();
//Get the current model view matrix (cockpit view)
ssgGetModelviewMatrix(modelView);
//Create a rotation matrix to correct for any offsets (other than default offsets) to the model view matrix
sgMat4 xy; //rotation about the Rxy, negate the sin's on Ry
xy[0][0]=cYaw; xy[1][0]=0.0f; xy[2][0]=-sYaw; xy[3][0]=0.0f;
xy[0][1]=sPitch*-sYaw; xy[1][1]=cPitch; xy[2][1]=-sPitch*cYaw; xy[3][1]=0.0f;
xy[0][2]=cPitch*sYaw; xy[1][2]=sPitch; xy[2][2]=cPitch*cYaw; xy[3][2]=0.0f;
xy[0][3]=0.0f; xy[1][3]=0.0f; xy[2][3]=0.0f; xy[3][3]=1.0f;
//Re-center the model view
sgPostMultMat4(modelView,xy);
//copy float matrices to double
for (int i=0; i<4; i++) {
for (int j=0; j<4; j++) {
int idx = (i*4)+j;
mm[idx] = (double)modelView[i][j];
pm[idx] = (double)projMat[i][j];
}
}
//Calculate the 2D points via gluProject
int result = GL_TRUE;
for (int i=0; i<6; i++) {
result = gluProject(points3d[i][0],points3d[i][1],points3d[i][2],mm,pm,view,&points2d[i][0],&points2d[i][1],&points2d[i][2]);
}
//set the line width based on our distance from the runway
setLineWidth();
//Draw the runway lines on the HUD
glEnable(GL_LINE_STIPPLE);
glLineStipple(1,stippleOut);
anyLines =
drawLine(points3d[0],points3d[1],points2d[0],points2d[1]) | //draw top
drawLine(points3d[2],points3d[1],points2d[2],points2d[1]) | //draw right
drawLine(points3d[2],points3d[3],points2d[2],points2d[3]) | //draw bottom
drawLine(points3d[3],points3d[0],points2d[3],points2d[0]); //draw left
glLineStipple(1,stippleCen);
anyLines |= drawLine(points3d[5],points3d[4],points2d[5],points2d[4]); //draw center
//Check to see if arrow needs drawn
if ((!anyLines && drawIA) || drawIAAlways) {
drawArrow(); //draw indication arrow
}
//Restore the current view and any offsets
if (curr_view_id != 0) {
globals->get_viewmgr()->set_view(curr_view_id);
globals->get_viewmgr()->copyToCurrent();
curr_view->setHeadingOffset_deg(ho);
curr_view->setPitchOffset_deg(po);
curr_view->setGoalHeadingOffset_deg(gho);
curr_view->setGoalPitchOffset_deg(gpo);
}
//Set the camera back to the current view
ssgSetCamera((sgVec4 *)curr_view);
glPopAttrib();
}//if not broken
}
bool runway_instr::get_active_runway(FGRunway& runway) {
I have added Aaron Wilson's virtual 3d runway projection to the HUD. Aaron says: I just got the virtual runway hud projection working on all views and 2D & 3D HUDs. It is working awesome(see below). I have attached every file that was modified (hud.hxx, hud.cxx, and the default.xml for the hud) and every file that was added (hud_rwy.cxx and runwayinstr.xml). Just a quick overview of how the instrument works. The virtual runway is projected by getting the "cockpit view" of the runway in 3D and projecting the points on to the 2D HUD. Therefore, the virtual runway will be displayed the same in every view. For example, you can land an aircraft from the "Tower View" by flying the HUD. Also if you're in "Cockpit View" and it is centered then the virtual runway lines will perfectly outline the actual runway. I am getting the active runway via the wind like done in the ATC classes, which may need changed. Also, I made the assumption the view 0, in view manager, is always the cockpit view, which may need changed as well. The runway configuration file will allow you to specify a center offset (x,y) and a bounding box (width,height). You can also configure the line stipple pattern for the outside and the center line. For instance, if you wanted a 0xFAFA pattern, then specify 64250 as the value. If you want a solid line, you can specify -1 or 65535 (0xFFFF) and zero will turn the line off. It also draws a runway indication arrow when the runway is not in the HUD or it can be drawn all the time if arrow_always is true. The arrow will point in the direction of the runway (2D) by rotating around the center at a radius of arrow_radius. If you wish to turn the arrow off, you must set the arrow_scale <=0. The arrow really should be 3D arrow that points to the runway (or points in the direction of the aircraft-to-runway vector).
2004-11-19 18:31:02 +00:00
FGEnvironment stationweather =
((FGEnvironmentMgr *)globals->get_subsystem("environment"))->getEnvironment();
double hdg = stationweather.get_wind_from_heading_deg();
return globals->get_runways()->search( fgGetString("/sim/presets/airport-id"), int(hdg), &runway);
I have added Aaron Wilson's virtual 3d runway projection to the HUD. Aaron says: I just got the virtual runway hud projection working on all views and 2D & 3D HUDs. It is working awesome(see below). I have attached every file that was modified (hud.hxx, hud.cxx, and the default.xml for the hud) and every file that was added (hud_rwy.cxx and runwayinstr.xml). Just a quick overview of how the instrument works. The virtual runway is projected by getting the "cockpit view" of the runway in 3D and projecting the points on to the 2D HUD. Therefore, the virtual runway will be displayed the same in every view. For example, you can land an aircraft from the "Tower View" by flying the HUD. Also if you're in "Cockpit View" and it is centered then the virtual runway lines will perfectly outline the actual runway. I am getting the active runway via the wind like done in the ATC classes, which may need changed. Also, I made the assumption the view 0, in view manager, is always the cockpit view, which may need changed as well. The runway configuration file will allow you to specify a center offset (x,y) and a bounding box (width,height). You can also configure the line stipple pattern for the outside and the center line. For instance, if you wanted a 0xFAFA pattern, then specify 64250 as the value. If you want a solid line, you can specify -1 or 65535 (0xFFFF) and zero will turn the line off. It also draws a runway indication arrow when the runway is not in the HUD or it can be drawn all the time if arrow_always is true. The arrow will point in the direction of the runway (2D) by rotating around the center at a radius of arrow_radius. If you wish to turn the arrow off, you must set the arrow_scale <=0. The arrow really should be 3D arrow that points to the runway (or points in the direction of the aircraft-to-runway vector).
2004-11-19 18:31:02 +00:00
}
void runway_instr::get_rwy_points(sgdVec3 *points3d) {
static Point3D center = globals->get_scenery()->get_center();
//Get the current tile center
Point3D currentCenter = globals->get_scenery()->get_center();
Point3D tileCenter = currentCenter;
if (center != currentCenter) //if changing tiles
tileCenter = center; //use last center
double alt = current_aircraft.fdm_state->get_Runway_altitude()*SG_FEET_TO_METER;
double length = (runway.length/2.0)*SG_FEET_TO_METER;
double width = (runway.width/2.0)*SG_FEET_TO_METER;
double frontLat,frontLon,backLat,backLon,az,tempLat,tempLon;
geo_direct_wgs_84(alt,runway.lat,runway.lon,runway.heading,length,&backLat,&backLon,&az);
sgGeodToCart(backLat*SG_DEGREES_TO_RADIANS,backLon*SG_DEGREES_TO_RADIANS,alt,points3d[4]);
geo_direct_wgs_84(alt,runway.lat,runway.lon,runway.heading+180,length,&frontLat,&frontLon,&az);
sgGeodToCart(frontLat*SG_DEGREES_TO_RADIANS,frontLon*SG_DEGREES_TO_RADIANS,alt,points3d[5]);
geo_direct_wgs_84(alt,backLat,backLon,runway.heading+90,width,&tempLat,&tempLon,&az);
sgGeodToCart(tempLat*SG_DEGREES_TO_RADIANS,tempLon*SG_DEGREES_TO_RADIANS,alt,points3d[0]);
geo_direct_wgs_84(alt,backLat,backLon,runway.heading-90,width,&tempLat,&tempLon,&az);
sgGeodToCart(tempLat*SG_DEGREES_TO_RADIANS,tempLon*SG_DEGREES_TO_RADIANS,alt,points3d[1]);
geo_direct_wgs_84(alt,frontLat,frontLon,runway.heading-90,width,&tempLat,&tempLon,&az);
sgGeodToCart(tempLat*SG_DEGREES_TO_RADIANS,tempLon*SG_DEGREES_TO_RADIANS,alt,points3d[2]);
geo_direct_wgs_84(alt,frontLat,frontLon,runway.heading+90,width,&tempLat,&tempLon,&az);
sgGeodToCart(tempLat*SG_DEGREES_TO_RADIANS,tempLon*SG_DEGREES_TO_RADIANS,alt,points3d[3]);
for(int i = 0; i < 6; i++)
{
points3d[i][0] -= tileCenter.x();
points3d[i][1] -= tileCenter.y();
points3d[i][2] -= tileCenter.z();
}
center = currentCenter;
}
bool runway_instr::drawLine(sgdVec3 a1, sgdVec3 a2, sgdVec3 point1, sgdVec3 point2) {
sgdVec3 p1, p2;
sgdCopyVec3(p1, point1);
sgdCopyVec3(p2, point2);
bool p1Inside = (p1[0]>=location.left && p1[0]<=location.right && p1[1]>=location.bottom && p1[1]<=location.top);
bool p1Insight = (p1[2] >= 0.0 && p1[2] < 1.0);
bool p1Valid = p1Insight && p1Inside;
bool p2Inside = (p2[0]>=location.left && p2[0]<=location.right && p2[1]>=location.bottom && p2[1]<=location.top);
bool p2Insight = (p2[2] >= 0.0 && p2[2] < 1.0);
bool p2Valid = p2Insight && p2Inside;
if (p1Valid && p2Valid) { //Both project points are valid, draw the line
glBegin(GL_LINES);
glVertex2d(p1[0],p1[1]);
glVertex2d(p2[0],p2[1]);
glEnd();
}
else if (p1Valid) { //p1 is valid and p2 is not, calculate a new valid point
sgdVec3 vec = {a2[0]-a1[0], a2[1]-a1[1], a2[2]-a1[2]};
//create the unit vector
sgdScaleVec3(vec,1.0/sgdLengthVec3(vec));
sgdVec3 newPt;
sgdCopyVec3(newPt,a1);
sgdAddVec3(newPt,vec);
if (gluProject(newPt[0],newPt[1],newPt[2],mm,pm,view,&p2[0],&p2[1],&p2[2]) && (p2[2]>0&&p2[2]<1.0) ) {
boundPoint(p1,p2);
glBegin(GL_LINES);
glVertex2d(p1[0],p1[1]);
glVertex2d(p2[0],p2[1]);
glEnd();
}
}
else if (p2Valid) { //p2 is valid and p1 is not, calculate a new valid point
sgdVec3 vec = {a1[0]-a2[0], a1[1]-a2[1], a1[2]-a2[2]};
//create the unit vector
sgdScaleVec3(vec,1.0/sgdLengthVec3(vec));
sgdVec3 newPt;
sgdCopyVec3(newPt,a2);
sgdAddVec3(newPt,vec);
if (gluProject(newPt[0],newPt[1],newPt[2],mm,pm,view,&p1[0],&p1[1],&p1[2]) && (p1[2]>0&&p1[2]<1.0)) {
boundPoint(p2,p1);
glBegin(GL_LINES);
glVertex2d(p2[0],p2[1]);
glVertex2d(p1[0],p1[1]);
glEnd();
}
}
else if (p1Insight && p2Insight) { //both points are insight, but not inside
bool v = boundOutsidePoints(p1,p2);
if (v) {
glBegin(GL_LINES);
glVertex2d(p1[0],p1[1]);
glVertex2d(p2[0],p2[1]);
glEnd();
}
return v;
}
//else both points are not insight, don't draw anything
return (p1Valid && p2Valid);
}
void runway_instr::boundPoint(sgdVec3 v, sgdVec3 m) {
double y = v[1];
if(m[1] < v[1]) {
y = location.bottom;
}
else if(m[1] > v[1]) {
y = location.top;
}
if (m[0] == v[0]) {
m[1]=y;
return; //prevent divide by zero
}
double slope = (m[1]-v[1])/(m[0]-v[0]);
m[0] = (y-v[1])/slope + v[0];
m[1] = y;
if (m[0] < location.left) {
m[0] = location.left;
m[1] = slope * (location.left-v[0])+v[1];
}
else if (m[0] > location.right) {
m[0] = location.right;
m[1] = slope * (location.right-v[0])+v[1];
}
}
bool runway_instr::boundOutsidePoints(sgdVec3 v, sgdVec3 m) {
bool pointsInvalid = (v[1]>location.top && m[1]>location.top) ||
(v[1]<location.bottom && m[1]<location.bottom) ||
(v[0]>location.right && m[0]>location.right) ||
(v[0]<location.left && m[0]<location.left);
if (pointsInvalid)
return false;
if (m[0] == v[0]) {//x's are equal, vertical line
if (m[1]>v[1]) {
m[1]=location.top;
v[1]=location.bottom;
}
else {
v[1]=location.top;
m[1]=location.bottom;
}
return true;
}
if (m[1] == v[1]) { //y's are equal, horizontal line
if (m[0] > v[0]) {
m[0] = location.right;
v[0] = location.left;
}
else {
v[0] = location.right;
m[0] = location.left;
}
return true;
}
double slope = (m[1]-v[1])/(m[0]-v[0]);
double b = v[1]-(slope*v[0]);
double y1 = slope * location.left + b;
double y2 = slope * location.right + b;
double x1 = (location.bottom - b) / slope;
double x2 = (location.top - b) / slope;
int counter = 0;
if (y1 >= location.bottom && y1 <= location.top) {
v[0] = location.left;
v[1] = y1;
counter++;
}
if (y2 >= location.bottom && y2 <= location.top) {
if (counter > 0) {
m[0] = location.right;
m[1] = y2;
}
else {
v[0] = location.right;
v[1] = y2;
}
counter++;
}
if (x1 >= location.left && x1 <= location.right) {
if (counter > 0) {
m[0] = x1;
m[1] = location.bottom;
}
else {
v[0] = x1;
v[1] = location.bottom;
}
counter++;
}
if (x2 >= location.left && x2 <= location.right) {
m[0] = x1;
m[1] = location.bottom;
counter++;
}
return (counter == 2);
}
void runway_instr::drawArrow() {
Point3D ac,rwy;
ac.setlat(current_aircraft.fdm_state->get_Latitude_deg());
ac.setlon(current_aircraft.fdm_state->get_Longitude_deg());
rwy.setlat(runway.lat);
rwy.setlon(runway.lon);
float theta = GetHeadingFromTo(ac,rwy);
theta -= fgGetDouble("/orientation/heading-deg");
theta = -theta;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslated((location.right+location.left)/2.0,(location.top+location.bottom)/2.0,0.0);
glRotated(theta,0.0,0.0,1.0);
glTranslated(0.0,arrowRad,0.0);
glScaled(arrowScale,arrowScale,0.0);
glBegin(GL_TRIANGLES);
glVertex2d(-5.0,12.5);
glVertex2d(0.0,25.0);
glVertex2d(5.0,12.5);
glEnd();
glBegin(GL_QUADS);
glVertex2d(-2.5,0.0);
glVertex2d(-2.5,12.5);
glVertex2d(2.5,12.5);
glVertex2d(2.5,0.0);
glEnd();
glPopMatrix();
}
void runway_instr::setLineWidth() {
//Calculate the distance from the runway, A
double course, distance;
calc_gc_course_dist(Point3D(runway.lon*SGD_DEGREES_TO_RADIANS, runway.lat*SGD_DEGREES_TO_RADIANS, 0.0),
Point3D(current_aircraft.fdm_state->get_Longitude(),current_aircraft.fdm_state->get_Latitude(), 0.0 ),
&course, &distance);
distance *= SG_METER_TO_NM;
//Get altitude above runway, B
double alt_nm = get_agl();
static const SGPropertyNode *startup_units_node
= fgGetNode("/sim/startup/units");
if (!strcmp(startup_units_node->getStringValue(), "feet"))
alt_nm *= SG_FEET_TO_METER*SG_METER_TO_NM;
else
alt_nm *= SG_METER_TO_NM;
//Calculate distance away from runway, C = v(A<>+B<>)
distance = sqrt(alt_nm*alt_nm + distance*distance);
if (distance < scaleDist)
glLineWidth( 1.0+( (lnScale-1)*( (scaleDist-distance)/scaleDist)));
else
glLineWidth( 1.0 );
}
void runway_instr::setArrowRotationRadius(double radius) { arrowRad = radius; }
void runway_instr::setArrowScale(double scale) { arrowScale = scale; }
void runway_instr::setDrawArrow(bool draw) {drawIA = draw;}
void runway_instr::setDrawArrowAlways(bool draw) {drawIAAlways = draw;}
void runway_instr::setLineScale(double scale) {lnScale = scale;}
void runway_instr::setScaleDist(double dist_m) {scaleDist = dist_m;}
void runway_instr::setStippleOutline(unsigned short stipple) {stippleOut = stipple;}
void runway_instr::setStippleCenterline(unsigned short stipple){stippleCen = stipple;}