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flightgear/src/Main/views.cxx

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// views.cxx -- data structures and routines for managing and view
// parameters.
//
// Written by Curtis Olson, started August 1997.
//
// Copyright (C) 1997 Curtis L. Olson - curt@flightgear.org
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
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#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
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#include <plib/ssg.h> // plib include
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#include <simgear/constants.h>
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#include <simgear/debug/logstream.hxx>
#include <simgear/math/point3d.hxx>
#include <simgear/math/polar3d.hxx>
#include <simgear/math/vector.hxx>
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#include <Aircraft/aircraft.hxx>
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#include <Cockpit/panel.hxx>
#include <Scenery/scenery.hxx>
#include <Time/fg_time.hxx>
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#include "options.hxx"
#include "views.hxx"
// temporary (hopefully) hack
static int panel_hist = 0;
// This is a record containing current view parameters for the current
// aircraft position
FGView pilot_view;
// This is a record containing current view parameters for the current
// view position
FGView current_view;
// Constructor
FGView::FGView( void ) {
}
// Initialize a view structure
void FGView::Init( void ) {
FG_LOG( FG_VIEW, FG_INFO, "Initializing View parameters" );
view_offset = 0.0;
goal_view_offset = 0.0;
sgSetVec3( pilot_offset, 0.0, 0.0, 0.0 );
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winWidth = current_options.get_xsize();
winHeight = current_options.get_ysize();
if ( ! current_options.get_panel_status() ) {
current_view.set_win_ratio( (GLfloat) winWidth / (GLfloat) winHeight );
} else {
current_view.set_win_ratio( (GLfloat) winWidth /
((GLfloat) (winHeight)*0.4232) );
}
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// This never changes -- NHV
LARC_TO_SSG[0][0] = 0.0;
LARC_TO_SSG[0][1] = 1.0;
LARC_TO_SSG[0][2] = -0.0;
LARC_TO_SSG[0][3] = 0.0;
LARC_TO_SSG[1][0] = 0.0;
LARC_TO_SSG[1][1] = 0.0;
LARC_TO_SSG[1][2] = 1.0;
LARC_TO_SSG[1][3] = 0.0;
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LARC_TO_SSG[2][0] = 1.0;
LARC_TO_SSG[2][1] = -0.0;
LARC_TO_SSG[2][2] = 0.0;
LARC_TO_SSG[2][3] = 0.0;
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LARC_TO_SSG[3][0] = 0.0;
LARC_TO_SSG[3][1] = 0.0;
LARC_TO_SSG[3][2] = 0.0;
LARC_TO_SSG[3][3] = 1.0;
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force_update_fov_math();
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}
// Update the view volume, position, and orientation
void FGView::UpdateViewParams( const FGInterface& f ) {
UpdateViewMath(f);
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if ((current_options.get_panel_status() != panel_hist) && (current_options.get_panel_status()))
{
FGPanel::OurPanel->ReInit( 0, 0, 1024, 768);
}
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if ( ! current_options.get_panel_status() ) {
xglViewport(0, 0 , (GLint)(winWidth), (GLint)(winHeight) );
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} else {
xglViewport(0, (GLint)((winHeight)*0.5768), (GLint)(winWidth),
(GLint)((winHeight)*0.4232) );
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}
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panel_hist = current_options.get_panel_status();
}
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// convert sgMat4 to MAT3 and print
static void print_sgMat4( sgMat4 &in) {
int i, j;
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for ( i = 0; i < 4; i++ ) {
for ( j = 0; j < 4; j++ ) {
printf("%10.4f ", in[i][j]);
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}
cout << endl;
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}
}
// Update the view parameters
void FGView::UpdateViewMath( const FGInterface& f ) {
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Point3D p;
sgVec3 v0, minus_z, sgvec, forward;
sgMat4 VIEWo, TMP;
if ( update_fov ) {
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ssgSetFOV( current_options.get_fov(),
current_options.get_fov() * win_ratio );
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update_fov = false;
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}
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scenery.center = scenery.next_center;
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// printf("scenery center = %.2f %.2f %.2f\n", scenery.center.x,
// scenery.center.y, scenery.center.z);
// calculate the cartesion coords of the current lat/lon/0 elev
p = Point3D( f.get_Longitude(),
f.get_Lat_geocentric(),
f.get_Sea_level_radius() * FEET_TO_METER );
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cur_zero_elev = fgPolarToCart3d(p) - scenery.center;
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// calculate view position in current FG view coordinate system
// p.lon & p.lat are already defined earlier, p.radius was set to
// the sea level radius, so now we add in our altitude.
if ( f.get_Altitude() * FEET_TO_METER >
(scenery.cur_elev + 0.5 * METER_TO_FEET) ) {
p.setz( p.radius() + f.get_Altitude() * FEET_TO_METER );
} else {
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p.setz( p.radius() + scenery.cur_elev + 0.5 * METER_TO_FEET );
}
abs_view_pos = fgPolarToCart3d(p);
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view_pos = abs_view_pos - scenery.center;
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FG_LOG( FG_VIEW, FG_DEBUG, "Polar view pos = " << p );
FG_LOG( FG_VIEW, FG_DEBUG, "Absolute view pos = " << abs_view_pos );
FG_LOG( FG_VIEW, FG_DEBUG, "Relative view pos = " << view_pos );
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// code to calculate LOCAL matrix calculated from Phi, Theta, and
// Psi (roll, pitch, yaw) in case we aren't running LaRCsim as our
// flight model
sgVec3 rollvec;
sgSetVec3( rollvec, 0.0, 0.0, 1.0 );
sgMat4 PHI; // roll
sgMakeRotMat4( PHI, f.get_Phi() * RAD_TO_DEG, rollvec );
sgVec3 pitchvec;
sgSetVec3( pitchvec, 0.0, 1.0, 0.0 );
sgMat4 THETA; // pitch
sgMakeRotMat4( THETA, f.get_Theta() * RAD_TO_DEG, pitchvec );
sgMat4 ROT;
sgMultMat4( ROT, PHI, THETA );
sgVec3 yawvec;
sgSetVec3( yawvec, 1.0, 0.0, 0.0 );
sgMat4 PSI; // pitch
sgMakeRotMat4( PSI, -f.get_Psi() * RAD_TO_DEG, yawvec );
sgMultMat4( LOCAL, ROT, PSI );
// cout << "LOCAL matrix" << endl;
// print_sgMat4( LOCAL );
sgMakeRotMat4( UP,
f.get_Longitude() * RAD_TO_DEG,
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0.0,
-f.get_Latitude() * RAD_TO_DEG );
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sgSetVec3( local_up, 1.0, 0.0, 0.0 );
sgXformVec3( local_up, UP );
// cout << "Local Up = " << local_up[0] << "," << local_up[1] << ","
// << local_up[2] << endl;
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// Alternative method to Derive local up vector based on
// *geodetic* coordinates
// alt_up = fgPolarToCart(FG_Longitude, FG_Latitude, 1.0);
// printf( " Alt Up = (%.4f, %.4f, %.4f)\n",
// alt_up.x, alt_up.y, alt_up.z);
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sgMat4 TMP2;
sgMultMat4( VIEWo, LOCAL, UP );
// cout << "VIEWo matrix" << endl;
// print_sgMat4( VIEWo );
// generate the sg view up vector
sgVec3 vec1;
sgSetVec3( vec1, 1.0, 0.0, 0.0 );
sgXformVec3( view_up, vec1, VIEWo );
// generate the pilot offset vector in world coordinates
sgVec3 pilot_offset_world;
sgSetVec3( vec1,
pilot_offset[2], pilot_offset[1], -pilot_offset[0] );
sgXformVec3( pilot_offset_world, vec1, VIEWo );
// generate the view offset matrix
sgMakeRotMat4( VIEW_OFFSET, view_offset * RAD_TO_DEG, view_up );
// cout << "VIEW_OFFSET matrix" << endl;
// print_sgMat4( VIEW_OFFSET );
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sgMultMat4( TMP2, VIEWo, VIEW_OFFSET );
sgMultMat4( VIEW_ROT, LARC_TO_SSG, TMP2 );
// cout << "VIEW_ROT matrix" << endl;
// print_sgMat4( VIEW_ROT );
sgMakeTransMat4( TRANS,
view_pos.x() + pilot_offset_world[0],
view_pos.y() + pilot_offset_world[1],
view_pos.z() + pilot_offset_world[2] );
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sgMultMat4( VIEW, VIEW_ROT, TRANS );
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//!!!!!!!!!!!!!!!!!!!
// THIS IS THE EXPERIMENTAL VIEWING ANGLE SHIFTER
// THE MAJORITY OF THE WORK IS DONE IN GUI.CXX
// this in gui.cxx for now just testing
extern float quat_mat[4][4];
sgPreMultMat4( VIEW, quat_mat);
// !!!!!!!!!! testing
sgSetVec3( sgvec, 0.0, 0.0, 1.0 );
sgXformVec3( forward, sgvec, VIEWo );
// cout << "forward = " << forward[0] << ","
// << forward[1] << "," << forward[2] << endl;
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sgMakeRotMat4( TMP, view_offset * RAD_TO_DEG, view_up );
sgXformVec3( view_forward, forward, TMP );
// cout << "view_forward = " << view_forward[0] << ","
// << view_forward[1] << "," << view_forward[2] << endl;
// make a vector to the current view position
sgSetVec3( v0, view_pos.x(), view_pos.y(), view_pos.z() );
// Given a vector pointing straight down (-Z), map into onto the
// local plane representing "horizontal". This should give us the
// local direction for moving "south".
sgSetVec3( minus_z, 0.0, 0.0, -1.0 );
sgmap_vec_onto_cur_surface_plane(local_up, v0, minus_z, surface_south);
sgNormalizeVec3(surface_south);
// cout << "Surface direction directly south " << surface_south[0] << ","
// << surface_south[1] << "," << surface_south[2] << endl;
// now calculate the surface east vector
sgMakeRotMat4( TMP, FG_PI_2 * RAD_TO_DEG, view_up );
// cout << "sgMat4 TMP" << endl;
// print_sgMat4( TMP );
sgXformVec3(surface_east, surface_south, TMP);
// cout << "Surface direction directly east" << surface_east[0] << ","
// << surface_east[1] << "," << surface_east[2] << endl;
// cout << "Should be close to zero = "
// << sgScalarProductVec3(surface_south, surface_east) << endl;
}
// Destructor
FGView::~FGView( void ) {
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}