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flightgear/src/Cockpit/hud_tbi.cxx

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#include "hud.hxx"
#include<math.h>
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//============ Top of fgTBI_instr class member definitions ==============
fgTBI_instr ::
fgTBI_instr( int x,
int y,
UINT width,
UINT height,
FLTFNPTR chn1_source,
FLTFNPTR chn2_source,
float maxBankAngle,
float maxSlipAngle,
UINT gap_width,
bool working,
bool tsivalue, //suma
float radius) : //suma
dual_instr_item( x, y, width, height,
chn1_source,
chn2_source,
working,
HUDS_TOP),
BankLimit ((int)(maxBankAngle)),
SlewLimit ((int)(maxSlipAngle)),
scr_hole (gap_width )
{
tsi=tsivalue; //suma
rad=radius; //suma
}
fgTBI_instr :: ~fgTBI_instr() {}
fgTBI_instr :: fgTBI_instr( const fgTBI_instr & image):
dual_instr_item( (const dual_instr_item &) image),
BankLimit( image.BankLimit),
SlewLimit( image.SlewLimit),
scr_hole ( image.scr_hole )
{
}
fgTBI_instr & fgTBI_instr ::
operator = (const fgTBI_instr & rhs )
{
if( !(this == &rhs)) {
dual_instr_item::operator = (rhs);
BankLimit = rhs.BankLimit;
SlewLimit = rhs.SlewLimit;
scr_hole = rhs.scr_hole;
}
return *this;
}
//
// Draws a Turn Bank Indicator on the screen
//
void fgTBI_instr :: draw( void )
{
float bank_angle, sideslip_angle;
float ss_const; // sideslip angle pixels per rad
float cen_x, cen_y, bank, fspan, tee, hole;
int span = get_span();
float zero = 0.0;
RECT My_box = get_location();
POINT centroid = get_centroid();
int tee_height = My_box.bottom;
bank_angle = current_ch2(); // Roll limit +/- 30 degrees
if( bank_angle < -SGD_PI_2/3 )
{
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bank_angle = -SGD_PI_2/3;
}
else if( bank_angle > SGD_PI_2/3 )
{
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bank_angle = SGD_PI_2/3;
}
sideslip_angle = current_ch1(); // Sideslip limit +/- 20 degrees
if( sideslip_angle < -SGD_PI/9 )
{
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sideslip_angle = -SGD_PI/9;
}
else if( sideslip_angle > SGD_PI/9 )
{
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sideslip_angle = SGD_PI/9;
}
cen_x = centroid.x;
cen_y = centroid.y;
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bank = bank_angle * SGD_RADIANS_TO_DEGREES;
tee = -tee_height;
fspan = span;
hole = scr_hole;
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ss_const = 2 * sideslip_angle * fspan/(SGD_2PI/9); // width represents 40 degrees
// printf("side_slip: %f fspan: %f\n", sideslip_angle, fspan);
// printf("ss_const: %f hole: %f\n", ss_const, hole);
glPushMatrix();
glTranslatef(cen_x, cen_y, zero);
glRotatef(-bank, zero, zero, 1.0);
if(!tsi)
{
glBegin(GL_LINES);
if( !scr_hole )
{
glVertex2f( -fspan, zero );
glVertex2f( fspan, zero );
}
else
{
glVertex2f( -fspan, zero );
glVertex2f( -hole, zero );
glVertex2f( hole, zero );
glVertex2f( fspan, zero );
}
// draw teemarks
glVertex2f( hole, zero );
glVertex2f( hole, tee );
glVertex2f( -hole, zero );
glVertex2f( -hole, tee );
glEnd();
glBegin(GL_LINE_LOOP);
glVertex2f( ss_const, -hole);
glVertex2f( ss_const + hole, zero);
glVertex2f( ss_const, hole);
glVertex2f( ss_const - hole, zero);
glEnd();
}
else //if tsi enabled
{
float factor = My_box.right / 6.0;
drawOneLine(cen_x-1.0, My_box.top, cen_x+1.0, My_box.top);
drawOneLine(cen_x-1.0, My_box.top, cen_x-1.0, My_box.top+10.0);
drawOneLine(cen_x+1.0, My_box.top, cen_x+1.0, My_box.top+10.0);
drawOneLine(cen_x-1.0, My_box.top+10.0, cen_x+1.0, My_box.top+10.0);
float x1, y1, x2, y2, x3, y3, x4,y4, x5, y5;
float xc, yc, r=rad, r1= rad-10.0, r2=rad-5.0;
xc = My_box.left + My_box.right/ 2.0 ;
yc = My_box.top + r;
//first n last lines
x1= xc + r * cos (255.0 * SGD_DEGREES_TO_RADIANS);
y1= yc + r * sin (255.0 * SGD_DEGREES_TO_RADIANS);
x2= xc + r1 * cos (255.0 * SGD_DEGREES_TO_RADIANS);
y2= yc + r1 * sin (255.0 * SGD_DEGREES_TO_RADIANS);
drawOneLine(x1,y1,x2,y2);
x1= xc + r * cos (285.0 * SGD_DEGREES_TO_RADIANS);
y1= yc + r * sin (285.0 * SGD_DEGREES_TO_RADIANS);
x2= xc + r1 * cos (285.0 * SGD_DEGREES_TO_RADIANS);
y2= yc + r1 * sin (285.0 * SGD_DEGREES_TO_RADIANS);
drawOneLine(x1,y1,x2,y2);
//second n fifth lines
x1= xc + r * cos (260.0 * SGD_DEGREES_TO_RADIANS);
y1= yc + r * sin (260.0 * SGD_DEGREES_TO_RADIANS);
x2= xc + r2 * cos (260.0 * SGD_DEGREES_TO_RADIANS);
y2= yc + r2 * sin (260.0 * SGD_DEGREES_TO_RADIANS);
drawOneLine(x1,y1,x2,y2);
x1= xc + r * cos (280.0 * SGD_DEGREES_TO_RADIANS);
y1= yc + r * sin (280.0 * SGD_DEGREES_TO_RADIANS);
x2= xc + r2 * cos (280.0 * SGD_DEGREES_TO_RADIANS);
y2= yc + r2 * sin (280.0 * SGD_DEGREES_TO_RADIANS);
drawOneLine(x1,y1,x2,y2);
//third n fourth lines
x1= xc + r * cos (265.0 * SGD_DEGREES_TO_RADIANS);
y1= yc + r * sin (265.0 * SGD_DEGREES_TO_RADIANS);
x2= xc + r2 * cos (265.0 * SGD_DEGREES_TO_RADIANS);
y2= yc + r2 * sin (265.0 * SGD_DEGREES_TO_RADIANS);
drawOneLine(x1,y1,x2,y2);
x1= xc + r * cos (275.0 * SGD_DEGREES_TO_RADIANS);
y1= yc + r * sin (275.0 * SGD_DEGREES_TO_RADIANS);
x2= xc + r2 * cos (275.0 * SGD_DEGREES_TO_RADIANS);
y2= yc + r2 * sin (275.0 * SGD_DEGREES_TO_RADIANS);
drawOneLine(x1,y1,x2,y2);
//to draw marker
float valbank, valsideslip, sideslip;
r = rad + 5.0; //5 is added to get a gap
// upper polygon
bank_angle = current_ch2();
bank= bank_angle * SGD_RADIANS_TO_DEGREES; // Roll limit +/- 30 degrees
if(bank > BankLimit)
bank = BankLimit;
if(bank < -1.0*BankLimit)
bank = -1.0*BankLimit;
valbank = bank * 15.0 / BankLimit; // total span of TSI is 30 degrees
sideslip_angle = current_ch1(); // Sideslip limit +/- 20 degrees
sideslip= sideslip_angle * SGD_RADIANS_TO_DEGREES;
if(sideslip > SlewLimit)
sideslip = SlewLimit;
if(sideslip < -1.0*SlewLimit)
sideslip = -1.0*SlewLimit;
valsideslip = sideslip * 15.0 / SlewLimit;
//values 270, 225 and 315 are angles in degrees...
x1= xc + r * cos ((valbank+270.0) * SGD_DEGREES_TO_RADIANS);
y1= yc + r * sin ((valbank+270.0) * SGD_DEGREES_TO_RADIANS);
x2= x1 + 6.0 * cos (225 * SGD_DEGREES_TO_RADIANS);
y2= y1 + 6.0 * sin (225 * SGD_DEGREES_TO_RADIANS);
x3= x1 + 6.0 * cos (315 * SGD_DEGREES_TO_RADIANS);
y3= y1 + 6.0 * sin (315 * SGD_DEGREES_TO_RADIANS);
drawOneLine(x1, y1, x2, y2);
drawOneLine(x2, y2, x3, y3);
drawOneLine(x3, y3, x1, y1);
//lower polygon...
x1= xc + r * cos ((valbank+270.0) * SGD_DEGREES_TO_RADIANS);
y1= yc + r * sin ((valbank+270.0) * SGD_DEGREES_TO_RADIANS);
x2= x1 + 6.0 * cos (225 * SGD_DEGREES_TO_RADIANS);
y2= y1 + 6.0 * sin (225 * SGD_DEGREES_TO_RADIANS);
x3= x1 + 6.0 * cos (315 * SGD_DEGREES_TO_RADIANS);
y3= y1 + 6.0 * sin (315 * SGD_DEGREES_TO_RADIANS);
x4= x1 + 10.0 * cos (225 * SGD_DEGREES_TO_RADIANS);
y4= y1 + 10.0 * sin (225 * SGD_DEGREES_TO_RADIANS);
x5= x1 + 10.0 * cos (315 * SGD_DEGREES_TO_RADIANS);
y5= y1 + 10.0 * sin (315 * SGD_DEGREES_TO_RADIANS);
x2 = x2 + cos (valsideslip * SGD_DEGREES_TO_RADIANS);
y2 = y2 + sin (valsideslip * SGD_DEGREES_TO_RADIANS);
x3 = x3 + cos (valsideslip * SGD_DEGREES_TO_RADIANS);
y3 = y3 + sin (valsideslip * SGD_DEGREES_TO_RADIANS);
x4 = x4 + cos (valsideslip * SGD_DEGREES_TO_RADIANS);
y4 = y4 + sin (valsideslip * SGD_DEGREES_TO_RADIANS);
x5 = x5 + cos (valsideslip * SGD_DEGREES_TO_RADIANS);
y5 = y5 + sin (valsideslip * SGD_DEGREES_TO_RADIANS);
drawOneLine(x2, y2, x3, y3);
drawOneLine(x3, y3, x5, y5);
drawOneLine(x5, y5, x4, y4);
drawOneLine(x4, y4, x2, y2);
}
glPopMatrix();
}