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flightgear/src/Cockpit/hud_ladr.cxx

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#include "hud.hxx"
#include "panel.hxx"
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#define DO_PANEL_HACK
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//====================== Top of HudLadder Class =======================
HudLadder :: HudLadder( int x,
int y,
UINT width,
UINT height,
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UINT mini,
FLTFNPTR ptch_source,
FLTFNPTR roll_source,
float span_units,
float major_div,
float minor_div,
UINT screen_hole,
UINT lbl_pos,
bool working) :
dual_instr_item( x, y, width, height,
ptch_source,
roll_source,
working,
HUDS_RIGHT),
width_units ( (int)(span_units) ),
div_units ( (int)(major_div < 0? -major_div: major_div) ),
minor_div ( (int)(minor_div) ),
label_pos ( lbl_pos ),
scr_hole ( screen_hole ),
vmax ( span_units/2 ),
vmin ( -vmax )
{
if( !width_units ) {
width_units = 45;
}
// $$$ begin -added VS Renganthan 16 Oct 2k
#ifdef FIGHTER_HUD
factor = 480.0 / 33.75;
#else
// $$$ begin -added VS Renganthan 16 Oct 2k
factor = (float)get_span() / (float) width_units;
#endif
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minimal = mini;
}
HudLadder :: ~HudLadder()
{
}
HudLadder ::
HudLadder( const HudLadder & image ) :
dual_instr_item( (dual_instr_item &) image),
width_units ( image.width_units ),
div_units ( image.div_units ),
label_pos ( image.label_pos ),
scr_hole ( image.scr_hole ),
vmax ( image.vmax ),
vmin ( image.vmin ),
factor ( image.factor )
{
}
HudLadder & HudLadder :: operator = ( const HudLadder & rhs )
{
if( !(this == &rhs)) {
(dual_instr_item &)(*this) = (dual_instr_item &)rhs;
width_units = rhs.width_units;
div_units = rhs.div_units;
label_pos = rhs.label_pos;
scr_hole = rhs.scr_hole;
vmax = rhs.vmax;
vmin = rhs.vmin;
factor = rhs.factor;
}
return *this;
}
//
// Draws a climb ladder in the center of the HUD
//
// $$$ begin - added VS Renganathan, 13 Oct 2K
#ifdef FIGHTER_HUD
void HudLadder :: draw( void )
{
float x_ini;
float x_end;
float y;
int count;
float cosine, sine,xvvr,yvvr,Vxx,Vyy,Vzz,up_vel,ground_vel,actslope;
float Axx,Ayy,Azz,total_vel,pot_slope,t1,t2,psi,alpha,pla;
float vel_x,vel_y,drift;
char Textaux[8] ;
GLdouble eqn_top[4] = {0.0,-1.0,0.0,0.0};
GLdouble eqn_left[4] = {-1.0,0.0,0.0,100.0};
GLdouble eqn_right[4] = {1.0,0.0,0.0,100.0};
POINT centroid = get_centroid();
RECT box = get_location();
float half_span = box.right / 2.0;
float roll_value = current_ch2();
alpha = get_aoa();
pla = get_throttleval();
int lgear,wown,wowm,iclaw,ihook;
iclaw = get_iaux1();
lgear = get_iaux2();
wown = get_iaux3();
wowm = get_iaux4();
ihook = get_iaux5();
float pitch_value = current_ch1() * RAD_TO_DEG;
vmin = pitch_value - (float)width_units;
vmax = pitch_value + (float)width_units; //$$$
glPushMatrix();
glTranslatef( centroid.x, centroid.y, 0);
//*********************************************************
//waypoint marker computation
float fromwp_lat,towp_lat,fromwp_lon,towp_lon,dist,delx,dely,hyp,theta,brg;
fromwp_lon = get_longitude()*DEG_TO_RAD;
fromwp_lat = get_latitude()*DEG_TO_RAD;
towp_lon = get_aux5()*DEG_TO_RAD;
towp_lat = get_aux6()*DEG_TO_RAD;
dist = acos(sin(fromwp_lat)*sin(towp_lat)+cos(fromwp_lat)*cos(towp_lat)*cos(fabs(fromwp_lon-towp_lon)));
delx= towp_lat - fromwp_lat;
dely = towp_lon - fromwp_lon;
hyp = sqrt(pow(delx,2)+pow(dely,2));
if (hyp != 0) {
theta = asin(dely/hyp);
} else {
theta = 0.0;
}
brg = theta*RAD_TO_DEG;
if (brg > 360.0) brg = 0.0;
if (delx < 0) brg = 180 - brg;
// {Brg = asin(cos(towp_lat)*sin(fabs(fromwp_lon-towp_lon))/ sin(dist));
// Brg = Brg * RAD_TO_DEG; }
dist = dist*RAD_TO_DEG * 60.0*1852.0; //rad->deg->nm->m
//*********************************************************
// Draw the FRL spot and line
#define FRL_DIAMOND_SIZE 2.0
glBegin(GL_LINE_LOOP);
glVertex2f( -FRL_DIAMOND_SIZE, 0.0);
glVertex2f(0.0, FRL_DIAMOND_SIZE);
glVertex2f( FRL_DIAMOND_SIZE, 0.0);
glVertex2f(0.0, -FRL_DIAMOND_SIZE);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(0, FRL_DIAMOND_SIZE);
glVertex2f(0, 8.0 );
glEnd();
#undef FRL_DIAMOND_SIZE
//velocity vector reticle - computations
Vxx = get_Vx();
Vyy = get_Vy();
Vzz = get_Vz();
Axx = get_Ax();
Ayy = get_Ay();
Azz = get_Az();
psi = get_heading();
if (psi > 180.0) psi = psi - 360;
total_vel = sqrt(Vxx*Vxx + Vyy*Vyy + Vzz*Vzz);
ground_vel = sqrt(Vxx*Vxx + Vyy*Vyy);
up_vel = Vzz;
if (ground_vel < 2.0) {
if (fabs(up_vel) < 2.0) {
actslope = 0.0;
} else {
actslope = (up_vel/fabs(up_vel))*90.0;
}
} else {
actslope = atan(up_vel/ground_vel)*RAD_TO_DEG;
}
xvvr = (((atan2(Vyy,Vxx)*RAD_TO_DEG)-psi)*(640.0/45.0));
drift = ((atan2(Vyy,Vxx)*RAD_TO_DEG)-psi);
yvvr = ((actslope - pitch_value)*factor);
vel_y = ((actslope -pitch_value) * cos(roll_value) + drift*sin(roll_value))*factor;
vel_x = (-(actslope -pitch_value)*sin(roll_value) + drift*cos(roll_value))*(640/45.0);
// printf("%f %f %f %f\n",vel_x,vel_y,drift,psi);
// drift marker
glBegin(GL_LINE_STRIP);
glVertex2f((xvvr*25/120)-6, -4);
glVertex2f(xvvr*25/120, 8);
glVertex2f((xvvr*25/120)+6, -4);
glEnd();
// clip hud ladder
glClipPlane(GL_CLIP_PLANE0,eqn_top);
glEnable(GL_CLIP_PLANE0);
glClipPlane(GL_CLIP_PLANE1,eqn_left);
glEnable(GL_CLIP_PLANE1);
glClipPlane(GL_CLIP_PLANE2,eqn_right);
glEnable(GL_CLIP_PLANE2);
// alpha bracket - reqd only for landing (tied to hook)
if (ihook == 1) {
glBegin(GL_LINE_STRIP);
glVertex2f(vel_x-20 , vel_y-(16-alpha)*factor);
glVertex2f(vel_x-17, vel_y-(16-alpha)*factor);
glVertex2f(vel_x-17, vel_y-(14-alpha)*factor);
glVertex2f(vel_x-20, vel_y-(14-alpha)*factor);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(vel_x+20 , vel_y-(16-alpha)*factor);
glVertex2f(vel_x+17, vel_y-(16-alpha)*factor);
glVertex2f(vel_x+17, vel_y-(14-alpha)*factor);
glVertex2f(vel_x+20, vel_y-(14-alpha)*factor);
glEnd();
}
//printf("xvr=%f,yvr=%f,Vx=%f,Vy=%f,Vz=%f\n",xvvr,yvvr,Vx,Vy,Vz);
//printf("Ax=%f,Ay=%f,Az=%f\n",Ax,Ay,Az);
//energy markers - compute potential slope
if (total_vel < 5.0) {
t1 = 0;
t2 = 0;
} else {
t1 = up_vel/total_vel;
t2 = asin((Vxx*Axx + Vyy*Ayy + Vzz*Azz)/(9.81*total_vel));
}
pot_slope = ((t2/3)*RAD_TO_DEG)*factor + vel_y;
//energy markers
glBegin(GL_LINE_STRIP);
glVertex2f(vel_x-20, pot_slope-5);
glVertex2f(vel_x-15, pot_slope);
glVertex2f(vel_x-20, pot_slope+5);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(vel_x+20, pot_slope-5);
glVertex2f(vel_x+15, pot_slope);
glVertex2f(vel_x+20, pot_slope+5);
glEnd();
if (pla > (105.0/131.0)) {
glBegin(GL_LINE_STRIP);
glVertex2f(vel_x-24, pot_slope-5);
glVertex2f(vel_x-19, pot_slope);
glVertex2f(vel_x-24, pot_slope+5);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(vel_x+24, pot_slope-5);
glVertex2f(vel_x+19, pot_slope);
glVertex2f(vel_x+24, pot_slope+5);
glEnd();
}
// ramp reticle - for ski jump takeoff only
if (iclaw == 1) {
glBegin(GL_LINE_STRIP);
glVertex2f(-15, -134);
glVertex2f(15, -134);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(-6, -134);
glVertex2f(-6, t2*RAD_TO_DEG*4.0 - 134);
glVertex2f(+6, t2*RAD_TO_DEG*4.0 - 134);
glVertex2f(6, -134);
glEnd();
glBegin(GL_LINE_LOOP);
glVertex2f(-6, actslope*4.0 - 134);
glVertex2f(0, actslope*4.0 -134 +3);
glVertex2f(6, actslope*4.0 - 134);
glVertex2f(0, actslope*4.0 -134 -3);
glEnd();
}
// Draw the locked velocity vector.
glBegin(GL_LINE_LOOP);
glVertex2f( -3.0, 0.0+vel_y);
glVertex2f(0.0, 6.0+vel_y);
glVertex2f( 3.0, 0.0+vel_y);
glVertex2f(0.0, -6.0+vel_y);
glEnd();
// draw velocity vector
glBegin(GL_LINE_LOOP); // Use polygon to approximate a circle
for(count=0; count<50; count++) {
cosine = 6 * cos(count * 2 * M_PI/50.0);
sine = 6 * sin(count * 2 * M_PI/50.0);
glVertex2f(cosine+vel_x, sine+vel_y);
}
glEnd();
//velocity vector reticle orientation lines
glBegin(GL_LINE_STRIP);
glVertex2f(vel_x-12, vel_y);
glVertex2f(vel_x-6, vel_y);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(vel_x+12, vel_y);
glVertex2f(vel_x+6, vel_y);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(vel_x, vel_y+12);
glVertex2f(vel_x, vel_y+6);
glEnd();
if (lgear == 1) {
// undercarriage status
glBegin(GL_LINE_STRIP);
glVertex2f(vel_x+8, vel_y);
glVertex2f(vel_x+8, vel_y-4);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(vel_x-8, vel_y);
glVertex2f(vel_x-8, vel_y-4);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(vel_x, vel_y-6);
glVertex2f(vel_x, vel_y-10);
glEnd();
}
if (ihook == 1) {
// arrestor hook status
glBegin(GL_LINE_STRIP);
glVertex2f(vel_x-4, vel_y-8);
glVertex2f(vel_x, vel_y-10);
glVertex2f(vel_x+4, vel_y-8);
glEnd();
}
// FRL marker not rotated - this line shifted below
glTranslatef( vel_x, vel_y, 0);
glRotatef(roll_value * RAD_TO_DEG, 0.0, 0.0, 1.0);
if( div_units ) {
char TextLadder[8] ;
float label_length ;
float label_height ;
float left ;
float right ;
float bot ;
float top ;
float text_offset = 4.0f ;
float zero_offset = 50.0f ;
fntFont *font = HUDtext->getFont();
float pointsize = HUDtext->getPointSize();
float italic = HUDtext->getSlant();
TextList.setFont( HUDtext );
TextList.erase();
LineList.erase();
StippleLineList.erase();
int last = FloatToInt(vmax)+1;
int i = FloatToInt(vmin);
if( !scr_hole ) {
for( ; i<last ; i++ ) {
y = (((float)(i - pitch_value) * factor) + .5f);
if( !(i % div_units )) { // At integral multiple of div
sprintf( TextLadder, "%d", i );
font->getBBox ( TextLadder, pointsize, italic,
&left, &right, &bot, &top ) ;
label_length = right - left;
label_length += text_offset;
label_height = (top - bot)/2.0f;
x_ini = -half_span;
x_end = half_span;
if( i >= 0 ) {
// Make zero point wider on left
if( i == 0 )
x_ini -= zero_offset;
// Zero or above draw solid lines
Line(x_ini, y, x_end, y);
} else {
// Below zero draw dashed lines.
StippleLine(x_ini, y, x_end, y);
}
// Calculate the position of the left text and write it.
Text( x_ini-label_length, y-label_height, TextLadder );
Text( x_end+text_offset, y-label_height, TextLadder );
}
}
}
else // if(scr_hole )
{ // Draw ladder with space in the middle of the lines
float hole = (float)((scr_hole)/2.0f);
for( ; i<last ; i++ ) {
// y = (((float)(i - pitch_value) * factor) + .5);
y = (((float)(i - actslope) * factor) + .5);
if( !(i % div_units )) { // At integral multiple of div
sprintf( TextLadder, "%d", i );
font->getBBox ( TextLadder, pointsize, italic,
&left, &right, &bot, &top ) ;
label_length = right - left;
label_length += text_offset;
label_height = (top - bot)/2.0f;
// printf("l %f r %f b %f t %f\n",left, right, bot, top );
// Start by calculating the points and drawing the
// left side lines.
x_ini = -half_span;
x_end = -half_span + hole;
if( i >= 0 ) {
// Make zero point wider on left
if( i == 0 ) {
x_ini -= zero_offset;
} else {
// Zero or above draw solid lines
Line(x_end, y-5.0, x_end, y);
}
Line(x_ini, y, x_end, y);
} else {
// Below zero draw dashed lines.
Line(x_end, y+5.0, x_end, y);
StippleLine(x_ini, y, x_end, y);
}
// Now calculate the location of the left side label using
Text( x_ini-label_length, y-label_height, TextLadder );
// Now calculate and draw the right side line location
x_ini = half_span - hole;
x_end = half_span;
if( i >= 0 ) {
if( i == 0 ) {
x_end += zero_offset;
} else {
Line(x_ini, y-5.0, x_ini, y);
}
// Zero or above draw solid lines
Line(x_ini, y, x_end, y);
} else {
// Below zero draw dashed lines.
Line(x_ini, y+5.0, x_ini, y);
StippleLine(x_ini, y, x_end, y);
}
// Calculate the location and draw the right side label
Text( x_end+text_offset, y-label_height, TextLadder );
}
}
// draw appraoch glide slope marker - for landing only (tied to hook)
if (ihook) {
Line(-half_span+15, (-4-actslope)*factor, -half_span + hole, (-4-actslope)*factor);
Line(half_span-15, (-4-actslope)*factor, half_span - hole, (-4-actslope)*factor);
}
}
TextList.draw();
glLineWidth(0.2);
LineList.draw();
glEnable(GL_LINE_STIPPLE);
glLineStipple( 1, 0x00FF );
StippleLineList.draw( );
glDisable(GL_LINE_STIPPLE);
}
glDisable(GL_CLIP_PLANE0);
glDisable(GL_CLIP_PLANE1);
glDisable(GL_CLIP_PLANE2);
// glDisable(GL_SCISSOR_TEST);
glPopMatrix();
//*************************************************************
// waypoint marker
if (fabs(brg-psi) > 10.0) {
glPushMatrix();
glTranslatef( centroid.x, centroid.y, 0);
glTranslatef( vel_x, vel_y, 0);
glRotatef(brg - psi,0.0,0.0,-1.0);
glBegin(GL_LINE_LOOP);
glVertex2f(-2.5,20.0);
glVertex2f(-2.5,30.0);
glVertex2f(-5.0,30.0);
glVertex2f(0.0,35.0);
glVertex2f(5.0,30.0);
glVertex2f(2.5,30.0);
glVertex2f(2.5,20.0);
glEnd();
glPopMatrix();
}
// waypoint marker on heading scale
if (fabs(brg-psi) < 12.0) {
glBegin(GL_LINE_LOOP);
glVertex2f(((brg-psi)*60/25)+320,240.0);
glVertex2f(((brg-psi)*60/25)+326,240.0-4);
glVertex2f(((brg-psi)*60/25)+323,240.0-4);
glVertex2f(((brg-psi)*60/25)+323,240.0-8);
glVertex2f(((brg-psi)*60/25)+317,240.0-8);
glVertex2f(((brg-psi)*60/25)+317,240.0-4);
glVertex2f(((brg-psi)*60/25)+314,240.0-4);
glEnd();
}
//*************************************************************
}
#else
// $$$ end - added VS Renganathan, 13 Oct 2K
// draw DEFAULT_HUD
void HudLadder :: draw( void )
{
POINT centroid = get_centroid();
float roll_value = current_ch2();
glPushMatrix();
glTranslatef( centroid.x, centroid.y, 0);
// Alex's panel patch
// glScalef( current_options.get_fov()/55.0, 1.0, 1.0 );
glRotatef(roll_value * RAD_TO_DEG, 0.0, 0.0, 1.0);
// Draw the target spot.
#define CENTER_DIAMOND_SIZE 6.0f
glBegin(GL_LINE_LOOP);
glVertex2f( CENTER_DIAMOND_SIZE, 0.0);
glVertex2f( 0.0, CENTER_DIAMOND_SIZE);
glVertex2f( -CENTER_DIAMOND_SIZE, 0.0);
glVertex2f( 0.0, -CENTER_DIAMOND_SIZE);
glEnd();
if( minimal || ! div_units ) {
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glPopMatrix();
return;
}
float x_ini;
float x_end;
float y;
float pitch_value = current_ch1() * RAD_TO_DEG;
vmin = pitch_value - (float)width_units * 0.5f;
vmax = pitch_value + (float)width_units * 0.5f;
RECT box = get_location();
float half_span = box.right * 0.5f ;
char TextLadder[8] ;
float label_length ;
float label_height ;
float left ;
float right ;
float bot ;
float top ;
float text_offset = 4.0f ;
float zero_offset = 10.0f ;
fntFont *font = HUDtext->getFont();
float pointsize = HUDtext->getPointSize();
float italic = HUDtext->getSlant();
TextList.setFont( HUDtext );
TextList.erase();
LineList.erase();
StippleLineList.erase();
int last = FloatToInt(vmax)+1;
int i = FloatToInt(vmin);
if( !scr_hole ) {
x_end = half_span;
for( ; i<last ; i++ ) {
y = (((float)(i - pitch_value) * factor) + .5f);
if( !(i % div_units )) { // At integral multiple of div
sprintf( TextLadder, "%d", i );
font->getBBox ( TextLadder, pointsize, italic,
&left, &right, &bot, &top ) ;
label_length = right - left;
label_length += text_offset;
label_height = (top - bot) * 0.5f;
x_ini = -half_span;
if( i >= 0 ) {
// Make zero point wider on left
if( i == 0 )
x_ini -= zero_offset;
// Zero or above draw solid lines
Line(x_ini, y, x_end, y);
} else {
// Below zero draw dashed lines.
StippleLine(x_ini, y, x_end, y);
}
// Calculate the position of the left text and write it.
Text( x_ini-label_length, y-label_height, TextLadder );
Text( x_end+text_offset, y-label_height, TextLadder );
}
}
} else { // scr_hole != 0
// Draw ladder with space in the middle of the lines
float x_ini2;
float x_end2;
float hole = (float)((scr_hole)*0.5f);
x_end = -half_span + hole;
x_ini2 = half_span - hole;
for( ; i<last ; i++ ) {
y = (((float)(i - pitch_value) * factor) + .5);
if( !(i % div_units )) { // At integral multiple of div
sprintf( TextLadder, "%d", i );
font->getBBox ( TextLadder, pointsize, italic,
&left, &right, &bot, &top ) ;
label_length = right - left;
label_length += text_offset;
label_height = (top - bot) * 0.5f;
// Start by calculating the points and drawing the
// left side lines.
x_ini = -half_span;
x_end2 = half_span;
if( i >= 0 ) {
// Make zero point wider on left
if( i == 0 ) {
x_ini -= zero_offset;
x_end2 += zero_offset;
}
// Zero or above draw solid lines
Line(x_ini, y, x_end, y);
Line(x_ini2, y, x_end2, y);
} else {
// Below zero draw dashed lines.
StippleLine(x_ini, y, x_end, y);
StippleLine(x_ini2, y, x_end2, y);
}
// Calculate the location of the left side label using
Text( x_ini-label_length, y-label_height, TextLadder );
// Calculate the location and draw the right side label
Text( x_end2+text_offset, y-label_height, TextLadder );
}
}
}
TextList.draw();
LineList.draw();
glEnable(GL_LINE_STIPPLE);
#ifdef DO_PANEL_HACK
glLineStipple( 1, fgPanelVisible() ? 0x0F0F : 0x00FF );
#else
glLineStipple( 1, 0x00FF );
#endif
StippleLineList.draw( );
glDisable(GL_LINE_STIPPLE);
// } // if(div_units)
glPopMatrix();
}
#endif // DEFAULT_HUD