1
0
Fork 0

- use Item::draw_circle() to draw circles (waypoint marker still to be done)

- move variable declaration near their first use (c++ style rather than c)
- rename (zenith|nadir|hat) to enable-(zenith|nadir|hat) and make them bool
  (for consistency reasons)
This commit is contained in:
mfranz 2006-07-23 08:14:03 +00:00
parent 4ce94a0ec4
commit 0289cfcb36
2 changed files with 60 additions and 94 deletions

View file

@ -582,9 +582,9 @@ private:
float _glide_slope;
bool _energy_worm;
bool _waypoint_marker;
int _zenith;
int _nadir;
int _hat;
bool _zenith;
bool _nadir;
bool _hat;
// The Ladder has its own temporary display lists
TextList _locTextList;

View file

@ -59,9 +59,9 @@ HUD::Ladder::Ladder(HUD *hud, const SGPropertyNode *n, float x, float y) :
_glide_slope(n->getFloatValue("glide-slope", -4.0)),
_energy_worm(n->getBoolValue("enable-energy-marker", false)),
_waypoint_marker(n->getBoolValue("enable-waypoint-marker", false)),
_zenith(n->getIntValue("zenith")),
_nadir(n->getIntValue("nadir")),
_hat(n->getIntValue("hat"))
_zenith(n->getBoolValue("enable-zenith")),
_nadir(n->getBoolValue("enable-nadir")),
_hat(n->getBoolValue("enable-hat"))
{
const char *t = n->getStringValue("type");
_type = strcmp(t, "climb-dive") ? PITCH : CLIMB_DIVE;
@ -79,38 +79,13 @@ void HUD::Ladder::draw(void)
if (!_pitch.isValid() || !_roll.isValid())
return;
float x_ini, x_ini2;
float x_end, x_end2;
float y = 0;
int count;
float cosine, sine, xvvr, yvvr, Vxx = 0.0, Vyy = 0.0, Vzz = 0.0;
float up_vel, ground_vel, actslope = 0.0;
float Axx = 0.0, Ayy = 0.0, Azz = 0.0, total_vel = 0.0, pot_slope, t1;
float t2 = 0.0, psi = 0.0, alpha, pla;
float vel_x = 0.0, vel_y = 0.0, drift;
bool pitch_ladder = false;
bool climb_dive_ladder = false;
bool clip_plane = false;
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};
float half_span = _w / 2.0;
float roll_value = _roll.getFloatValue() * SGD_DEGREES_TO_RADIANS; // FIXME rad/deg conversion
alpha = get__aoa();
pla = get__throttleval();
#ifdef ENABLE_SP_FDM
int lgear, wown, wowm, ilcanclaw, ihook;
ilcanclaw = get__iaux2();
lgear = get__iaux3();
wown = get__iaux4();
wowm = get__iaux5();
ihook = get__iaux6();
#endif
float roll_value = _roll.getFloatValue() * SGD_DEGREES_TO_RADIANS;
float pitch_value = _pitch.getFloatValue();
bool pitch_ladder;
bool climb_dive_ladder;
bool clip_plane;
if (_type == CLIMB_DIVE) {
pitch_ladder = false;
climb_dive_ladder = true;
@ -124,7 +99,6 @@ void HUD::Ladder::draw(void)
//**************************************************************
glPushMatrix();
// define (0, 0) as center of screen
glTranslatef(_center_x, _center_y, 0);
// OBJECT STATIC RETICLE
@ -165,6 +139,11 @@ void HUD::Ladder::draw(void)
//****************************************************************
//velocity vector reticle - computations
float xvvr, yvvr, Vxx = 0.0, Vyy = 0.0, Vzz = 0.0;
float Axx = 0.0, Ayy = 0.0, Azz = 0.0, total_vel = 0.0, pot_slope, t1;
float up_vel, ground_vel, actslope = 0.0, psi = 0.0;
float vel_x = 0.0, vel_y = 0.0, drift;
if (_velocity_vector) {
Vxx = get__Vx();
Vyy = get__Vy();
@ -217,6 +196,10 @@ void HUD::Ladder::draw(void)
// Clipping coordinates for ladder to be input from xml file
// Clip hud ladder
if (clip_plane) {
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};
glClipPlane(GL_CLIP_PLANE0, eqn_top);
glEnable(GL_CLIP_PLANE0);
glClipPlane(GL_CLIP_PLANE1, eqn_left);
@ -232,13 +215,7 @@ void HUD::Ladder::draw(void)
// TYPE VELOCITY VECTOR
// ATTRIB - ALWAYS
// velocity vector
glBegin(GL_LINE_LOOP); // Use polygon to approximate a circle
for (count = 0; count < 50; count++) {
cosine = 6 * cos(count * SGD_2PI / 50.0);
sine = 6 * sin(count * SGD_2PI / 50.0);
glVertex2f(cosine + vel_x, sine + vel_y);
}
glEnd();
draw_circle(vel_x, vel_y, 6);
//velocity vector reticle orientation lines
glBegin(GL_LINE_STRIP);
@ -255,6 +232,9 @@ void HUD::Ladder::draw(void)
glEnd();
#ifdef ENABLE_SP_FDM
int lgear = get__iaux3();
int ihook = get__iaux6();
// OBJECT MOVING RETICLE
// TYPE LINE
// ATTRIB - ON CONDITION
@ -303,6 +283,8 @@ void HUD::Ladder::draw(void)
// ATTRIB - ON CONDITION
// alpha bracket
#ifdef ENABLE_SP_FDM
float alpha = get__aoa();
if (_alpha_bracket && ihook == 1) {
glBegin(GL_LINE_STRIP);
glVertex2f(vel_x - 20, vel_y - (16 - alpha) * _compression);
@ -327,6 +309,9 @@ void HUD::Ladder::draw(void)
// TYPE ENERGY_MARKERS
// ATTRIB - ALWAYS
//energy markers - compute potential slope
float pla = get__throttleval();
float t2 = 0.0;
if (_energy_marker) {
if (total_vel < 5.0) {
t1 = 0;
@ -373,6 +358,8 @@ void HUD::Ladder::draw(void)
// TYPE LINE
// ATTRIB - ON CONDITION
#ifdef ENABLE_SP_FDM
int ilcanclaw = get__iaux2();
if (_energy_worm && ilcanclaw == 1) {
glBegin(GL_LINE_STRIP);
glVertex2f(-15, -134);
@ -429,6 +416,10 @@ void HUD::Ladder::draw(void)
glRotatef(roll_value * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0);
// FRL marker not rotated - this line shifted below
float half_span = _w / 2.0;
float y = 0;
float x_ini, x_ini2;
float x_end, x_end2;
if (_div_units) {
const int BUFSIZE = 8;
@ -481,13 +472,13 @@ void HUD::Ladder::draw(void)
// Zero or above draw solid lines
draw_line(x_ini, y, x_end, y);
if (i == 90 && _zenith == 1)
if (i == 90 && _zenith)
draw_zenith(x_ini, x_end, y);
} else {
// Below zero draw dashed lines.
draw_stipple_line(x_ini, y, x_end, y);
if (i == -90 && _nadir ==1)
if (i == -90 && _nadir)
draw_nadir(x_ini, x_end, y);
}
@ -538,7 +529,7 @@ void HUD::Ladder::draw(void)
draw_line(x_ini, y, x_end, y);
draw_line(x_ini2, y, x_end2, y);
if (i == 90 && _zenith == 1)
if (i == 90 && _zenith)
draw_zenith(x_ini2, x_end, y);
} else { // i < 0
@ -552,7 +543,7 @@ void HUD::Ladder::draw(void)
draw_stipple_line(x_ini, y, x_end, y);
draw_stipple_line(x_ini2, y, x_end2, y);
if (i == -90 && _nadir == 1)
if (i == -90 && _nadir)
draw_nadir(x_ini2, x_end, y);
}
@ -631,7 +622,7 @@ void HUD::Ladder::draw(void)
// OBJECT MOVING RETICLE
// TYPE ARROW
// waypoint marker
if (fabs(brg-psi) > 10.0) {
if (fabs(brg - psi) > 10.0) {
glPushMatrix();
glTranslatef(_center_x, _center_y, 0);
glTranslatef(vel_x, vel_y, 0);
@ -649,8 +640,8 @@ void HUD::Ladder::draw(void)
}
// waypoint marker on heading scale
if (fabs(brg-psi) < 12.0) {
if (_hat == 0) {
if (fabs(brg - psi) < 12.0) {
if (!_hat) {
glBegin(GL_LINE_LOOP);
glVertex2f(((brg - psi) * 60 / 25) + 320, 240.0);
glVertex2f(((brg - psi) * 60 / 25) + 326, 240.0 - 4);
@ -661,7 +652,7 @@ void HUD::Ladder::draw(void)
glVertex2f(((brg - psi) * 60 / 25) + 314, 240.0 - 4);
glEnd();
} else { //if _hat=0
} else { // if (_hat)
float x = (brg - psi) * 60 / 25 + 320, y = 240.0, r = 5.0;
float x1, y1;
@ -678,7 +669,7 @@ void HUD::Ladder::draw(void)
glEnd();
glDisable(GL_POINT_SMOOTH);
} //_hat=0
}
} //brg<12
} // if _waypoint_marker
@ -720,68 +711,43 @@ void HUD::Ladder::draw_zenith(float xfirst, float xlast, float yvalue)
}
// draws the nadir symbol for lowest possible dive angle (i.e. 90 degree dive angle)
// draws the nadir symbol (lowest possible dive angle i.e. 90 degree dive angle))
//
void HUD::Ladder::draw_nadir(float xfirst, float xlast, float yvalue)
{
float xcentre = (xfirst + xlast) / 2.0;
float ycentre = yvalue;
const float R = 7.5;
float r = 7.5;
draw_circle(xcentre, ycentre, R);
draw_line(xcentre, ycentre + R, xcentre, ycentre + 22.5); // line above the circle
draw_line(xcentre - R, ycentre, xcentre + R, ycentre); // line at middle of circle
float theta = asin(2.5 / R);
float theta1 = asin(5.0 / R);
float x1, y1, x2, y2;
// to draw a circle
float xcent1, xcent2, ycent1, ycent2;
xcent1 = xcentre + r;
ycent1 = ycentre;
for (int count = 1; count <= 400; count++) {
float temp = count * 2 * SG_PI / 400.0;
xcent2 = xcentre + r * cos(temp);
ycent2 = ycentre + r * sin(temp);
draw_line(xcent1, ycent1, xcent2, ycent2);
xcent1 = xcent2;
ycent1 = ycent2;
}
xcent2 = xcentre + r;
ycent2 = ycentre;
Item::draw_line(xcent1, ycent1, xcent2, ycent2); //to connect last point to first point
//end circle
//to draw a line above the circle
draw_line(xcentre, ycentre + 7.5, xcentre, ycentre + 22.5);
//line in the middle of circle
draw_line(xcentre - 7.5, ycentre, xcentre + 7.5, ycentre);
float theta = asin(2.5 / 7.5);
float theta1 = asin(5.0 / 7.5);
x1 = xcentre + r * cos(theta);
x1 = xcentre + R * cos(theta);
y1 = ycentre + 2.5;
x2 = xcentre + r * cos((180.0 * SGD_DEGREES_TO_RADIANS) - theta);
x2 = xcentre + R * cos((180.0 * SGD_DEGREES_TO_RADIANS) - theta);
y2 = ycentre + 2.5;
draw_line(x1, y1, x2, y2);
x1 = xcentre + r * cos(theta1);
x1 = xcentre + R * cos(theta1);
y1 = ycentre + 5.0;
x2 = xcentre + r * cos((180.0 * SGD_DEGREES_TO_RADIANS) - theta1);
x2 = xcentre + R * cos((180.0 * SGD_DEGREES_TO_RADIANS) - theta1);
y2 = ycentre + 5.0;
draw_line(x1, y1, x2, y2);
x1 = xcentre + r * cos((180.0 * SGD_DEGREES_TO_RADIANS) + theta);
x1 = xcentre + R * cos((180.0 * SGD_DEGREES_TO_RADIANS) + theta);
y1 = ycentre - 2.5;
x2 = xcentre + r * cos((360.0 * SGD_DEGREES_TO_RADIANS) - theta);
x2 = xcentre + R * cos((360.0 * SGD_DEGREES_TO_RADIANS) - theta);
y2 = ycentre - 2.5;
draw_line(x1, y1, x2, y2);
x1 = xcentre + r * cos((180.0 * SGD_DEGREES_TO_RADIANS) + theta1);
x1 = xcentre + R * cos((180.0 * SGD_DEGREES_TO_RADIANS) + theta1);
y1 = ycentre - 5.0;
x2 = xcentre + r * cos((360.0 * SGD_DEGREES_TO_RADIANS) - theta1);
x2 = xcentre + R * cos((360.0 * SGD_DEGREES_TO_RADIANS) - theta1);
y2 = ycentre - 5.0;
draw_line(x1, y1, x2, y2);
}