Integration of Steve's plib conglomeration.
Optimizations (tm) by Norman Vine.
This commit is contained in:
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277b7f12d2
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5 changed files with 450 additions and 26 deletions
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@ -49,7 +49,7 @@
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#include <GUI/gui.h>
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#include <Include/fg_constants.h>
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#include <Objects/material.hxx>
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#include <PUI/pu.h>
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#include <pu.h>
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#include <Time/light.hxx>
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#include <Weather/weather.hxx>
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@ -435,6 +435,10 @@ void GLUTspecialkey(int k, int x, int y) {
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// $Log$
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// Revision 1.44 1999/04/03 04:21:01 curt
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// Integration of Steve's plib conglomeration.
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// Optimizations (tm) by Norman Vine.
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//
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// Revision 1.43 1999/03/11 23:09:46 curt
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// When "Help" is selected from the menu check to see if netscape is running.
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// If so, command it to go to the flight gear user guide url. Otherwise
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@ -60,8 +60,8 @@
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#include <Astro/solarsystem.hxx>
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#ifdef ENABLE_AUDIO_SUPPORT
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# include <Audio/src/sl.h>
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# include <Audio/src/sm.h>
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# include <sl.h>
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# include <sm.h>
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#endif
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#include <Autopilot/autopilot.hxx>
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@ -72,7 +72,7 @@
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#include <Math/mat3.h>
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#include <Math/polar3d.hxx>
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#include <Math/fg_random.h>
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#include <PUI/pu.h>
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#include <pu.h>
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#include <Scenery/scenery.hxx>
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#include <Scenery/tilemgr.hxx>
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#include <Time/event.hxx>
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@ -565,7 +565,7 @@ static void fgMainLoop( void ) {
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// Run audio scheduler
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#ifdef ENABLE_AUDIO_SUPPORT
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if ( current_options.get_sound() && audio_sched->working() ) {
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if ( current_options.get_sound() && !audio_sched->not_working() ) {
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# ifdef MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
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@ -742,7 +742,9 @@ static void fgIdleFunction ( void ) {
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<< " Stereo = " << s1 -> getStereo() );
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audio_sched -> loopSample ( s1 );
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if ( audio_sched->working() ) {
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if ( audio_sched->not_working() ) {
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// skip
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} else {
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pitch_envelope.setStep ( 0, 0.01, 0.6 );
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volume_envelope.setStep ( 0, 0.01, 0.6 );
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@ -997,6 +999,10 @@ int main( int argc, char **argv ) {
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// $Log$
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// Revision 1.88 1999/04/03 04:21:02 curt
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// Integration of Steve's plib conglomeration.
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// Optimizations (tm) by Norman Vine.
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//
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// Revision 1.87 1999/03/08 21:56:37 curt
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// Added panel changes sent in by Friedemann.
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// Added a splash screen randomization since we have several nice splash screens.
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@ -1,8 +1,6 @@
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if ENABLE_AUDIO_SUPPORT
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DEFS += -DENABLE_AUDIO_SUPPORT
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AUDIO_LIBS = \
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$(top_builddir)/Lib/Audio/src/libsl.a \
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$(top_builddir)/Lib/Audio/src/libsm.a
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AUDIO_LIBS = -L$(top_builddir)/Lib/plib/src/sl -lsl -lsm
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endif
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if ENABLE_IRIX_AUDIO
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@ -62,11 +60,12 @@ fgfs_LDADD = \
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$(top_builddir)/Simulator/Time/libTime.a \
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$(top_builddir)/Simulator/Weather/libWeather.a \
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$(top_builddir)/Simulator/Joystick/libJoystick.a \
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$(AUDIO_LIBS) $(SERIAL_LIBS) \
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$(AUDIO_LIBS) \
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$(SERIAL_LIBS) \
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$(top_builddir)/Lib/Math/libMath.a \
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$(top_builddir)/Lib/Bucket/libBucket.a \
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$(top_builddir)/Lib/Debug/libDebug.a \
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$(top_builddir)/Lib/PUI/libPUI.a \
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-L$(top_builddir)/Lib/plib/src/pui -lpu \
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$(top_builddir)/Lib/zlib/libz.a \
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$(top_builddir)/Lib/Misc/libMisc.a \
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$(opengl_LIBS)
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@ -74,4 +73,5 @@ fgfs_LDADD = \
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INCLUDES += \
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-I$(top_builddir) \
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-I$(top_builddir)/Lib \
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-I$(top_builddir)/Lib/plib/include \
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-I$(top_builddir)/Simulator
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437
Main/views.cxx
437
Main/views.cxx
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#include "views.hxx"
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// Define following to extract various vectors directly
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// from matrices we have allready computed
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// rather then performing 'textbook algebra' to rederive them
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// Norman Vine -- nhv@yahoo.com
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// #define FG_VIEW_INLINE_OPTIMIZATIONS
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// temporary (hopefully) hack
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static int panel_hist = 0;
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@ -61,6 +67,7 @@ FGView current_view;
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// Constructor
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FGView::FGView( void ) {
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MAT3identity(WORLD);
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}
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@ -100,6 +107,9 @@ void FGView::UpdateFOV( const fgOPTIONS& o ) {
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slope_x = -cos_fov_x / sin_fov_x;
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// printf("slope_x = %.2f\n", slope_x);
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// fov_x_clip and fov_y_clip convoluted algebraic simplification
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// see code executed in tilemgr.cxx when USE_FAST_FOV_CLIP not
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// defined Norman Vine -- nhv@yahoo.com
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#if defined( USE_FAST_FOV_CLIP )
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fov_x_clip = slope_x*cos_fov_x - sin_fov_x;
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#endif // defined( USE_FAST_FOV_CLIP )
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@ -237,37 +247,255 @@ void FGView::UpdateViewParams( void ) {
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xglLoadIdentity();
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// set up our view volume (default)
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#if !defined(FG_VIEW_INLINE_OPTIMIZATIONS)
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LookAt(view_pos.x(), view_pos.y(), view_pos.z(),
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view_pos.x() + view_forward[0],
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view_pos.y() + view_forward[1],
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view_pos.z() + view_forward[2],
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view_up[0], view_up[1], view_up[2]);
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view_pos.y() + view_forward[1],
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view_pos.z() + view_forward[2],
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view_up[0], view_up[1], view_up[2]);
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// look almost straight up (testing and eclipse watching)
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/* LookAt(view_pos.x(), view_pos.y(), view_pos.z(),
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view_pos.x() + view_up[0] + .001,
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view_pos.y() + view_up[1] + .001,
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view_pos.z() + view_up[2] + .001,
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view_up[0], view_up[1], view_up[2]); */
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view_pos.x() + view_up[0] + .001,
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view_pos.y() + view_up[1] + .001,
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view_pos.z() + view_up[2] + .001,
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view_up[0], view_up[1], view_up[2]); */
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// lock view horizontally towards sun (testing)
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/* LookAt(view_pos.x(), view_pos.y(), view_pos.z(),
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view_pos.x() + surface_to_sun[0],
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view_pos.y() + surface_to_sun[1],
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view_pos.z() + surface_to_sun[2],
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view_up[0], view_up[1], view_up[2]); */
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view_pos.x() + surface_to_sun[0],
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view_pos.y() + surface_to_sun[1],
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view_pos.z() + surface_to_sun[2],
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view_up[0], view_up[1], view_up[2]); */
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// lock view horizontally towards south (testing)
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/* LookAt(view_pos.x(), view_pos.y(), view_pos.z(),
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view_pos.x() + surface_south[0],
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view_pos.y() + surface_south[1],
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view_pos.z() + surface_south[2],
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view_up[0], view_up[1], view_up[2]); */
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view_pos.x() + surface_south[0],
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view_pos.y() + surface_south[1],
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view_pos.z() + surface_south[2],
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view_up[0], view_up[1], view_up[2]); */
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#else // defined(FG_VIEW_INLINE_OPTIMIZATIONS)
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//void FGView::LookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez,
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// GLdouble centerx, GLdouble centery, GLdouble centerz,
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// GLdouble upx, GLdouble upy, GLdouble upz )
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{
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GLdouble *m;
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GLdouble x[3], y[3], z[3];
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// GLdouble mag;
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m = current_view.MODEL_VIEW;
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/* Make rotation matrix */
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/* Z vector */
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z[0] = -view_forward[0]; //eyex - centerx;
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z[1] = -view_forward[1]; //eyey - centery;
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z[2] = -view_forward[2]; //eyez - centerz;
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// In our case this is a unit vector NHV
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// mag = sqrt( z[0]*z[0] + z[1]*z[1] + z[2]*z[2] );
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// if (mag) { /* mpichler, 19950515 */
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// mag = 1.0/mag;
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// printf("mag(%f) ", mag);
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// z[0] *= mag;
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// z[1] *= mag;
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// z[2] *= mag;
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// }
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/* Y vector */
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y[0] = view_up[0]; //upx;
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y[1] = view_up[1]; //upy;
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y[2] = view_up[2]; //upz;
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/* X vector = Y cross Z */
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x[0] = y[1]*z[2] - y[2]*z[1];
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x[1] = -y[0]*z[2] + y[2]*z[0];
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x[2] = y[0]*z[1] - y[1]*z[0];
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// printf(" %f %f %f ", y[0], y[1], y[2]);
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/* Recompute Y = Z cross X */
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// y[0] = z[1]*x[2] - z[2]*x[1];
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// y[1] = -z[0]*x[2] + z[2]*x[0];
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// y[2] = z[0]*x[1] - z[1]*x[0];
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// printf(" %f %f %f\n", y[0], y[1], y[2]);
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// In our case these are unit vectors NHV
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/* mpichler, 19950515 */
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/* cross product gives area of parallelogram, which is < 1.0 for
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* non-perpendicular unit-length vectors; so normalize x, y here
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*/
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// mag = sqrt( x[0]*x[0] + x[1]*x[1] + x[2]*x[2] );
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// if (mag) {
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// mag = 1.0/mag;
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// printf("mag2(%f) ", mag);
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// x[0] *= mag;
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// x[1] *= mag;
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// x[2] *= mag;
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// }
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// mag = sqrt( y[0]*y[0] + y[1]*y[1] + y[2]*y[2] );
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// if (mag) {
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// mag = 1.0/mag;
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// printf("mag3(%f)\n", mag);
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// y[0] *= mag;
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// y[1] *= mag;
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// y[2] *= mag;
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// }
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#define M(row,col) m[col*4+row]
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M(0,0) = x[0]; M(0,1) = x[1]; M(0,2) = x[2]; M(0,3) = 0.0;
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M(1,0) = y[0]; M(1,1) = y[1]; M(1,2) = y[2]; M(1,3) = 0.0;
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M(2,0) = z[0]; M(2,1) = z[1]; M(2,2) = z[2]; M(2,3) = 0.0;
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// the following is part of the original gluLookAt(), but we are
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// commenting it out because we know we are going to be doing a
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// translation below which will set these values anyways
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// M(3,0) = 0.0; M(3,1) = 0.0; M(3,2) = 0.0; M(3,3) = 1.0;
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#undef M
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// Translate Eye to Origin
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// replaces: glTranslated( -eyex, -eyey, -eyez );
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// this has been slightly modified from the original glTranslate()
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// code because we know that coming into this m[12] = m[13] =
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// m[14] = 0.0, and m[15] = 1.0;
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m[12] = m[0] * -view_pos.x() + m[4] * -view_pos.y() + m[8] * -view_pos.z() /* + m[12] */;
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m[13] = m[1] * -view_pos.x() + m[5] * -view_pos.y() + m[9] * -view_pos.z() /* + m[13] */;
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m[14] = m[2] * -view_pos.x() + m[6] * -view_pos.y() + m[10] * -view_pos.z() /* + m[14] */;
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m[15] = 1.0 /* m[3] * -view_pos.x() + m[7] * -view_pos.y() + m[11] * -view_pos.z() + m[15] */;
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// xglMultMatrixd( m );
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xglLoadMatrixd( m );
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}
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#endif // FG_VIEW_INLINE_OPTIMIZATIONS
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panel_hist = current_options.get_panel_status();
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}
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void getRotMatrix(double* out, MAT3vec vec, double radians)
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{
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/* This function contributed by Erich Boleyn (erich@uruk.org) */
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/* This function used from the Mesa OpenGL code (matrix.c) */
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double s, c; // mag,
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double vx, vy, vz, xy, yz, zx, xs, ys, zs, one_c; //, xx, yy, zz
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MAT3identity(out);
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s = sin(radians);
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c = cos(radians);
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// mag = getMagnitude();
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vx = vec[0];
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vy = vec[1];
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vz = vec[2];
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#define M(row,col) out[row*4 + col]
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/*
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* Arbitrary axis rotation matrix.
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*
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* This is composed of 5 matrices, Rz, Ry, T, Ry', Rz', multiplied
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* like so: Rz * Ry * T * Ry' * Rz'. T is the final rotation
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* (which is about the X-axis), and the two composite transforms
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* Ry' * Rz' and Rz * Ry are (respectively) the rotations necessary
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* from the arbitrary axis to the X-axis then back. They are
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* all elementary rotations.
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*
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* Rz' is a rotation about the Z-axis, to bring the axis vector
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* into the x-z plane. Then Ry' is applied, rotating about the
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* Y-axis to bring the axis vector parallel with the X-axis. The
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* rotation about the X-axis is then performed. Ry and Rz are
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* simply the respective inverse transforms to bring the arbitrary
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* axis back to it's original orientation. The first transforms
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* Rz' and Ry' are considered inverses, since the data from the
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* arbitrary axis gives you info on how to get to it, not how
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* to get away from it, and an inverse must be applied.
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*
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* The basic calculation used is to recognize that the arbitrary
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* axis vector (x, y, z), since it is of unit length, actually
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* represents the sines and cosines of the angles to rotate the
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* X-axis to the same orientation, with theta being the angle about
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* Z and phi the angle about Y (in the order described above)
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* as follows:
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*
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* cos ( theta ) = x / sqrt ( 1 - z^2 )
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* sin ( theta ) = y / sqrt ( 1 - z^2 )
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*
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* cos ( phi ) = sqrt ( 1 - z^2 )
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* sin ( phi ) = z
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*
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* Note that cos ( phi ) can further be inserted to the above
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* formulas:
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*
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* cos ( theta ) = x / cos ( phi )
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* sin ( theta ) = y / cos ( phi )
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*
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* ...etc. Because of those relations and the standard trigonometric
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* relations, it is pssible to reduce the transforms down to what
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* is used below. It may be that any primary axis chosen will give the
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* same results (modulo a sign convention) using thie method.
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*
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* Particularly nice is to notice that all divisions that might
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* have caused trouble when parallel to certain planes or
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* axis go away with care paid to reducing the expressions.
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* After checking, it does perform correctly under all cases, since
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* in all the cases of division where the denominator would have
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* been zero, the numerator would have been zero as well, giving
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* the expected result.
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*/
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one_c = 1.0F - c;
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// xx = vx * vx;
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// yy = vy * vy;
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// zz = vz * vz;
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// xy = vx * vy;
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// yz = vy * vz;
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// zx = vz * vx;
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M(0,0) = (one_c * vx * vx) + c;
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xs = vx * s;
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yz = vy * vz * one_c;
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M(1,2) = yz + xs;
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M(2,1) = yz - xs;
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M(1,1) = (one_c * vy * vy) + c;
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ys = vy * s;
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zx = vz * vx * one_c;
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M(0,2) = zx - ys;
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M(2,0) = zx + ys;
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M(2,2) = (one_c * vz *vz) + c;
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zs = vz * s;
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xy = vx * vy * one_c;
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M(0,1) = xy + zs;
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M(1,0) = xy - zs;
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// M(0,0) = (one_c * xx) + c;
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// M(1,0) = (one_c * xy) - zs;
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// M(2,0) = (one_c * zx) + ys;
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// M(0,1) = (one_c * xy) + zs;
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// M(1,1) = (one_c * yy) + c;
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// M(2,1) = (one_c * yz) - xs;
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// M(0,2) = (one_c * zx) - ys;
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// M(1,2) = (one_c * yz) + xs;
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// M(2,2) = (one_c * zz) + c;
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#undef M
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}
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// Update the view parameters
|
||||
void FGView::UpdateViewMath( FGInterface *f ) {
|
||||
Point3D p;
|
||||
|
@ -283,6 +511,7 @@ void FGView::UpdateViewMath( FGInterface *f ) {
|
|||
|
||||
scenery.center = scenery.next_center;
|
||||
|
||||
#if !defined(FG_VIEW_INLINE_OPTIMIZATIONS)
|
||||
// printf("scenery center = %.2f %.2f %.2f\n", scenery.center.x,
|
||||
// scenery.center.y, scenery.center.z);
|
||||
|
||||
|
@ -304,6 +533,32 @@ void FGView::UpdateViewMath( FGInterface *f ) {
|
|||
}
|
||||
|
||||
abs_view_pos = fgPolarToCart3d(p);
|
||||
|
||||
#else // FG_VIEW_INLINE_OPTIMIZATIONS
|
||||
|
||||
double tmp_radius = f->get_Sea_level_radius() * FEET_TO_METER;
|
||||
double tmp = f->get_cos_lat_geocentric() * tmp_radius;
|
||||
|
||||
cur_zero_elev.setx(f->get_cos_longitude()*tmp - scenery.center.x());
|
||||
cur_zero_elev.sety(f->get_sin_longitude()*tmp - scenery.center.y());
|
||||
cur_zero_elev.setz(f->get_sin_lat_geocentric()*tmp_radius - scenery.center.z());
|
||||
|
||||
// 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) ) {
|
||||
tmp_radius += f->get_Altitude() * FEET_TO_METER;
|
||||
} else {
|
||||
tmp_radius += scenery.cur_elev + 0.5 * METER_TO_FEET ;
|
||||
}
|
||||
tmp = f->get_cos_lat_geocentric() * tmp_radius;
|
||||
abs_view_pos.setx(f->get_cos_longitude()*tmp);
|
||||
abs_view_pos.sety(f->get_sin_longitude()*tmp);
|
||||
abs_view_pos.setz(f->get_sin_lat_geocentric()*tmp_radius);
|
||||
|
||||
#endif // FG_VIEW_INLINE_OPTIMIZATIONS
|
||||
|
||||
view_pos = abs_view_pos - scenery.center;
|
||||
|
||||
FG_LOG( FG_VIEW, FG_DEBUG, "Polar view pos = " << p );
|
||||
|
@ -369,6 +624,8 @@ void FGView::UpdateViewMath( FGInterface *f ) {
|
|||
|
||||
} // if ( use_larcsim_local_to_body )
|
||||
|
||||
#if !defined(FG_VIEW_INLINE_OPTIMIZATIONS)
|
||||
|
||||
// Derive the local UP transformation matrix based on *geodetic*
|
||||
// coordinates
|
||||
MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
|
||||
|
@ -434,6 +691,62 @@ void FGView::UpdateViewMath( FGInterface *f ) {
|
|||
// surface_east[0], surface_east[1], surface_east[2]);
|
||||
// printf( "Should be close to zero = %.2f\n",
|
||||
// MAT3_DOT_PRODUCT(surface_south, surface_east));
|
||||
|
||||
#else // FG_VIEW_INLINE_OPTIMIZATIONS
|
||||
|
||||
// // Build spherical to cartesian transform matrix directly
|
||||
double cos_lat = f->get_cos_latitude(); // cos(-f->get_Latitude());
|
||||
double sin_lat = -f->get_sin_latitude(); // sin(-f->get_Latitude());
|
||||
double cos_lon = f->get_cos_longitude(); //cos(f->get_Longitude());
|
||||
double sin_lon = f->get_sin_longitude(); //sin(f->get_Longitude());
|
||||
|
||||
double *mat = (double *)UP;
|
||||
|
||||
mat[0] = cos_lat*cos_lon;
|
||||
mat[1] = cos_lat*sin_lon;
|
||||
mat[2] = -sin_lat;
|
||||
mat[3] = 0.0;
|
||||
mat[4] = -sin_lon;
|
||||
mat[5] = cos_lon;
|
||||
mat[6] = 0.0;
|
||||
mat[7] = 0.0;
|
||||
mat[8] = sin_lat*cos_lon;
|
||||
mat[9] = sin_lat*sin_lon;
|
||||
mat[10] = cos_lat;
|
||||
mat[11] = mat[12] = mat[13] = mat[14] = 0.0;
|
||||
mat[15] = 1.0;
|
||||
|
||||
MAT3mult(VIEW, LOCAL, UP);
|
||||
|
||||
// THESE COULD JUST BE POINTERS !!!
|
||||
MAT3_SET_VEC(local_up, mat[0], mat[1], mat[2]);
|
||||
MAT3_SET_VEC(view_up, VIEW[0][0], VIEW[0][1], VIEW[0][2]);
|
||||
MAT3_SET_VEC(forward, VIEW[2][0], VIEW[2][1], VIEW[2][2]);
|
||||
|
||||
getRotMatrix((double *)TMP, view_up, view_offset);
|
||||
MAT3mult_vec(view_forward, forward, TMP);
|
||||
|
||||
// make a vector to the current view position
|
||||
MAT3_SET_VEC(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".
|
||||
MAT3_SET_VEC(minus_z, 0.0, 0.0, -1.0);
|
||||
map_vec_onto_cur_surface_plane(local_up, v0, minus_z, surface_south);
|
||||
|
||||
MAT3_NORMALIZE_VEC(surface_south, ntmp);
|
||||
// printf( "Surface direction directly south %.6f %.6f %.6f\n",
|
||||
// surface_south[0], surface_south[1], surface_south[2]);
|
||||
|
||||
// now calculate the surface east vector
|
||||
getRotMatrix((double *)TMP, view_up, FG_PI_2);
|
||||
MAT3mult_vec(surface_east, surface_south, TMP);
|
||||
// printf( "Surface direction directly east %.6f %.6f %.6f\n",
|
||||
// surface_east[0], surface_east[1], surface_east[2]);
|
||||
// printf( "Should be close to zero = %.6f\n",
|
||||
// MAT3_DOT_PRODUCT(surface_south, surface_east));
|
||||
#endif // !defined(FG_VIEW_INLINE_OPTIMIZATIONS)
|
||||
}
|
||||
|
||||
|
||||
|
@ -492,6 +805,8 @@ void FGView::UpdateWorldToEye( FGInterface *f ) {
|
|||
|
||||
} // if ( use_larcsim_local_to_body )
|
||||
|
||||
#if !defined(FG_VIEW_INLINE_OPTIMIZATIONS)
|
||||
|
||||
// printf("AIRCRAFT matrix\n");
|
||||
// MAT3print(AIRCRAFT, stdout);
|
||||
|
||||
|
@ -550,6 +865,94 @@ void FGView::UpdateWorldToEye( FGInterface *f ) {
|
|||
// MAT3mult_vec(vec, vec1, WORLD_TO_EYE);
|
||||
// printf( "\nabs_view_pos -> eye = %.2f %.2f %.2f\n",
|
||||
// vec[0], vec[1], vec[2]);
|
||||
#else // FG_VIEW_INLINE_OPTIMIZATIONS
|
||||
|
||||
MAT3_SET_HVEC(vec, -AIRCRAFT[1][0], -AIRCRAFT[1][1], -AIRCRAFT[1][2], -AIRCRAFT[1][3]);
|
||||
getRotMatrix((double *)TMP, vec, -view_offset );
|
||||
MAT3mult(VIEW_OFFSET, AIRCRAFT, TMP);
|
||||
// MAT3print_formatted(VIEW_OFFSET, stdout, "VIEW_OFFSET matrix:\n",
|
||||
// NULL, "%#8.6f ", "\n");
|
||||
|
||||
// Build spherical to cartesian transform matrix directly
|
||||
double *mat = (double *)WORLD; //T_view; //WORLD;
|
||||
double cos_lat = f->get_cos_latitude(); //cos(f->get_Latitude());
|
||||
double sin_lat = f->get_sin_latitude(); //sin(f->get_Latitude());
|
||||
// using trig identities this:
|
||||
// mat[0] = cos(f->get_Longitude() - FG_PI_2);//cos_lon;
|
||||
// mat[1] = sin(f->get_Longitude() - FG_PI_2);//sin_lon;
|
||||
// becomes this: :-)
|
||||
mat[0] = f->get_sin_longitude(); //cos_lon;
|
||||
mat[1] = -f->get_cos_longitude(); //sin_lon;
|
||||
mat[4] = -cos_lat*mat[1]; //mat[1]=sin_lon;
|
||||
mat[5] = cos_lat*mat[0]; //mat[0]=cos_lon;
|
||||
mat[6] = sin_lat;
|
||||
mat[8] = sin_lat*mat[1]; //mat[1]=sin_lon;
|
||||
mat[9] = -sin_lat*mat[0]; //mat[0]=cos_lon;
|
||||
mat[10] = cos_lat;
|
||||
|
||||
// BUILD EYE_TO_WORLD = AIRCRAFT * WORLD
|
||||
// and WORLD_TO_EYE = Inverse( EYE_TO_WORLD) concurrently
|
||||
// by Transposing the 3x3 rotation sub-matrix
|
||||
WORLD_TO_EYE[0][0] = EYE_TO_WORLD[0][0] =
|
||||
VIEW_OFFSET[0][0]*mat[0] + VIEW_OFFSET[0][1]*mat[4] + VIEW_OFFSET[0][2]*mat[8];
|
||||
|
||||
WORLD_TO_EYE[1][0] = EYE_TO_WORLD[0][1] =
|
||||
VIEW_OFFSET[0][0]*mat[1] + VIEW_OFFSET[0][1]*mat[5] + VIEW_OFFSET[0][2]*mat[9];
|
||||
|
||||
WORLD_TO_EYE[2][0] = EYE_TO_WORLD[0][2] =
|
||||
VIEW_OFFSET[0][1]*mat[6] + VIEW_OFFSET[0][2]*mat[10];
|
||||
|
||||
WORLD_TO_EYE[0][1] = EYE_TO_WORLD[1][0] =
|
||||
VIEW_OFFSET[1][0]*mat[0] + VIEW_OFFSET[1][1]*mat[4] + VIEW_OFFSET[1][2]*mat[8];
|
||||
|
||||
WORLD_TO_EYE[1][1] = EYE_TO_WORLD[1][1] =
|
||||
VIEW_OFFSET[1][0]*mat[1] + VIEW_OFFSET[1][1]*mat[5] + VIEW_OFFSET[1][2]*mat[9];
|
||||
|
||||
WORLD_TO_EYE[2][1] = EYE_TO_WORLD[1][2] =
|
||||
VIEW_OFFSET[1][1]*mat[6] + VIEW_OFFSET[1][2]*mat[10];
|
||||
|
||||
WORLD_TO_EYE[0][2] = EYE_TO_WORLD[2][0] =
|
||||
VIEW_OFFSET[2][0]*mat[0] + VIEW_OFFSET[2][1]*mat[4] + VIEW_OFFSET[2][2]*mat[8];
|
||||
|
||||
WORLD_TO_EYE[1][2] = EYE_TO_WORLD[2][1] =
|
||||
VIEW_OFFSET[2][0]*mat[1] + VIEW_OFFSET[2][1]*mat[5] + VIEW_OFFSET[2][2]*mat[9];
|
||||
|
||||
WORLD_TO_EYE[2][2] = EYE_TO_WORLD[2][2] =
|
||||
VIEW_OFFSET[2][1]*mat[6] + VIEW_OFFSET[2][2]*mat[10];
|
||||
|
||||
// TRANSLATE TO VIEW POSITION
|
||||
EYE_TO_WORLD[3][0] = view_pos.x();
|
||||
EYE_TO_WORLD[3][1] = view_pos.y();
|
||||
EYE_TO_WORLD[3][2] = view_pos.z();
|
||||
|
||||
// FILL 0 ENTRIES
|
||||
WORLD_TO_EYE[0][3] = WORLD_TO_EYE[1][3] = WORLD_TO_EYE[2][3] =
|
||||
EYE_TO_WORLD[0][3] = EYE_TO_WORLD[1][3] = EYE_TO_WORLD[2][3] = 0.0;
|
||||
|
||||
// FILL UNITY ENTRIES
|
||||
WORLD_TO_EYE[3][3] = EYE_TO_WORLD[3][3] = 1.0;
|
||||
|
||||
/* MAKE THE INVERTED TRANSLATIONS */
|
||||
mat = (double *)EYE_TO_WORLD;
|
||||
WORLD_TO_EYE[3][0] = -mat[12]*mat[0]
|
||||
-mat[13]*mat[1]
|
||||
-mat[14]*mat[2];
|
||||
|
||||
WORLD_TO_EYE[3][1] = -mat[12]*mat[4]
|
||||
-mat[13]*mat[5]
|
||||
-mat[14]*mat[6];
|
||||
|
||||
WORLD_TO_EYE[3][2] = -mat[12]*mat[8]
|
||||
-mat[13]*mat[9]
|
||||
-mat[14]*mat[10];
|
||||
|
||||
// MAT3print_formatted(EYE_TO_WORLD, stdout, "EYE_TO_WORLD matrix:\n",
|
||||
// NULL, "%#8.6f ", "\n");
|
||||
|
||||
// MAT3print_formatted(WORLD_TO_EYE, stdout, "WORLD_TO_EYE matrix:\n",
|
||||
// NULL, "%#8.6f ", "\n");
|
||||
|
||||
#endif // defined(FG_VIEW_INLINE_OPTIMIZATIONS)
|
||||
}
|
||||
|
||||
|
||||
|
@ -607,6 +1010,10 @@ FGView::~FGView( void ) {
|
|||
|
||||
|
||||
// $Log$
|
||||
// Revision 1.35 1999/04/03 04:21:04 curt
|
||||
// Integration of Steve's plib conglomeration.
|
||||
// Optimizations (tm) by Norman Vine.
|
||||
//
|
||||
// Revision 1.34 1999/03/08 21:56:41 curt
|
||||
// Added panel changes sent in by Friedemann.
|
||||
// Added a splash screen randomization since we have several nice splash screens.
|
||||
|
|
|
@ -88,6 +88,7 @@ public:
|
|||
|
||||
// Number of triangles rendered;
|
||||
int tris_rendered;
|
||||
int tris_culled;
|
||||
|
||||
// absolute view position
|
||||
Point3D abs_view_pos;
|
||||
|
@ -209,6 +210,8 @@ public:
|
|||
inline void set_vfc_ratio(double r) { vfc_ratio = r; }
|
||||
inline int get_tris_rendered() const { return tris_rendered; }
|
||||
inline void set_tris_rendered( int tris) { tris_rendered = tris; }
|
||||
inline int get_tris_culled() const { return tris_culled; }
|
||||
inline void set_tris_culled( int tris) { tris_culled = tris; }
|
||||
inline Point3D get_abs_view_pos() const { return abs_view_pos; }
|
||||
inline Point3D get_view_pos() const { return view_pos; }
|
||||
inline Point3D get_cur_zero_elev() const { return cur_zero_elev; }
|
||||
|
@ -251,6 +254,10 @@ extern FGView current_view;
|
|||
|
||||
|
||||
// $Log$
|
||||
// Revision 1.23 1999/04/03 04:21:06 curt
|
||||
// Integration of Steve's plib conglomeration.
|
||||
// Optimizations (tm) by Norman Vine.
|
||||
//
|
||||
// Revision 1.22 1999/03/22 02:08:15 curt
|
||||
// Changes contributed by Durk Talsma:
|
||||
//
|
||||
|
|
Loading…
Reference in a new issue