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src/Viewer/sview.*: Added SviewStepAGL for Tower View AGL.

This commit is contained in:
Julian Smith 2020-12-20 16:40:43 +00:00
parent c3836923cb
commit 0ede0401b7
2 changed files with 212 additions and 9 deletions

View file

@ -52,9 +52,11 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include <simgear/scene/util/OsgMath.hxx>
#include <simgear/scene/viewer/Compositor.hxx>
#include <osgViewer/CompositeViewer>
#include <osg/CameraView>
#include <osg/GraphicsContext>
#include <osgViewer/CompositeViewer>
static const double pi = 3.141592653589793238463;
static std::ostream& operator << (std::ostream& out, const osg::Vec3f& vec)
{
@ -117,6 +119,11 @@ struct SviewPosDir
SGVec3d position2;
SGQuatd direction2;
/* If a step sets either/both of these to non-zero, the view will alter
zoom to accomodate the required field of views (in degreea). */
double fov_h = 0;
double fov_v = 0;
friend std::ostream& operator<< (std::ostream& out, const SviewPosDir& posdir)
{
out << "SviewPosDir {"
@ -304,7 +311,8 @@ struct SviewStepMove : SviewStep
SGVec3d m_offset;
};
/* Modifies heading, pitch and roll by fixed amounts; does not change position.
/* Modifies heading, pitch and roll by fixed amounts; does not change
position. Optionally implements a mouse drag handler which pans/tilts the view.
E.g. can be used to preserve direction (relative to aircraft) of Helicopter
view at the time it was cloned. */
@ -583,6 +591,144 @@ struct SviewStepFinal : SviewStep
double m_default_roll = 0;
};
/* Change angle and field of view so that we can see an aircraft and the ground
immediately below it. */
struct SviewStepAGL : SviewStep
{
SviewStepAGL(const std::string& callsign)
:
m_callsign(callsign)
{
}
void evaluate(SviewPosDir& posdir) override
{
if (m_callsign.update()) {
m_chase_distance = -25;
if (m_callsign.m_callsign == "") {
m_chase_distance = globals->get_props()->getDoubleValue("/sim/chase-distance-m", m_chase_distance);
}
else {
m_chase_distance = m_callsign.m_root->getDoubleValue("set/sim/chase-distance-m", m_chase_distance);
}
}
double _fov_user_deg = 30;
double _configFOV_deg = 30;
/* Some aircraft appear to have elevation that is slightly below ground
level when on the ground, e.g. SenecaII, which makes get_elevation_m()
fail. So we pass a slightly incremented elevation. */
double ground_altitude = 0;
const simgear::BVHMaterial* material = NULL;
SGGeod target0 = posdir.target;
SGGeod target_plus = posdir.target;
target_plus.setElevationM(target_plus.getElevationM() + 1);
bool ok = globals->get_scenery()->get_elevation_m(target_plus, ground_altitude, &material);
if (ok) {
m_ground_altitude = ground_altitude;
}
else {
/* get_elevation_m() can fail if scenery has been un-cached, which
appears to happen quite often with remote multiplayer aircraft, so
we preserve the previous ground altitude to give some consistency
and avoid confusing zooming when switching between views. */
ground_altitude = m_ground_altitude;
}
double h_distance = SGGeodesy::distanceM(posdir.position, posdir.target);
if (h_distance == 0) {
/* Not sure this should ever happen, but we need to handle this
here otherwise we'll get divide-by-zero. */
}
else {
/* Find vertical region we want to be able to see. */
double relative_height_target = posdir.target.getElevationM() - posdir.position.getElevationM();
double relative_height_ground = ground_altitude - posdir.position.getElevationM();
/* We expand the field of view so that it hopefully shows the whole
aircraft and a little more of the ground.
We use chase-distance as a crude measure of the aircraft's
size. There doesn't seem to be any more definitive information.
We damp our measure of ground level, to avoid the view jumping around
if an aircraft flies over buildings. */
relative_height_ground -= 2;
double aircraft_size_vertical = fabs(m_chase_distance) * 0.3;
double aircraft_size_horizontal = fabs(m_chase_distance) * 0.9;
double relative_height_target_plus = relative_height_target + aircraft_size_vertical;
double relative_height_ground_ = relative_height_ground;
//_lookat_agl_damping.updateTarget(relative_height_ground);
if (relative_height_ground > relative_height_target) {
/* Damping of relative_height_ground can result in it being
temporarily above the aircraft, so we ensure the aircraft is
visible. */
//_lookat_agl_damping.reset(relative_height_ground_);
relative_height_ground = relative_height_ground_;
}
/* Not implemented yet: apply scaling from user field of view
setting, altering only relative_height_ground so that the aircraft
is always in view. */
{
double delta = relative_height_target_plus - relative_height_ground;
delta *= (_fov_user_deg / _configFOV_deg);
relative_height_ground = relative_height_target_plus - delta;
}
double angle_v_target = atan(relative_height_target_plus / h_distance);
double angle_v_ground = atan(relative_height_ground / h_distance);
/* The target we want to use is determined by the midpoint of the two
angles we've calculated. */
double angle_v_mid = (angle_v_target + angle_v_ground) / 2;
double posdir_target_old_elevation = posdir.target.getElevationM();
posdir.target.setElevationM(posdir.position.getElevationM() + h_distance * tan(angle_v_mid));
/* Set required vertical field of view. We use fabs to avoid
things being upside down if target is below ground level (e.g. new
multiplayer aircraft are briefly at -9999ft). */
double fov_v = fabs(angle_v_target - angle_v_ground);
/* Set required horizontal field of view so that we can see entire
horizontal extent of the aircraft (assuming worst case where
airplane is horizontal and square-on to viewer). */
double fov_h = 2 * atan(aircraft_size_horizontal / 2 / h_distance);
posdir.fov_v = fov_v * 180 / pi;
posdir.fov_h = fov_h * 180 / pi;
bool verbose = false;
if (0) {
static time_t t0 = 0;
time_t t = time(NULL);
if (0 && t - t0 >= 3) {
t0 = t;
verbose = true;
}
if (verbose) SG_LOG(SG_VIEW, SG_ALERT, ""
<< " target0=" << target0
<< " fov_v=" << fov_v * 180/pi
<< " ground_altitude=" << ground_altitude
<< " relative_height_target_plus=" << relative_height_target_plus
<< " h_distance=" << h_distance
<< " relative_height_ground=" << relative_height_ground
<< " m_chase_distance=" << m_chase_distance
<< " angle_v_mid=" << angle_v_mid * 180/pi
<< " posdir_target_old_elevation=" << posdir_target_old_elevation
<< " posdir.target=" << posdir.target
);
}
}
}
double m_chase_distance;
Callsign m_callsign;
double m_ground_altitude = 0;
};
/* A step that takes the SviewPosDir's eye and target positions and treats
them as local and remote points respectively. We choose an eye position and
direction such that the local and remote points are both visible, with the
@ -592,13 +738,13 @@ struct SviewStepDouble : SviewStep
SviewStepDouble()
{
m_local_chase_distance = 25;
m_angle_rad = 15 * 3.14159265 / 180;
m_angle_rad = 15 * pi / 180;
}
SviewStepDouble(SGPropertyNode* config)
{
m_local_chase_distance = config->getDoubleValue("chase-distance");
m_angle_rad = config->getDoubleValue("angle") * 3.14159265 / 180;
m_angle_rad = config->getDoubleValue("angle") * pi / 180;
}
void evaluate(SviewPosDir& posdir) override
{
@ -668,7 +814,6 @@ struct SviewStepDouble : SviewStep
SGVec3d local_pos = SGVec3d::fromGeod(posdir_local.target);
SGVec3d remote_pos = SGVec3d::fromGeod(posdir_remote.target);
double lr = sqrt(distSqr(local_pos, remote_pos));
const double pi = 3.1415926;
/* Desired angle between local and remote aircraft in final view. */
double ler = m_angle_rad;
@ -836,9 +981,7 @@ struct SviewView
osg::Camera* camera = m_osg_view->getCamera();
osg::Matrix old_m = camera->getViewMatrix();
/* This calculation is copied from CameraGroup::update(). As of
2020-10-10 we don't yet update the projection matrix so views cannot
zoom. */
/* This calculation is copied from CameraGroup::update(). */
const osg::Matrix new_m(
osg::Matrix::translate(-position)
* osg::Matrix::rotate(orientation.inverse())
@ -846,6 +989,51 @@ struct SviewView
SG_LOG(SG_VIEW, SG_BULK, "old_m: " << old_m);
SG_LOG(SG_VIEW, SG_BULK, "new_m: " << new_m);
camera->setViewMatrix(new_m);
if (posdir.fov_v || posdir.fov_h) {
/* Update zoom to accomodate required vertical/horizontal field of
views. */
double fovy;
double aspect_ratio;
double zNear;
double zFar;
camera->getProjectionMatrixAsPerspective(fovy, aspect_ratio, zNear, zFar);
if (posdir.fov_v) {
camera->setProjectionMatrixAsPerspective(
posdir.fov_v,
aspect_ratio,
zNear,
zFar
);
if (posdir.fov_h) {
/* Increase fov if necessary so that we include both
fov_h and fov_v. */
double aspect_ratio;
camera->getProjectionMatrixAsPerspective(
fovy,
aspect_ratio,
zNear,
zFar
);
if (fovy * aspect_ratio < posdir.fov_h) {
camera->setProjectionMatrixAsPerspective(
posdir.fov_v * posdir.fov_h / (fovy * aspect_ratio),
aspect_ratio,
zNear,
zFar
);
}
}
}
else {
camera->setProjectionMatrixAsPerspective(
posdir.fov_h / aspect_ratio,
aspect_ratio,
zNear,
zFar
);
}
}
}
osgViewer::View* m_osg_view = nullptr;
@ -905,6 +1093,11 @@ struct SviewViewEyeTarget : SviewView
/* Added steps to set .m_eye up so that it looks from the nearest
tower. */
m_steps.add_step(new SviewStepNearestTower(callsign));
if (config->getBoolValue("view/config/lookat-agl")) {
SG_LOG(SG_VIEW, SG_ALERT, "lookat-agl");
m_steps.add_step(new SviewStepAGL(callsign));
}
m_steps.add_step(new SviewStepFinalToTarget);
/* Add a step that moves towards the target a little to avoid eye
@ -1094,7 +1287,11 @@ struct SviewViewEyeTarget : SviewView
m_steps.add_step(new SviewStepDouble(step));
finalised = true;
m_steps.m_name += " double";
}
}
else if (!strcmp(type, "agl")) {
const char* callsign = step->getStringValue("callsign");
m_steps.add_step(new SviewStepAGL(callsign));
}
else {
throw std::runtime_error(std::string() + "Unrecognised step name: '" + type + "'");
}

View file

@ -144,6 +144,12 @@ An sview-step is:
Distance to move from eye.
angle:
Angle to maintain between eye and target.
"agl":
Tilt and zoom to keep ground immediately below the aircraft
visible.
callsign:
Use chase distance of specified aircraft as a measure of
its size, to ensure entire aircraft is visible.
Examples: