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C++ - ified views.[ch]xx

Shuffled some additional view parameters into the fgVIEW class.
Changed tile-radius to tile-diameter because it is a much better
  name.
Added a WORLD_TO_EYE transformation to views.cxx.  This allows us
 to transform world space to eye space for view frustum culling.
This commit is contained in:
curt 1998-05-16 13:08:34 +00:00
parent fb69df5880
commit 65cc9a9e66
8 changed files with 415 additions and 204 deletions

View file

@ -72,10 +72,6 @@
// This is a record containing global housekeeping information // This is a record containing global housekeeping information
fgGENERAL general; fgGENERAL general;
// view parameters
static GLfloat win_ratio = 1.0;
static GLint winWidth, winHeight;
// Another hack // Another hack
int use_signals = 0; int use_signals = 0;
@ -233,21 +229,22 @@ static void fgUpdateViewParams( void ) {
o = &current_options; o = &current_options;
v = &current_view; v = &current_view;
fgViewUpdate(f, v, l); v->Update(f);
v->UpdateWorldToEye(f);
if (displayInstruments) { if (displayInstruments) {
xglViewport( 0, (GLint)(winHeight / 2 ) , xglViewport( 0, (GLint)((v->winHeight) / 2 ) ,
(GLint)winWidth, (GLint)winHeight / 2 ); (GLint)(v->winWidth), (GLint)(v->winHeight) / 2 );
// Tell GL we are about to modify the projection parameters // Tell GL we are about to modify the projection parameters
xglMatrixMode(GL_PROJECTION); xglMatrixMode(GL_PROJECTION);
xglLoadIdentity(); xglLoadIdentity();
gluPerspective(o->fov, 2.0/win_ratio, 1.0, 100000.0); gluPerspective(o->fov, v->win_ratio / 2.0, 1.0, 100000.0);
} else { } else {
xglViewport(0, 0 , (GLint)winWidth, (GLint) winHeight); xglViewport(0, 0 , (GLint)(v->winWidth), (GLint)(v->winHeight) );
// Tell GL we are about to modify the projection parameters // Tell GL we are about to modify the projection parameters
xglMatrixMode(GL_PROJECTION); xglMatrixMode(GL_PROJECTION);
xglLoadIdentity(); xglLoadIdentity();
gluPerspective(o->fov, 1.0/win_ratio, 10.0, 100000.0); gluPerspective(o->fov, v->win_ratio, 10.0, 100000.0);
} }
xglMatrixMode(GL_MODELVIEW); xglMatrixMode(GL_MODELVIEW);
@ -288,7 +285,11 @@ static void fgUpdateViewParams( void ) {
// Draw a basic instrument panel // Draw a basic instrument panel
static void fgUpdateInstrViewParams( void ) { static void fgUpdateInstrViewParams( void ) {
xglViewport(0, 0 , (GLint)winWidth, (GLint)winHeight / 2); fgVIEW *v;
v = &current_view;
xglViewport(0, 0 , (GLint)(v->winWidth), (GLint)(v->winHeight) / 2);
xglMatrixMode(GL_PROJECTION); xglMatrixMode(GL_PROJECTION);
xglPushMatrix(); xglPushMatrix();
@ -618,14 +619,18 @@ static void fgMainLoop( void ) {
// Handle new window size or exposure // Handle new window size or exposure
static void fgReshape( int width, int height ) { static void fgReshape( int width, int height ) {
fgVIEW *v;
v = &current_view;
// Do this so we can call fgReshape(0,0) ourselves without having // Do this so we can call fgReshape(0,0) ourselves without having
// to know what the values of width & height are. // to know what the values of width & height are.
if ( (height > 0) && (width > 0) ) { if ( (height > 0) && (width > 0) ) {
win_ratio = (GLfloat) height / (GLfloat) width; v->win_ratio = (GLfloat) width / (GLfloat) height;
} }
winWidth = width; v->winWidth = width;
winHeight = height; v->winHeight = height;
// Inform gl of our view window size (now handled elsewhere) // Inform gl of our view window size (now handled elsewhere)
// xglViewport(0, 0, (GLint)width, (GLint)height); // xglViewport(0, 0, (GLint)width, (GLint)height);
@ -768,6 +773,14 @@ extern "C" {
// $Log$ // $Log$
// Revision 1.15 1998/05/16 13:08:34 curt
// C++ - ified views.[ch]xx
// Shuffled some additional view parameters into the fgVIEW class.
// Changed tile-radius to tile-diameter because it is a much better
// name.
// Added a WORLD_TO_EYE transformation to views.cxx. This allows us
// to transform world space to eye space for view frustum culling.
//
// Revision 1.14 1998/05/13 18:29:57 curt // Revision 1.14 1998/05/13 18:29:57 curt
// Added a keyboard binding to dynamically adjust field of view. // Added a keyboard binding to dynamically adjust field of view.
// Added a command line option to specify fov. // Added a command line option to specify fov.

View file

@ -1,6 +1,6 @@
EXTRA_DIST = runfg.in runfg.bat.in EXTRA_DIST = runfg.in runfg.bat.in
bin_PROGRAMS = fg bin_PROGRAMS = fg ttest
bin_SCRIPTS = runfg runfg.bat bin_SCRIPTS = runfg runfg.bat
@ -31,6 +31,10 @@ fg_LDADD = \
$(top_builddir)/Lib/Debug/libDebug.la \ $(top_builddir)/Lib/Debug/libDebug.la \
$(top_builddir)/Lib/zlib/libz.la $(top_builddir)/Lib/zlib/libz.la
ttest_SOURCES = ttest.cxx
ttest_LDADD = $(top_builddir)/Lib/Math/libMath.la \
INCLUDES += \ INCLUDES += \
-DGLUT \ -DGLUT \
-I$(top_builddir) \ -I$(top_builddir) \

View file

@ -73,7 +73,7 @@ VERSION = @VERSION@
EXTRA_DIST = runfg.in runfg.bat.in EXTRA_DIST = runfg.in runfg.bat.in
bin_PROGRAMS = fg bin_PROGRAMS = fg ttest
bin_SCRIPTS = runfg runfg.bat bin_SCRIPTS = runfg runfg.bat
@ -103,6 +103,8 @@ fg_LDADD = \
$(top_builddir)/Lib/Bucket/libBucket.la \ $(top_builddir)/Lib/Bucket/libBucket.la \
$(top_builddir)/Lib/Debug/libDebug.la \ $(top_builddir)/Lib/Debug/libDebug.la \
$(top_builddir)/Lib/zlib/libz.la $(top_builddir)/Lib/zlib/libz.la
ttest_SOURCES = ttest.cxx
mkinstalldirs = $(SHELL) $(top_srcdir)/mkinstalldirs mkinstalldirs = $(SHELL) $(top_srcdir)/mkinstalldirs
CONFIG_HEADER = ../../Include/config.h CONFIG_HEADER = ../../Include/config.h
CONFIG_CLEAN_FILES = runfg runfg.bat CONFIG_CLEAN_FILES = runfg runfg.bat
@ -135,6 +137,10 @@ $(top_builddir)/Lib/Math/libMath.la \
$(top_builddir)/Lib/Bucket/libBucket.la \ $(top_builddir)/Lib/Bucket/libBucket.la \
$(top_builddir)/Lib/Debug/libDebug.la $(top_builddir)/Lib/zlib/libz.la $(top_builddir)/Lib/Debug/libDebug.la $(top_builddir)/Lib/zlib/libz.la
fg_LDFLAGS = fg_LDFLAGS =
ttest_OBJECTS = ttest.o
ttest_LDADD = $(LDADD)
ttest_DEPENDENCIES =
ttest_LDFLAGS =
SCRIPTS = $(bin_SCRIPTS) SCRIPTS = $(bin_SCRIPTS)
CXXFLAGS = @CXXFLAGS@ CXXFLAGS = @CXXFLAGS@
@ -149,10 +155,10 @@ DISTFILES = $(DIST_COMMON) $(SOURCES) $(HEADERS) $(TEXINFOS) $(EXTRA_DIST)
TAR = tar TAR = tar
GZIP = --best GZIP = --best
DEP_FILES = .deps/GLUTkey.P .deps/GLUTmain.P .deps/airports.P \ DEP_FILES = .deps/GLUTkey.P .deps/GLUTmain.P .deps/airports.P \
.deps/fg_init.P .deps/options.P .deps/views.P .deps/fg_init.P .deps/options.P .deps/ttest.P .deps/views.P
CXXMKDEP = $(CXX) -M $(DEFS) $(INCLUDES) $(CPPFLAGS) $(CXXFLAGS) CXXMKDEP = $(CXX) -M $(DEFS) $(INCLUDES) $(CPPFLAGS) $(CXXFLAGS)
SOURCES = $(fg_SOURCES) SOURCES = $(fg_SOURCES) $(ttest_SOURCES)
OBJECTS = $(fg_OBJECTS) OBJECTS = $(fg_OBJECTS) $(ttest_OBJECTS)
all: Makefile $(PROGRAMS) $(SCRIPTS) all: Makefile $(PROGRAMS) $(SCRIPTS)
@ -231,6 +237,10 @@ fg: $(fg_OBJECTS) $(fg_DEPENDENCIES)
@rm -f fg @rm -f fg
$(CXXLINK) $(fg_LDFLAGS) $(fg_OBJECTS) $(fg_LDADD) $(LIBS) $(CXXLINK) $(fg_LDFLAGS) $(fg_OBJECTS) $(fg_LDADD) $(LIBS)
ttest: $(ttest_OBJECTS) $(ttest_DEPENDENCIES)
@rm -f ttest
$(CXXLINK) $(ttest_LDFLAGS) $(ttest_OBJECTS) $(ttest_LDADD) $(LIBS)
install-binSCRIPTS: $(bin_SCRIPTS) install-binSCRIPTS: $(bin_SCRIPTS)
@$(NORMAL_INSTALL) @$(NORMAL_INSTALL)
$(mkinstalldirs) $(DESTDIR)$(bindir) $(mkinstalldirs) $(DESTDIR)$(bindir)

View file

@ -133,8 +133,8 @@ int fgInitPosition( void ) {
// Test Position // Test Position
// FG_Longitude = ( 8.5 ) * DEG_TO_RAD; // FG_Longitude = ( 8.5 ) * DEG_TO_RAD;
// FG_Latitude = ( 47.5 ) * DEG_TO_RAD; // FG_Latitude = ( 47.5 ) * DEG_TO_RAD;
// FG_Runway_altitude = ( 6000 ); FG_Runway_altitude = ( 6000 );
// FG_Altitude = FG_Runway_altitude + 3.758099; FG_Altitude = FG_Runway_altitude + 3.758099;
if ( strlen(o->airport_id) ) { if ( strlen(o->airport_id) ) {
fgAIRPORTS airports; fgAIRPORTS airports;
@ -271,9 +271,9 @@ int fgInitSubsystems( void ) {
fgTimeUpdate(f, t); fgTimeUpdate(f, t);
// Initialize view parameters // Initialize view parameters
// ----> v->Init();
fgViewInit(v); v->Update(f);
fgViewUpdate(f, v, l); v->UpdateWorldToEye(f);
// Initialize the orbital elements of sun, moon and mayor planets // Initialize the orbital elements of sun, moon and mayor planets
fgSolarSystemInit(*t); fgSolarSystemInit(*t);
@ -297,11 +297,9 @@ int fgInitSubsystems( void ) {
// fgUpdateSunPos() needs a few position and view parameters set // fgUpdateSunPos() needs a few position and view parameters set
// so it can calculate local relative sun angle and a few other // so it can calculate local relative sun angle and a few other
// things for correctly orienting the sky. // things for correctly orienting the sky.
// ---->
fgUpdateSunPos(); fgUpdateSunPos();
// Initialize Lighting interpolation tables // Initialize Lighting interpolation tables
// ---->
fgLightInit(); fgLightInit();
// update the lighting parameters (based on sun angle) // update the lighting parameters (based on sun angle)
@ -323,7 +321,6 @@ int fgInitSubsystems( void ) {
} }
// Initialize the "sky" // Initialize the "sky"
// ---->
fgSkyInit(); fgSkyInit();
// Initialize the Scenery Management subsystem // Initialize the Scenery Management subsystem
@ -384,6 +381,14 @@ int fgInitSubsystems( void ) {
// $Log$ // $Log$
// Revision 1.13 1998/05/16 13:08:35 curt
// C++ - ified views.[ch]xx
// Shuffled some additional view parameters into the fgVIEW class.
// Changed tile-radius to tile-diameter because it is a much better
// name.
// Added a WORLD_TO_EYE transformation to views.cxx. This allows us
// to transform world space to eye space for view frustum culling.
//
// Revision 1.12 1998/05/13 18:29:58 curt // Revision 1.12 1998/05/13 18:29:58 curt
// Added a keyboard binding to dynamically adjust field of view. // Added a keyboard binding to dynamically adjust field of view.
// Added a command line option to specify fov. // Added a command line option to specify fov.

View file

@ -33,6 +33,7 @@
#include <string.h> #include <string.h>
#include <Debug/fg_debug.h> #include <Debug/fg_debug.h>
#include <Include/fg_constants.h>
#include <Include/fg_zlib.h> #include <Include/fg_zlib.h>
#include "options.hxx" #include "options.hxx"
@ -79,7 +80,7 @@ fgOPTIONS::fgOPTIONS( void ) {
wireframe = 0; wireframe = 0;
// Scenery options // Scenery options
tile_radius = 7; tile_diameter = 7;
// Time options // Time options
time_offset = 0; time_offset = 0;
@ -229,22 +230,16 @@ static int parse_time_offset(char *time_str) {
} }
// Parse --tile-radius=n type option // Parse --tile-diameter=n type option
#define FG_RADIUS_MIN 3 #define FG_RADIUS_MIN 1
#define FG_RADIUS_MAX 9 #define FG_RADIUS_MAX 4
static int parse_tile_radius(char *arg) { static int parse_tile_radius(char *arg) {
int radius, tmp; int radius, tmp;
radius = parse_int(arg); radius = parse_int(arg);
// radius must be odd
tmp = radius / 2;
if ( radius == ( tmp * 2 ) ) {
radius -= 1;
}
if ( radius < FG_RADIUS_MIN ) { radius = FG_RADIUS_MIN; } if ( radius < FG_RADIUS_MIN ) { radius = FG_RADIUS_MIN; }
if ( radius > FG_RADIUS_MAX ) { radius = FG_RADIUS_MAX; } if ( radius > FG_RADIUS_MAX ) { radius = FG_RADIUS_MAX; }
@ -255,10 +250,6 @@ static int parse_tile_radius(char *arg) {
// Parse --fov=x.xx type option // Parse --fov=x.xx type option
#define FG_FOV_MIN 0.1
#define FG_FOV_MAX 179.9
static double parse_fov(char *arg) { static double parse_fov(char *arg) {
double fov; double fov;
@ -318,6 +309,7 @@ int fgOPTIONS::parse_option( char *arg ) {
wireframe = 1; wireframe = 1;
} else if ( strncmp(arg, "--tile-radius=", 14) == 0 ) { } else if ( strncmp(arg, "--tile-radius=", 14) == 0 ) {
tile_radius = parse_tile_radius(arg); tile_radius = parse_tile_radius(arg);
tile_diameter = tile_radius * 2 + 1;
} else if ( strncmp(arg, "--time-offset=", 14) == 0 ) { } else if ( strncmp(arg, "--time-offset=", 14) == 0 ) {
time_offset = parse_time_offset(arg); time_offset = parse_time_offset(arg);
} else { } else {
@ -424,7 +416,7 @@ void fgOPTIONS::usage ( void ) {
printf("\n"); printf("\n");
printf("Scenery Options:\n"); printf("Scenery Options:\n");
printf("\t--tile-radius=n: specify tile radius, must be odd 3, 5, or 7\n"); printf("\t--tile-radius=n: specify tile radius, must be 1 - 4\n");
printf("\n"); printf("\n");
printf("Time Options:\n"); printf("Time Options:\n");
@ -438,6 +430,14 @@ fgOPTIONS::~fgOPTIONS( void ) {
// $Log$ // $Log$
// Revision 1.10 1998/05/16 13:08:36 curt
// C++ - ified views.[ch]xx
// Shuffled some additional view parameters into the fgVIEW class.
// Changed tile-radius to tile-diameter because it is a much better
// name.
// Added a WORLD_TO_EYE transformation to views.cxx. This allows us
// to transform world space to eye space for view frustum culling.
//
// Revision 1.9 1998/05/13 18:29:59 curt // Revision 1.9 1998/05/13 18:29:59 curt
// Added a keyboard binding to dynamically adjust field of view. // Added a keyboard binding to dynamically adjust field of view.
// Added a command line option to specify fov. // Added a command line option to specify fov.

View file

@ -59,8 +59,10 @@ public:
int wireframe; // Wireframe mode enabled/disabled int wireframe; // Wireframe mode enabled/disabled
// Scenery options // Scenery options
int tile_radius; // Square radius of rendered tiles. for instance int tile_radius; // Square radius of rendered tiles (around center
// if tile_radius = 3 then a 3 x 3 grid of tiles will // square.)
int tile_diameter; // Diameter of rendered tiles. for instance
// if tile_diameter = 3 then a 3 x 3 grid of tiles will
// be drawn. Increase this to see terrain that is // be drawn. Increase this to see terrain that is
// further away. // further away.
@ -95,6 +97,14 @@ extern fgOPTIONS current_options;
// $Log$ // $Log$
// Revision 1.8 1998/05/16 13:08:36 curt
// C++ - ified views.[ch]xx
// Shuffled some additional view parameters into the fgVIEW class.
// Changed tile-radius to tile-diameter because it is a much better
// name.
// Added a WORLD_TO_EYE transformation to views.cxx. This allows us
// to transform world space to eye space for view frustum culling.
//
// Revision 1.7 1998/05/13 18:29:59 curt // Revision 1.7 1998/05/13 18:29:59 curt
// Added a keyboard binding to dynamically adjust field of view. // Added a keyboard binding to dynamically adjust field of view.
// Added a command line option to specify fov. // Added a command line option to specify fov.

View file

@ -1,5 +1,5 @@
// // views.cxx -- data structures and routines for managing and view
// views.cxx -- data structures and routines for managing and view parameters. // parameters.
// //
// Written by Curtis Olson, started August 1997. // Written by Curtis Olson, started August 1997.
// //
@ -23,7 +23,6 @@
// (Log is kept at end of this file) // (Log is kept at end of this file)
#ifdef HAVE_CONFIG_H #ifdef HAVE_CONFIG_H
# include <config.h> # include <config.h>
#endif #endif
@ -37,6 +36,7 @@
#include <Scenery/scenery.hxx> #include <Scenery/scenery.hxx>
#include <Time/fg_time.hxx> #include <Time/fg_time.hxx>
#include "options.hxx"
#include "views.hxx" #include "views.hxx"
@ -44,51 +44,77 @@
fgVIEW current_view; fgVIEW current_view;
// Constructor
fgVIEW::fgVIEW( void ) {
}
// Initialize a view structure // Initialize a view structure
void fgViewInit(fgVIEW *v) { void fgVIEW::Init( void ) {
fgPrintf( FG_VIEW, FG_INFO, "Initializing View parameters\n"); fgPrintf( FG_VIEW, FG_INFO, "Initializing View parameters\n");
v->view_offset = 0.0; view_offset = 0.0;
v->goal_view_offset = 0.0; goal_view_offset = 0.0;
} }
// Update the view parameters // Update the view parameters
void fgViewUpdate(fgFLIGHT *f, fgVIEW *v, fgLIGHT *l) { void fgVIEW::Update( fgFLIGHT *f ) {
fgOPTIONS *o;
fgPolarPoint3d p; fgPolarPoint3d p;
MAT3vec vec, forward, v0, minus_z; MAT3vec vec, forward, v0, minus_z;
MAT3mat R, TMP, UP, LOCAL, VIEW; MAT3mat R, TMP, UP, LOCAL, VIEW;
double ntmp; double theta_x, theta_y, ntmp;
o = &current_options;
scenery.center.x = scenery.next_center.x; scenery.center.x = scenery.next_center.x;
scenery.center.y = scenery.next_center.y; scenery.center.y = scenery.next_center.y;
scenery.center.z = scenery.next_center.z; scenery.center.z = scenery.next_center.z;
printf("win_ratio = %.2f\n", win_ratio);
// calculate sin() and cos() of fov / 2 in X direction;
theta_x = FG_PI_2 - (o->fov * win_ratio * DEG_TO_RAD) / 2.0;
printf("theta_x = %.2f\n", theta_x);
sin_fov_x = sin(theta_x);
cos_fov_x = cos(theta_x);
slope_x = sin_fov_x / cos_fov_x;
printf("slope_x = %.2f\n", slope_x);
// calculate sin() and cos() of fov / 2 in Y direction;
theta_y = FG_PI_2 - (o->fov * DEG_TO_RAD) / 2.0;
printf("theta_y = %.2f\n", theta_y);
sin_fov_y = sin(theta_y);
cos_fov_y = cos(theta_y);
slope_y = sin_fov_y / cos_fov_y;
printf("slope_y = %.2f\n", slope_y);
// calculate the cartesion coords of the current lat/lon/0 elev // calculate the cartesion coords of the current lat/lon/0 elev
p.lon = FG_Longitude; p.lon = FG_Longitude;
p.lat = FG_Lat_geocentric; p.lat = FG_Lat_geocentric;
p.radius = FG_Sea_level_radius * FEET_TO_METER; p.radius = FG_Sea_level_radius * FEET_TO_METER;
v->cur_zero_elev = fgPolarToCart3d(p); cur_zero_elev = fgPolarToCart3d(p);
v->cur_zero_elev.x -= scenery.center.x; cur_zero_elev.x -= scenery.center.x;
v->cur_zero_elev.y -= scenery.center.y; cur_zero_elev.y -= scenery.center.y;
v->cur_zero_elev.z -= scenery.center.z; cur_zero_elev.z -= scenery.center.z;
// calculate view position in current FG view coordinate system // calculate view position in current FG view coordinate system
// p.lon & p.lat are already defined earlier // p.lon & p.lat are already defined earlier
p.radius = FG_Radius_to_vehicle * FEET_TO_METER + 1.0; p.radius = FG_Radius_to_vehicle * FEET_TO_METER + 1.0;
v->abs_view_pos = fgPolarToCart3d(p); abs_view_pos = fgPolarToCart3d(p);
v->view_pos.x = v->abs_view_pos.x - scenery.center.x; view_pos.x = abs_view_pos.x - scenery.center.x;
v->view_pos.y = v->abs_view_pos.y - scenery.center.y; view_pos.y = abs_view_pos.y - scenery.center.y;
v->view_pos.z = v->abs_view_pos.z - scenery.center.z; view_pos.z = abs_view_pos.z - scenery.center.z;
fgPrintf( FG_VIEW, FG_DEBUG, "Absolute view pos = %.4f, %.4f, %.4f\n", fgPrintf( FG_VIEW, FG_DEBUG, "Absolute view pos = %.4f, %.4f, %.4f\n",
v->abs_view_pos.x, v->abs_view_pos.y, v->abs_view_pos.z); abs_view_pos.x, abs_view_pos.y, abs_view_pos.z);
fgPrintf( FG_VIEW, FG_DEBUG, "Relative view pos = %.4f, %.4f, %.4f\n", fgPrintf( FG_VIEW, FG_DEBUG, "Relative view pos = %.4f, %.4f, %.4f\n",
v->view_pos.x, v->view_pos.y, v->view_pos.z); view_pos.x, view_pos.y, view_pos.z);
// Derive the LOCAL aircraft rotation matrix (roll, pitch, yaw) // Derive the LOCAL aircraft rotation matrix (roll, pitch, yaw)
// from FG_T_local_to_body[3][3] // from FG_T_local_to_body[3][3]
@ -156,11 +182,11 @@ void fgViewUpdate(fgFLIGHT *f, fgVIEW *v, fgLIGHT *l) {
// printf("Local up matrix\n"); // printf("Local up matrix\n");
// MAT3print(UP, stdout); // MAT3print(UP, stdout);
MAT3_SET_VEC(v->local_up, 1.0, 0.0, 0.0); MAT3_SET_VEC(local_up, 1.0, 0.0, 0.0);
MAT3mult_vec(v->local_up, v->local_up, UP); MAT3mult_vec(local_up, local_up, UP);
// printf( "Local Up = (%.4f, %.4f, %.4f)\n", // printf( "Local Up = (%.4f, %.4f, %.4f)\n",
// v->local_up[0], v->local_up[1], v->local_up[2]); // local_up[0], local_up[1], local_up[2]);
// Alternative method to Derive local up vector based on // Alternative method to Derive local up vector based on
// *geodetic* coordinates // *geodetic* coordinates
@ -175,39 +201,131 @@ void fgViewUpdate(fgFLIGHT *f, fgVIEW *v, fgLIGHT *l) {
// generate the current up, forward, and fwrd-view vectors // generate the current up, forward, and fwrd-view vectors
MAT3_SET_VEC(vec, 1.0, 0.0, 0.0); MAT3_SET_VEC(vec, 1.0, 0.0, 0.0);
MAT3mult_vec(v->view_up, vec, VIEW); MAT3mult_vec(view_up, vec, VIEW);
MAT3_SET_VEC(vec, 0.0, 0.0, 1.0); MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
MAT3mult_vec(forward, vec, VIEW); MAT3mult_vec(forward, vec, VIEW);
// printf( "Forward vector is (%.2f,%.2f,%.2f)\n", forward[0], forward[1], // printf( "Forward vector is (%.2f,%.2f,%.2f)\n", forward[0], forward[1],
// forward[2]); // forward[2]);
MAT3rotate(TMP, v->view_up, v->view_offset); MAT3rotate(TMP, view_up, view_offset);
MAT3mult_vec(v->view_forward, forward, TMP); MAT3mult_vec(view_forward, forward, TMP);
// make a vector to the current view position // make a vector to the current view position
MAT3_SET_VEC(v0, v->view_pos.x, v->view_pos.y, v->view_pos.z); MAT3_SET_VEC(v0, view_pos.x, view_pos.y, view_pos.z);
// Given a vector pointing straight down (-Z), map into onto the // Given a vector pointing straight down (-Z), map into onto the
// local plane representing "horizontal". This should give us the // local plane representing "horizontal". This should give us the
// local direction for moving "south". // local direction for moving "south".
MAT3_SET_VEC(minus_z, 0.0, 0.0, -1.0); MAT3_SET_VEC(minus_z, 0.0, 0.0, -1.0);
map_vec_onto_cur_surface_plane(v->local_up, v0, minus_z, v->surface_south); map_vec_onto_cur_surface_plane(local_up, v0, minus_z, surface_south);
MAT3_NORMALIZE_VEC(v->surface_south, ntmp); MAT3_NORMALIZE_VEC(surface_south, ntmp);
// printf( "Surface direction directly south %.2f %.2f %.2f\n", // printf( "Surface direction directly south %.2f %.2f %.2f\n",
// v->surface_south[0], v->surface_south[1], v->surface_south[2]); // surface_south[0], surface_south[1], surface_south[2]);
// now calculate the surface east vector // now calculate the surface east vector
MAT3rotate(TMP, v->view_up, FG_PI_2); MAT3rotate(TMP, view_up, FG_PI_2);
MAT3mult_vec(v->surface_east, v->surface_south, TMP); MAT3mult_vec(surface_east, surface_south, TMP);
// printf( "Surface direction directly east %.2f %.2f %.2f\n", // printf( "Surface direction directly east %.2f %.2f %.2f\n",
// v->surface_east[0], v->surface_east[1], v->surface_east[2]); // surface_east[0], surface_east[1], surface_east[2]);
// printf( "Should be close to zero = %.2f\n", // printf( "Should be close to zero = %.2f\n",
// MAT3_DOT_PRODUCT(v->surface_south, v->surface_east)); // MAT3_DOT_PRODUCT(surface_south, surface_east));
}
// Update the "World to Eye" transformation matrix
// This is most useful for view frustum culling
void fgVIEW::UpdateWorldToEye( fgFLIGHT *f ) {
MAT3mat R_Phi, R_Theta, R_Psi, R_Lat, R_Lon, T_view;
MAT3mat TMP;
MAT3hvec vec;
// Roll Matrix
MAT3_SET_HVEC(vec, 0.0, 0.0, -1.0, 1.0);
MAT3rotate(R_Phi, vec, FG_Phi);
// printf("Roll matrix (Phi)\n");
// MAT3print(R_Phi, stdout);
// Pitch Matrix
MAT3_SET_HVEC(vec, 1.0, 0.0, 0.0, 1.0);
MAT3rotate(R_Theta, vec, FG_Theta);
// printf("\nPitch matrix (Theta)\n");
// MAT3print(R_Theta, stdout);
// Yaw Matrix
MAT3_SET_HVEC(vec, 0.0, -1.0, 0.0, 1.0);
MAT3rotate(R_Psi, vec, FG_Psi + FG_PI - view_offset );
// printf("\nYaw matrix (Psi)\n");
// MAT3print(R_Psi, stdout);
// Latitude
MAT3_SET_HVEC(vec, 1.0, 0.0, 0.0, 1.0);
// R_Lat = rotate about X axis
MAT3rotate(R_Lat, vec, FG_Latitude);
// printf("\nLatitude matrix\n");
// MAT3print(R_Lat, stdout);
// Longitude
MAT3_SET_HVEC(vec, 0.0, 0.0, 1.0, 1.0);
// R_Lon = rotate about Z axis
MAT3rotate(R_Lon, vec, FG_Longitude - FG_PI_2 );
// printf("\nLongitude matrix\n");
// MAT3print(R_Lon, stdout);
// View position in scenery centered coordinates
MAT3_SET_HVEC(vec, view_pos.x, view_pos.y, view_pos.z, 1.0);
MAT3translate(T_view, vec);
// printf("\nTranslation matrix\n");
// MAT3print(T_view, stdout);
// aircraft roll/pitch/yaw
MAT3mult(TMP, R_Phi, R_Theta);
MAT3mult(AIRCRAFT, TMP, R_Psi);
// printf("\naircraft roll pitch yaw\n");
// MAT3print(AIRCRAFT, stdout);
// lon/lat
MAT3mult(WORLD, R_Lat, R_Lon);
// printf("\nworld\n");
// MAT3print(WORLD, stdout);
MAT3mult(EYE_TO_WORLD, AIRCRAFT, WORLD);
MAT3mult(EYE_TO_WORLD, EYE_TO_WORLD, T_view);
// printf("\nEye to world\n");
// MAT3print(EYE_TO_WORLD, stdout);
MAT3invert(WORLD_TO_EYE, EYE_TO_WORLD);
// printf("\nWorld to eye\n");
// MAT3print(WORLD_TO_EYE, stdout);
// printf( "\nview_pos = %.2f %.2f %.2f\n",
// view_pos.x, view_pos.y, view_pos.z );
// MAT3_SET_HVEC(eye, 0.0, 0.0, 0.0, 1.0);
// MAT3mult_vec(vec, eye, EYE_TO_WORLD);
// printf("\neye -> world = %.2f %.2f %.2f\n", vec[0], vec[1], vec[2]);
// MAT3_SET_HVEC(vec1, view_pos.x, view_pos.y, view_pos.z, 1.0);
// MAT3mult_vec(vec, vec1, WORLD_TO_EYE);
// printf( "\nabs_view_pos -> eye = %.2f %.2f %.2f\n",
// vec[0], vec[1], vec[2]);
}
// Destructor
fgVIEW::~fgVIEW( void ) {
} }
// $Log$ // $Log$
// Revision 1.9 1998/05/16 13:08:37 curt
// C++ - ified views.[ch]xx
// Shuffled some additional view parameters into the fgVIEW class.
// Changed tile-radius to tile-diameter because it is a much better
// name.
// Added a WORLD_TO_EYE transformation to views.cxx. This allows us
// to transform world space to eye space for view frustum culling.
//
// Revision 1.8 1998/05/02 01:51:01 curt // Revision 1.8 1998/05/02 01:51:01 curt
// Updated polartocart conversion routine. // Updated polartocart conversion routine.
// //

View file

@ -1,27 +1,26 @@
/************************************************************************** //
* views.hxx -- data structures and routines for managing and view parameters. // views.hxx -- data structures and routines for managing and view parameters.
* //
* Written by Curtis Olson, started August 1997. // Written by Curtis Olson, started August 1997.
* //
* Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com // Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
* //
* This program is free software; you can redistribute it and/or // This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as // modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the // published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version. // License, or (at your option) any later version.
* //
* This program is distributed in the hope that it will be useful, but // This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of // WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. // General Public License for more details.
* //
* You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software // along with this program; if not, write to the Free Software
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
* //
* $Id$ // $Id$
* (Log is kept at end of this file) // (Log is kept at end of this file)
**************************************************************************/
#ifndef _VIEWS_HXX #ifndef _VIEWS_HXX
@ -40,119 +39,171 @@
#include <Time/light.hxx> #include <Time/light.hxx>
/* Define a structure containing view information */ // Define a structure containing view information
typedef struct { class fgVIEW {
/* absolute view position */
fgCartesianPoint3d abs_view_pos;
/* view position translated to scenery.center */ public:
fgCartesianPoint3d view_pos;
/* cartesion coordinates of current lon/lat if at sea level // the current offset from forward for viewing
* translated to scenery.center*/
fgCartesianPoint3d cur_zero_elev;
/* vector in cartesian coordinates from current position to the
* postion on the earth's surface the sun is directly over */
MAT3vec to_sun;
/* surface direction to go to head towards sun */
MAT3vec surface_to_sun;
/* surface vector heading south */
MAT3vec surface_south;
/* surface vector heading east (used to unambiguously align sky with sun) */
MAT3vec surface_east;
/* local up vector (normal to the plane tangent to the earth's
* surface at the spot we are directly above */
MAT3vec local_up;
/* up vector for the view (usually point straight up through the
* top of the aircraft */
MAT3vec view_up;
/* the vector pointing straight out the nose of the aircraft */
MAT3vec view_forward;
/* the current offset from forward for viewing */
double view_offset; double view_offset;
/* the goal view offset for viewing (used for smooth view changes) */ // the goal view offset for viewing (used for smooth view changes)
double goal_view_offset; double goal_view_offset;
} fgVIEW;
// fov of view is specified in the y direction, win_ratio is used to
// calculate the fov in the X direction = width/height
double win_ratio;
// width & height of window
int winWidth, winHeight;
// sin and cos of (fov / 2) in Y axis
double sin_fov_y, cos_fov_y;
// slope of view frustum edge in eye space Y axis
double slope_y;
// sin and cos of (fov / 2) in X axis
double sin_fov_x, cos_fov_x;
// slope of view frustum edge in eye space X axis
double slope_x;
// absolute view position
fgCartesianPoint3d abs_view_pos;
// view position translated to scenery.center
fgCartesianPoint3d view_pos;
// cartesion coordinates of current lon/lat if at sea level
// translated to scenery.center*/
fgCartesianPoint3d cur_zero_elev;
// vector in cartesian coordinates from current position to the
// postion on the earth's surface the sun is directly over
MAT3vec to_sun;
// surface direction to go to head towards sun
MAT3vec surface_to_sun;
// surface vector heading south
MAT3vec surface_south;
// surface vector heading east (used to unambiguously align sky
// with sun)
MAT3vec surface_east;
// local up vector (normal to the plane tangent to the earth's
// surface at the spot we are directly above
MAT3vec local_up;
// up vector for the view (usually point straight up through the
// top of the aircraft
MAT3vec view_up;
// the vector pointing straight out the nose of the aircraft
MAT3vec view_forward;
// Transformation matrix for eye coordinates to aircraft coordinates
MAT3mat AIRCRAFT;
// Transformation matrix for aircraft coordinates to world
// coordinates
MAT3mat WORLD;
// Combined transformation from eye coordinates to world coordinates
MAT3mat EYE_TO_WORLD;
// Inverse of EYE_TO_WORLD which is a transformation from world
// coordinates to eye coordinates
MAT3mat WORLD_TO_EYE;
// Constructor
fgVIEW( void );
// Initialize a view class
void Init( void );
// Update the view parameters
void Update( fgFLIGHT *f );
// Update the "World to Eye" transformation matrix
void UpdateWorldToEye( fgFLIGHT *f );
// Destructor
~fgVIEW( void );
};
extern fgVIEW current_view; extern fgVIEW current_view;
/* Initialize a view structure */ #endif // _VIEWS_HXX
void fgViewInit(fgVIEW *v);
/* Update the view parameters */
void fgViewUpdate(fgFLIGHT *f, fgVIEW *v, fgLIGHT *l);
#endif /* _VIEWS_HXX */ // $Log$
// Revision 1.6 1998/05/16 13:08:37 curt
// C++ - ified views.[ch]xx
/* $Log$ // Shuffled some additional view parameters into the fgVIEW class.
/* Revision 1.5 1998/05/02 01:51:02 curt // Changed tile-radius to tile-diameter because it is a much better
/* Updated polartocart conversion routine. // name.
/* // Added a WORLD_TO_EYE transformation to views.cxx. This allows us
* Revision 1.4 1998/04/28 01:20:24 curt // to transform world space to eye space for view frustum culling.
* Type-ified fgTIME and fgVIEW. //
* Added a command line option to disable textures. // Revision 1.5 1998/05/02 01:51:02 curt
* // Updated polartocart conversion routine.
* Revision 1.3 1998/04/25 22:06:31 curt //
* Edited cvs log messages in source files ... bad bad bad! // Revision 1.4 1998/04/28 01:20:24 curt
* // Type-ified fgTIME and fgVIEW.
* Revision 1.2 1998/04/24 00:49:22 curt // Added a command line option to disable textures.
* Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H" //
* Trying out some different option parsing code. // Revision 1.3 1998/04/25 22:06:31 curt
* Some code reorganization. // Edited cvs log messages in source files ... bad bad bad!
* //
* Revision 1.1 1998/04/22 13:25:46 curt // Revision 1.2 1998/04/24 00:49:22 curt
* C++ - ifing the code. // Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
* Starting a bit of reorganization of lighting code. // Trying out some different option parsing code.
* // Some code reorganization.
* Revision 1.11 1998/04/21 17:02:42 curt //
* Prepairing for C++ integration. // Revision 1.1 1998/04/22 13:25:46 curt
* // C++ - ifing the code.
* Revision 1.10 1998/02/07 15:29:45 curt // Starting a bit of reorganization of lighting code.
* Incorporated HUD changes and struct/typedef changes from Charlie Hotchkiss //
* <chotchkiss@namg.us.anritsu.com> // Revision 1.11 1998/04/21 17:02:42 curt
* // Prepairing for C++ integration.
* Revision 1.9 1998/01/29 00:50:29 curt //
* Added a view record field for absolute x, y, z position. // Revision 1.10 1998/02/07 15:29:45 curt
* // Incorporated HUD changes and struct/typedef changes from Charlie Hotchkiss
* Revision 1.8 1998/01/27 00:47:58 curt // <chotchkiss@namg.us.anritsu.com>
* Incorporated Paul Bleisch's <pbleisch@acm.org> new debug message //
* system and commandline/config file processing code. // Revision 1.9 1998/01/29 00:50:29 curt
* // Added a view record field for absolute x, y, z position.
* Revision 1.7 1998/01/22 02:59:38 curt //
* Changed #ifdef FILE_H to #ifdef _FILE_H // Revision 1.8 1998/01/27 00:47:58 curt
* // Incorporated Paul Bleisch's <pbleisch@acm.org> new debug message
* Revision 1.6 1998/01/19 19:27:10 curt // system and commandline/config file processing code.
* Merged in make system changes from Bob Kuehne <rpk@sgi.com> //
* This should simplify things tremendously. // Revision 1.7 1998/01/22 02:59:38 curt
* // Changed #ifdef FILE_H to #ifdef _FILE_H
* Revision 1.5 1997/12/22 04:14:32 curt //
* Aligned sky with sun so dusk/dawn effects can be correct relative to the sun. // Revision 1.6 1998/01/19 19:27:10 curt
* // Merged in make system changes from Bob Kuehne <rpk@sgi.com>
* Revision 1.4 1997/12/17 23:13:36 curt // This should simplify things tremendously.
* Began working on rendering a sky. //
* // Revision 1.5 1997/12/22 04:14:32 curt
* Revision 1.3 1997/12/15 23:54:51 curt // Aligned sky with sun so dusk/dawn effects can be correct relative to the sun.
* Add xgl wrappers for debugging. //
* Generate terrain normals on the fly. // Revision 1.4 1997/12/17 23:13:36 curt
* // Began working on rendering a sky.
* Revision 1.2 1997/12/10 22:37:48 curt //
* Prepended "fg" on the name of all global structures that didn't have it yet. // Revision 1.3 1997/12/15 23:54:51 curt
* i.e. "struct WEATHER {}" became "struct fgWEATHER {}" // Add xgl wrappers for debugging.
* // Generate terrain normals on the fly.
* Revision 1.1 1997/08/27 21:31:18 curt //
* Initial revision. // Revision 1.2 1997/12/10 22:37:48 curt
* // Prepended "fg" on the name of all global structures that didn't have it yet.
*/ // i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
//
// Revision 1.1 1997/08/27 21:31:18 curt
// Initial revision.
//