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Modified Files:

Time/tmp.cxx Main/viewer.hxx Main/viewer.cxx Main/renderer.cxx
	Get rid of an other OSGFIXME. The view matrix had some plib specials
	included. The viewer is now updated for that.
This commit is contained in:
frohlich 2006-11-01 21:22:25 +00:00
parent b8f9a40fc6
commit 7e5d6d1d75
4 changed files with 213 additions and 419 deletions

View file

@ -278,6 +278,12 @@ FGRenderer::init( void ) {
sceneView->setUpdateVisitor(new SGUpdateVisitor);
sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
sceneView->getCamera()->setViewMatrix(osg::Matrix(0, 0,-1, 0,
1, 0, 0, 0,
0,-1, 0, 0,
0, 0, 0, 1));
sceneView->getCamera()->setClearMask(0);
osg::StateSet* stateSet = mRoot->getOrCreateStateSet();
@ -412,6 +418,7 @@ FGRenderer::update( bool refresh_camera_settings ) {
bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
bool distance_attenuation
= fgGetBool("/sim/rendering/distance-attenuation");
// OSGFIXME
SGConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
distance_attenuation );
@ -461,26 +468,12 @@ FGRenderer::update( bool refresh_camera_settings ) {
resize( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
// OSGFXME: compute the view directly without indirection through ssg
sgMat4 viewmat;
sgTransposeNegateMat4(viewmat, (sgVec4 *)current__view->get_VIEW());
sgMat4 cameraMatrix = {
{ 1.0f, 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ 0.0f, 1.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f, 1.0f }
};
sgPreMultMat4(cameraMatrix, viewmat);
osg::Matrixd m;
for (unsigned i = 0; i < 4; ++i)
for (unsigned j = 0; j < 4; ++j)
m(i, j) = cameraMatrix[i][j];
osg::Quat attitude;
attitude.set(m);
mCameraView->setPosition(osg::Vec3d(m(3,0), m(3,1), m(3,2)));
mCameraView->setAttitude(attitude);
SGVec3d center = globals->get_scenery()->get_center();
SGVec3d position = current__view->getViewPosition();
SGQuatd attitude = current__view->getViewOrientation();
SGVec3d osgPosition = attitude.transform(center - position);
mCameraView->setPosition(osgPosition.osg());
mCameraView->setAttitude(inverse(attitude).osg());
}
if ( skyblend ) {
@ -520,9 +513,9 @@ FGRenderer::update( bool refresh_camera_settings ) {
static SGSkyState sstate;
sstate.view_pos = SGVec3f(current__view->get_view_pos());
sstate.zero_elev = SGVec3f(current__view->get_zero_elev());
sstate.view_up = SGVec3f(current__view->get_world_up());
sstate.view_pos = current__view->get_view_pos();
sstate.zero_elev = current__view->get_zero_elev();
sstate.view_up = current__view->get_world_up();
sstate.lon = current__view->getLongitude_deg()
* SGD_DEGREES_TO_RADIANS;
sstate.lat = current__view->getLatitude_deg()

View file

@ -51,124 +51,6 @@
#include "viewer.hxx"
//////////////////////////////////////////////////////////////////
// Norman's Optimized matrix rotators! //
//////////////////////////////////////////////////////////////////
// Since these are pure rotation matrices we can save some bookwork
// by considering them to be 3x3 until the very end -- NHV
static void MakeVIEW_OFFSET( sgMat4 dst,
const float angle1, const sgVec3 axis1,
const float angle2, const sgVec3 axis2,
const float angle3, const sgVec3 axis3 )
{
// make rotmatrix1 from angle and axis
float s = (float) sin ( angle1 ) ;
float c = (float) cos ( angle1 ) ;
float t = SG_ONE - c ;
sgMat3 mat1;
float tmp = t * axis1[0];
mat1[0][0] = tmp * axis1[0] + c ;
mat1[0][1] = tmp * axis1[1] + s * axis1[2] ;
mat1[0][2] = tmp * axis1[2] - s * axis1[1] ;
tmp = t * axis1[1];
mat1[1][0] = tmp * axis1[0] - s * axis1[2] ;
mat1[1][1] = tmp * axis1[1] + c ;
mat1[1][2] = tmp * axis1[2] + s * axis1[0] ;
tmp = t * axis1[2];
mat1[2][0] = tmp * axis1[0] + s * axis1[1] ;
mat1[2][1] = tmp * axis1[1] - s * axis1[0] ;
mat1[2][2] = tmp * axis1[2] + c ;
// make rotmatrix2 from angle and axis
s = (float) sin ( angle2 ) ;
c = (float) cos ( angle2 ) ;
t = SG_ONE - c ;
sgMat3 mat2;
tmp = t * axis2[0];
mat2[0][0] = tmp * axis2[0] + c ;
mat2[0][1] = tmp * axis2[1] + s * axis2[2] ;
mat2[0][2] = tmp * axis2[2] - s * axis2[1] ;
tmp = t * axis2[1];
mat2[1][0] = tmp * axis2[0] - s * axis2[2] ;
mat2[1][1] = tmp * axis2[1] + c ;
mat2[1][2] = tmp * axis2[2] + s * axis2[0] ;
tmp = t * axis2[2];
mat2[2][0] = tmp * axis2[0] + s * axis2[1] ;
mat2[2][1] = tmp * axis2[1] - s * axis2[0] ;
mat2[2][2] = tmp * axis2[2] + c ;
// make rotmatrix3 from angle and axis (roll)
s = (float) sin ( angle3 ) ;
c = (float) cos ( angle3 ) ;
t = SG_ONE - c ;
sgMat3 mat3;
tmp = t * axis3[0];
mat3[0][0] = tmp * axis3[0] + c ;
mat3[0][1] = tmp * axis3[1] + s * axis3[2] ;
mat3[0][2] = tmp * axis3[2] - s * axis3[1] ;
tmp = t * axis3[1];
mat3[1][0] = tmp * axis3[0] - s * axis3[2] ;
mat3[1][1] = tmp * axis3[1] + c ;
mat3[1][2] = tmp * axis3[2] + s * axis3[0] ;
tmp = t * axis3[2];
mat3[2][0] = tmp * axis3[0] + s * axis3[1] ;
mat3[2][1] = tmp * axis3[1] - s * axis3[0] ;
mat3[2][2] = tmp * axis3[2] + c ;
sgMat3 matt;
// multiply matrices
for ( int j = 0 ; j < 3 ; j++ ) {
matt[0][j] = mat2[0][0] * mat1[0][j] +
mat2[0][1] * mat1[1][j] +
mat2[0][2] * mat1[2][j];
matt[1][j] = mat2[1][0] * mat1[0][j] +
mat2[1][1] * mat1[1][j] +
mat2[1][2] * mat1[2][j];
matt[2][j] = mat2[2][0] * mat1[0][j] +
mat2[2][1] * mat1[1][j] +
mat2[2][2] * mat1[2][j];
}
// multiply matrices
for ( int j = 0 ; j < 3 ; j++ ) {
dst[0][j] = mat3[0][0] * matt[0][j] +
mat3[0][1] * matt[1][j] +
mat3[0][2] * matt[2][j];
dst[1][j] = mat3[1][0] * matt[0][j] +
mat3[1][1] * matt[1][j] +
mat3[1][2] * matt[2][j];
dst[2][j] = mat3[2][0] * matt[0][j] +
mat3[2][1] * matt[1][j] +
mat3[2][2] * matt[2][j];
}
// fill in 4x4 matrix elements
dst[0][3] = SG_ZERO;
dst[1][3] = SG_ZERO;
dst[2][3] = SG_ZERO;
dst[3][0] = SG_ZERO;
dst[3][1] = SG_ZERO;
dst[3][2] = SG_ZERO;
dst[3][3] = SG_ONE;
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGViewer.
////////////////////////////////////////////////////////////////////////
@ -197,9 +79,11 @@ FGViewer::FGViewer( fgViewType Type, bool from_model, int from_model_index,
_damp_roll(0),
_damp_pitch(0),
_damp_heading(0),
_scaling_type(FG_SCALING_MAX)
_scaling_type(FG_SCALING_MAX),
_location(0),
_target_location(0)
{
sgdZeroVec3(_absolute_view_pos);
_absolute_view_pos = SGVec3d(0, 0, 0);
_type = Type;
_from_model = from_model;
_from_model_index = from_model_index;
@ -215,9 +99,9 @@ FGViewer::FGViewer( fgViewType Type, bool from_model, int from_model_index,
if (damp_heading > 0.0)
_damp_heading = 1.0 / pow(10.0, fabs(damp_heading));
_x_offset_m = x_offset_m;
_y_offset_m = y_offset_m;
_z_offset_m = z_offset_m;
_offset_m.x() = x_offset_m;
_offset_m.y() = y_offset_m;
_offset_m.z() = z_offset_m;
_heading_offset_deg = heading_offset_deg;
_pitch_offset_deg = pitch_offset_deg;
_roll_offset_deg = roll_offset_deg;
@ -230,9 +114,9 @@ FGViewer::FGViewer( fgViewType Type, bool from_model, int from_model_index,
_fov_deg = 55;
}
_aspect_ratio_multiplier = aspect_ratio_multiplier;
_target_x_offset_m = target_x_offset_m;
_target_y_offset_m = target_y_offset_m;
_target_z_offset_m = target_z_offset_m;
_target_offset_m.x() = target_x_offset_m;
_target_offset_m.y() = target_y_offset_m;
_target_offset_m.z() = target_z_offset_m;
_ground_level_nearplane_m = near_m;
// a reasonable guess for init, so that the math doesn't blow up
}
@ -248,7 +132,7 @@ FGViewer::init ()
if ( _from_model )
_location = (SGLocation *) globals->get_aircraft_model()->get3DModel()->getSGLocation();
else
_location = (SGLocation *) new SGLocation;
_location = new SGLocation;
if ( _type == FG_LOOKAT ) {
if ( _at_model )
@ -407,51 +291,51 @@ void
FGViewer::setXOffset_m (double x_offset_m)
{
_dirty = true;
_x_offset_m = x_offset_m;
_offset_m.x() = x_offset_m;
}
void
FGViewer::setYOffset_m (double y_offset_m)
{
_dirty = true;
_y_offset_m = y_offset_m;
_offset_m.y() = y_offset_m;
}
void
FGViewer::setZOffset_m (double z_offset_m)
{
_dirty = true;
_z_offset_m = z_offset_m;
_offset_m.z() = z_offset_m;
}
void
FGViewer::setTargetXOffset_m (double target_x_offset_m)
{
_dirty = true;
_target_x_offset_m = target_x_offset_m;
_target_offset_m.x() = target_x_offset_m;
}
void
FGViewer::setTargetYOffset_m (double target_y_offset_m)
{
_dirty = true;
_target_y_offset_m = target_y_offset_m;
_target_offset_m.y() = target_y_offset_m;
}
void
FGViewer::setTargetZOffset_m (double target_z_offset_m)
{
_dirty = true;
_target_z_offset_m = target_z_offset_m;
_target_offset_m.z() = target_z_offset_m;
}
void
FGViewer::setPositionOffsets (double x_offset_m, double y_offset_m, double z_offset_m)
{
_dirty = true;
_x_offset_m = x_offset_m;
_y_offset_m = y_offset_m;
_z_offset_m = z_offset_m;
_offset_m.x() = x_offset_m;
_offset_m.y() = y_offset_m;
_offset_m.z() = z_offset_m;
}
void
@ -523,38 +407,7 @@ FGViewer::get_absolute_view_pos ()
{
if (_dirty)
recalc();
return _absolute_view_pos;
}
float *
FGViewer::getRelativeViewPos ()
{
if (_dirty)
recalc();
return _relative_view_pos;
}
void
FGViewer::updateFromModelLocation (SGLocation * location)
{
sgCopyMat4(LOCAL, location->getTransformMatrix());
}
void
FGViewer::updateAtModelLocation (SGLocation * location)
{
sgCopyMat4(ATLOCAL, location->getTransformMatrix());
}
void
FGViewer::recalcOurOwnLocation (SGLocation * location, double lon_deg, double lat_deg, double alt_ft,
double roll_deg, double pitch_deg, double heading_deg)
{
// update from our own data...
dampEyeData(roll_deg, pitch_deg, heading_deg);
location->setPosition( lon_deg, lat_deg, alt_ft );
location->setOrientation( roll_deg, pitch_deg, heading_deg );
sgCopyMat4(LOCAL, location->getTransformMatrix());
return _absolute_view_pos.data();
}
// recalc() is done every time one of the setters is called (making the
@ -569,173 +422,17 @@ FGViewer::recalc ()
recalcLookAt();
}
set_clean();
}
// recalculate for LookFrom view type...
void
FGViewer::recalcLookFrom ()
{
sgVec3 right, forward;
sgVec3 position_offset; // eye position offsets (xyz)
// LOOKFROM mode...
// Update location data...
if ( _from_model ) {
// update or data from model location
updateFromModelLocation(_location);
} else {
// update from our own data...
recalcOurOwnLocation( _location, _lon_deg, _lat_deg, _alt_ft,
_roll_deg, _pitch_deg, _heading_deg );
}
// copy data from location class to local items...
copyLocationData();
// make sg vectors view up, right and forward vectors from LOCAL
sgSetVec3( _view_up, LOCAL[2][0], LOCAL[2][1], LOCAL[2][2] );
sgSetVec3( right, LOCAL[1][0], LOCAL[1][1], LOCAL[1][2] );
sgSetVec3( forward, -LOCAL[0][0], -LOCAL[0][1], -LOCAL[0][2] );
// Note that when in "lookfrom" view the "view up" vector is always applied
// to the viewer. View up is based on verticle of the aircraft itself. (see
// "LOCAL" matrix above)
// Orientation Offsets matrix
MakeVIEW_OFFSET( VIEW_OFFSET,
_heading_offset_deg * SG_DEGREES_TO_RADIANS, _view_up,
_pitch_offset_deg * SG_DEGREES_TO_RADIANS, right,
_roll_offset_deg * SG_DEGREES_TO_RADIANS, forward );
// Make the VIEW matrix.
sgSetVec4(VIEW[0], right[0], right[1], right[2],SG_ZERO);
sgSetVec4(VIEW[1], forward[0], forward[1], forward[2],SG_ZERO);
sgSetVec4(VIEW[2], _view_up[0], _view_up[1], _view_up[2],SG_ZERO);
sgSetVec4(VIEW[3], SG_ZERO, SG_ZERO, SG_ZERO,SG_ONE);
// rotate model or local matrix to get a matrix to apply Eye Position Offsets
sgMat4 VIEW_UP; // L0 forward L1 right L2 up
sgCopyVec4(VIEW_UP[0], LOCAL[1]);
sgCopyVec4(VIEW_UP[1], LOCAL[2]);
sgCopyVec4(VIEW_UP[2], LOCAL[0]);
sgZeroVec4(VIEW_UP[3]);
// Eye Position Offsets to vector
sgSetVec3( position_offset, _x_offset_m, _y_offset_m, _z_offset_m );
sgXformVec3( position_offset, position_offset, VIEW_UP);
// add the offsets including rotations to the translation vector
sgAddVec3( _view_pos, position_offset );
// multiply the OFFSETS (for heading and pitch) into the VIEW
sgPostMultMat4(VIEW, VIEW_OFFSET);
// add the position data to the matrix
sgSetVec4(VIEW[3], _view_pos[0], _view_pos[1], _view_pos[2],SG_ONE);
}
void
FGViewer::recalcLookAt ()
{
sgVec3 right, forward;
sgVec3 eye_pos, at_pos;
sgVec3 position_offset; // eye position offsets (xyz)
sgVec3 target_position_offset; // target position offsets (xyz)
// The position vectors originate from the view point or target location
// depending on the type of view.
// LOOKAT mode...
// Update location data for target...
if ( _at_model ) {
// update or data from model location
updateAtModelLocation(_target_location);
} else {
// if not model then calculate our own target position...
recalcOurOwnLocation( _target_location, _target_lon_deg, _target_lat_deg, _target_alt_ft,
_target_roll_deg, _target_pitch_deg, _target_heading_deg );
}
// calculate the "at" target object positon relative to eye or view's tile center...
SGVec3d center = globals->get_scenery()->get_center();
sgdVec3 dVec3;
sgdSetVec3(dVec3, center[0], center[1], center[2]);
sgdSubVec3(dVec3, _target_location->get_absolute_view_pos(), dVec3 );
sgSetVec3(at_pos, dVec3[0], dVec3[1], dVec3[2]);
_view_pos = toVec3f(_absolute_view_pos - center);
// Update location data for eye...
if ( _from_model ) {
// update or data from model location
updateFromModelLocation(_location);
} else {
// update from our own data, just the rotation here...
recalcOurOwnLocation( _location, _lon_deg, _lat_deg, _alt_ft,
_roll_deg, _pitch_deg, _heading_deg );
}
// save the eye positon...
sgCopyVec3(eye_pos, _location->get_view_pos(center));
SGGeod geodEyePoint = SGGeod::fromCart(_absolute_view_pos);
geodEyePoint.setElevationM(0);
_zero_elev = toVec3f(SGVec3d::fromGeod(geodEyePoint) - center);
// copy data from location class to local items...
copyLocationData();
// make sg vectors view up, right and forward vectors from LOCAL
sgSetVec3( _view_up, LOCAL[2][0], LOCAL[2][1], LOCAL[2][2] );
sgSetVec3( right, LOCAL[1][0], LOCAL[1][1], LOCAL[1][2] );
sgSetVec3( forward, -LOCAL[0][0], -LOCAL[0][1], -LOCAL[0][2] );
// rotate model or local matrix to get a matrix to apply Eye Position Offsets
sgMat4 VIEW_UP; // L0 forward L1 right L2 up
sgCopyVec4(VIEW_UP[0], LOCAL[1]);
sgCopyVec4(VIEW_UP[1], LOCAL[2]);
sgCopyVec4(VIEW_UP[2], LOCAL[0]);
sgZeroVec4(VIEW_UP[3]);
// get Orientation Offsets matrix
MakeVIEW_OFFSET( VIEW_OFFSET,
(_heading_offset_deg - 180) * SG_DEGREES_TO_RADIANS, _view_up,
_pitch_offset_deg * SG_DEGREES_TO_RADIANS, right,
_roll_offset_deg * SG_DEGREES_TO_RADIANS, forward );
// add in the position offsets
sgSetVec3( position_offset, _y_offset_m, _x_offset_m, _z_offset_m );
sgXformVec3( position_offset, position_offset, VIEW_UP);
// apply the Orientation offsets
sgXformVec3( position_offset, position_offset, VIEW_OFFSET );
// add the Position offsets from object to the eye position
sgAddVec3( eye_pos, eye_pos, position_offset );
// add target offsets to at_position...
sgSetVec3(target_position_offset, _target_z_offset_m, _target_x_offset_m,
_target_y_offset_m );
sgXformVec3(target_position_offset, target_position_offset, ATLOCAL);
sgAddVec3( at_pos, at_pos, target_position_offset);
sgAddVec3( eye_pos, eye_pos, target_position_offset);
// Make the VIEW matrix for a "LOOKAT".
sgMakeLookAtMat4( VIEW, eye_pos, at_pos, _view_up );
}
// copy results from location class to viewer...
// FIXME: some of these should be changed to reference directly to SGLocation...
void
FGViewer::copyLocationData()
{
SGVec3d center = globals->get_scenery()->get_center();
// Get our friendly vectors from the eye location...
sgdCopyVec3(_absolute_view_pos, _location->get_absolute_view_pos());
sgCopyVec3(_relative_view_pos, _location->get_view_pos(center));
sgCopyMat4(UP, _location->getCachedUpMatrix());
sgCopyVec3(_world_up, _location->get_world_up());
// these are the vectors that the sun and moon code like to get...
sgCopyVec3(_surface_east, _location->get_surface_east());
sgCopyVec3(_surface_south, _location->get_surface_south());
SGQuatd hlOr = SGQuatd::fromLonLat(geodEyePoint);
_surface_south = toVec3f(hlOr.backTransform(-SGVec3d::e1()));
_surface_east = toVec3f(hlOr.backTransform(SGVec3d::e2()));
_world_up = toVec3f(hlOr.backTransform(-SGVec3d::e3()));
// Update viewer's postion data for the eye location...
_lon_deg = _location->getLongitude_deg();
@ -755,10 +452,141 @@ FGViewer::copyLocationData()
_target_heading_deg = _target_location->getHeading_deg();
}
// copy coordinates to outputs for viewer...
sgCopyVec3(_zero_elev, _relative_view_pos);
sgAddScaledVec3(_zero_elev, _world_up, -_alt_ft*SG_FEET_TO_METER);
sgCopyVec3(_view_pos, _relative_view_pos);
set_clean();
}
// recalculate for LookFrom view type...
void
FGViewer::recalcLookFrom ()
{
// Update location data ...
if ( !_from_model ) {
_location->setPosition( _lon_deg, _lat_deg, _alt_ft );
_location->setOrientation( _roll_deg, _pitch_deg, _heading_deg );
_location->getTransformMatrix();
}
double lat = _location->getLatitude_deg();
double lon = _location->getLongitude_deg();
double alt = _location->getAltitudeASL_ft();
double head = _location->getHeading_deg();
double pitch = _location->getPitch_deg();
double roll = _location->getRoll_deg();
if ( !_from_model ) {
// update from our own data...
dampEyeData(roll, pitch, head);
}
// The geodetic position of our base view position
SGGeod geodPos = SGGeod::fromDegFt(lon, lat, alt);
// The rotation rotating from the earth centerd frame to
// the horizontal local frame
SGQuatd hlOr = SGQuatd::fromLonLat(geodPos);
// the rotation from the horizontal local frame to the basic view orientation
SGQuatd hlToBody = SGQuatd::fromYawPitchRollDeg(head, pitch, roll);
// The cartesian position of the basic view coordinate
SGVec3d position = SGVec3d::fromGeod(geodPos);
// the rotation offset, don't know why heading is negative here ...
SGQuatd viewOffsetOr =
SGQuatd::fromYawPitchRollDeg(-_heading_offset_deg, _pitch_offset_deg,
_roll_offset_deg);
// The offset vector is meant: x +right/-left, y +up/-down, z, +back/-fwd
// We work in the body coordinate system which is slightly different
SGVec3d off(-_offset_m.z(), _offset_m.x(), -_offset_m.y());
// Compute the eyepoints orientation and position
// wrt the earth centered frame - that is global coorinates
SGQuatd ec2body = hlOr*hlToBody;
_absolute_view_pos = position + ec2body.backTransform(off);
mViewOrientation = ec2body*viewOffsetOr;
}
void
FGViewer::recalcLookAt ()
{
// The geodetic position of our target to look at
SGGeod geodTargetPos;
SGQuatd geodTargetOr;
if ( _at_model ) {
geodTargetPos = SGGeod::fromDegFt(_target_location->getLongitude_deg(),
_target_location->getLatitude_deg(),
_target_location->getAltitudeASL_ft());
double head = _target_location->getHeading_deg();
double pitch = _target_location->getPitch_deg();
double roll = _target_location->getRoll_deg();
geodTargetOr = SGQuatd::fromYawPitchRollDeg(head, pitch, roll);
} else {
dampEyeData(_target_roll_deg, _target_pitch_deg, _target_heading_deg);
_target_location->setPosition( _target_lon_deg, _target_lat_deg, _target_alt_ft );
_target_location->setOrientation( _target_roll_deg, _target_pitch_deg, _target_heading_deg );
_target_location->getTransformMatrix();
// if not model then calculate our own target position...
geodTargetPos = SGGeod::fromDegFt(_target_lon_deg,
_target_lat_deg,
_target_alt_ft);
geodTargetOr = SGQuatd::fromYawPitchRollDeg(_target_heading_deg,
_target_pitch_deg,
_target_roll_deg);
}
SGQuatd geodTargetHlOr = SGQuatd::fromLonLat(geodTargetPos);
SGGeod geodEyePos;
SGQuatd geodEyeOr;
if ( _from_model ) {
geodEyePos = SGGeod::fromDegFt(_location->getLongitude_deg(),
_location->getLatitude_deg(),
_location->getAltitudeASL_ft());
double head = _location->getHeading_deg();
double pitch = _location->getPitch_deg();
double roll = _location->getRoll_deg();
geodEyeOr = SGQuatd::fromYawPitchRollDeg(head, pitch, roll);
} else {
dampEyeData(_roll_deg, _pitch_deg, _heading_deg);
_location->setPosition( _lon_deg, _lat_deg, _alt_ft );
_location->setOrientation( _roll_deg, _pitch_deg, _heading_deg );
_location->getTransformMatrix();
// update from our own data, just the rotation here...
geodEyePos = SGGeod::fromDegFt(_lon_deg, _lat_deg, _alt_ft);
geodEyeOr = SGQuatd::fromYawPitchRollDeg(_heading_deg,
_pitch_deg,
_roll_deg);
}
SGQuatd geodEyeHlOr = SGQuatd::fromLonLat(geodEyePos);
// the rotation offset, don't know why heading is negative here ...
SGQuatd eyeOffsetOr =
SGQuatd::fromYawPitchRollDeg(-_heading_offset_deg + 180, _pitch_offset_deg,
_roll_offset_deg);
// Offsets to the eye position
SGVec3d eyeOff(-_offset_m.z(), _offset_m.y(), -_offset_m.x());
SGQuatd ec2eye = geodEyeHlOr*geodEyeOr;
SGVec3d eyeCart = SGVec3d::fromGeod(geodEyePos);
eyeCart += (ec2eye*eyeOffsetOr).backTransform(eyeOff);
SGVec3d atCart = SGVec3d::fromGeod(geodTargetPos);
// add target offsets to at_position...
SGVec3d target_pos_off(-_target_offset_m.z(), _target_offset_m.x(),
-_target_offset_m.y());
target_pos_off = (geodTargetHlOr*geodTargetOr).backTransform(target_pos_off);
atCart += target_pos_off;
eyeCart += target_pos_off;
// Compute the eyepoints orientation and position
// wrt the earth centered frame - that is global coorinates
_absolute_view_pos = eyeCart;
// the view direction
SGVec3d dir = normalize(atCart - eyeCart);
// the up directon
SGVec3d up = ec2eye.backTransform(SGVec3d(0, 0, 1));
// rotate dir to the 0-th unit vector
// rotate up to 2-th unit vector
mViewOrientation = SGQuatd::fromRotateTo(dir, 0, up, 2);
}
void

View file

@ -130,12 +130,12 @@ public:
// orientation rotations listed below. This has the effect of the
// eye moving around and "looking at" the object (model) from
// different angles.
virtual double getXOffset_m () const { return _x_offset_m; }
virtual double getYOffset_m () const { return _y_offset_m; }
virtual double getZOffset_m () const { return _z_offset_m; }
virtual double getTargetXOffset_m () const { return _target_x_offset_m; }
virtual double getTargetYOffset_m () const { return _target_y_offset_m; }
virtual double getTargetZOffset_m () const { return _target_z_offset_m; }
virtual double getXOffset_m () const { return _offset_m.x(); }
virtual double getYOffset_m () const { return _offset_m.y(); }
virtual double getZOffset_m () const { return _offset_m.z(); }
virtual double getTargetXOffset_m () const { return _target_offset_m.x(); }
virtual double getTargetYOffset_m () const { return _target_offset_m.y(); }
virtual double getTargetZOffset_m () const { return _target_offset_m.z(); }
virtual void setXOffset_m (double x_offset_m);
virtual void setYOffset_m (double y_offset_m);
virtual void setZOffset_m (double z_offset_m);
@ -210,23 +210,20 @@ public:
// Vectors and positions...
// Get zero view_pos
virtual float * get_view_pos() {if ( _dirty ) { recalc(); } return _view_pos; }
const SGVec3f& get_view_pos() {if ( _dirty ) { recalc(); } return _view_pos; }
// Get the absolute view position in fgfs coordinates.
virtual double * get_absolute_view_pos ();
// Get zero elev
virtual float * get_zero_elev() {if ( _dirty ) { recalc(); } return _zero_elev; }
const SGVec3f& get_zero_elev() {if ( _dirty ) { recalc(); } return _zero_elev; }
// Get world up vector
virtual float *get_world_up() {if ( _dirty ) { recalc(); } return _world_up; }
// Get the relative (to scenery center) view position in fgfs coordinates.
virtual float * getRelativeViewPos ();
const SGVec3f& get_world_up() {if ( _dirty ) { recalc(); } return _world_up; }
// Get surface east vector
virtual float *get_surface_east() { if ( _dirty ) { recalc(); } return _surface_east; }
const SGVec3f& get_surface_east() { if ( _dirty ) { recalc(); } return _surface_east; }
// Get surface south vector
virtual float *get_surface_south() {if ( _dirty ) { recalc(); } return _surface_south; }
const SGVec3f& get_surface_south() {if ( _dirty ) { recalc(); } return _surface_south; }
// Matrices...
virtual const sgVec4 *get_VIEW() { if ( _dirty ) { recalc(); } return VIEW; }
virtual const sgVec4 *get_UP() { if ( _dirty ) { recalc(); } return UP; }
const SGVec3d& getViewPosition() { if ( _dirty ) { recalc(); } return _absolute_view_pos; }
const SGQuatd& getViewOrientation() { if ( _dirty ) { recalc(); } return mViewOrientation; }
//////////////////////////////////////////////////////////////////////
// Part 4: View and frustrum data setters and getters
@ -276,8 +273,9 @@ private:
// flag forcing a recalc of derived view parameters
bool _dirty;
mutable sgdVec3 _absolute_view_pos;
mutable sgVec3 _relative_view_pos;
SGQuatd mViewOrientation;
SGVec3d _absolute_view_pos;
SGVec3f _relative_view_pos;
double _lon_deg;
double _lat_deg;
@ -305,16 +303,12 @@ private:
// Position offsets from FDM origin. The X axis is positive
// out the tail, Y is out the right wing, and Z is positive up.
// distance in meters
double _x_offset_m;
double _y_offset_m;
double _z_offset_m;
SGVec3d _offset_m;
// Target offsets from FDM origin (for "lookat" targets) The X
// axis is positive out the tail, Y is out the right wing, and Z
// is positive up. distance in meters
double _target_x_offset_m;
double _target_y_offset_m;
double _target_z_offset_m;
SGVec3d _target_offset_m;
// orientation offsets from reference (_goal* are for smoothed transitions)
@ -357,38 +351,24 @@ private:
// multiplied into the aspect_ratio to get the actual vertical fov
double _aspect_ratio_multiplier;
bool _reverse_view_offset;
// view position in opengl world coordinates (this is the
// abs_view_pos translated to scenery.center)
sgVec3 _view_pos;
SGVec3f _view_pos;
// cartesion coordinates of current lon/lat if at sea level
// translated to scenery.center
sgVec3 _zero_elev;
SGVec3f _zero_elev;
// surface vector heading south
sgVec3 _surface_south;
SGVec3f _surface_south;
// surface vector heading east (used to unambiguously align sky
// with sun)
sgVec3 _surface_east;
SGVec3f _surface_east;
// world up vector (normal to the plane tangent to the earth's
// surface at the spot we are directly above
sgVec3 _world_up;
// up vector for the view (usually point straight up through the
// top of the aircraft
sgVec3 _view_up;
// sg versions of our friendly matrices
sgMat4 VIEW, UP;
sgMat4 LOCAL, ATLOCAL, TRANS, LARC_TO_SSG;
// Transformation matrix for the view direction offset relative to
// the AIRCRAFT matrix
sgMat4 VIEW_OFFSET;
SGVec3f _world_up;
//////////////////////////////////////////////////////////////////
// private functions //
@ -397,12 +377,7 @@ private:
void recalc ();
void recalcLookFrom();
void recalcLookAt();
void copyLocationData();
void updateFromModelLocation (SGLocation * location);
void updateAtModelLocation (SGLocation * location);
void recalcOurOwnLocation (SGLocation * location, double lon_deg, double lat_deg, double alt_ft,
double roll_deg, double pitch_deg, double heading_deg);
void dampEyeData (double &roll_deg, double &pitch_deg, double &heading_deg);
void dampEyeData(double &roll_deg, double &pitch_deg, double &heading_deg);
// add to _heading_offset_deg
inline void incHeadingOffset_deg( double amt ) {
@ -422,10 +397,6 @@ private:
_roll_offset_deg += amt;
}
inline void set_reverse_view_offset( bool val ) {
_reverse_view_offset = val;
}
};

View file

@ -115,7 +115,7 @@ void fgUpdateSunPos( void ) {
// << ","<< l->sun_vec[2] << endl;
// calculate the sun's relative angle to local up
sgCopyVec3( nup, v->get_world_up() );
sgCopyVec3( nup, v->get_world_up().data() );
sgSetVec3( nsun, l->get_sunpos().x(),
l->get_sunpos().y(), l->get_sunpos().z() );
sgNormalizeVec3(nup);
@ -141,7 +141,9 @@ void fgUpdateSunPos( void ) {
// earth's surface the sun is directly over, map into onto the
// local plane representing "horizontal".
sgmap_vec_onto_cur_surface_plane( v->get_world_up(), v->get_view_pos(),
SGVec3f world_up = v->get_world_up();
SGVec3f view_pos = v->get_view_pos();
sgmap_vec_onto_cur_surface_plane( world_up.data(), view_pos.data(),
to_sun, surface_to_sun );
sgNormalizeVec3(surface_to_sun);
// cout << "(sg) Surface direction to sun is "
@ -155,13 +157,13 @@ void fgUpdateSunPos( void ) {
// v->get_surface_east(). We do this so we can sort out the
// acos() ambiguity. I wish I could think of a more efficient
// way. :-(
east_dot = sgScalarProductVec3( surface_to_sun, v->get_surface_east() );
east_dot = sgScalarProductVec3( surface_to_sun, v->get_surface_east().data() );
// cout << " East dot product = " << east_dot << endl;
// calculate the angle between v->surface_to_sun and
// v->surface_south. this is how much we have to rotate the sky
// for it to align with the sun
dot = sgScalarProductVec3( surface_to_sun, v->get_surface_south() );
dot = sgScalarProductVec3( surface_to_sun, v->get_surface_south().data() );
// cout << " Dot product = " << dot << endl;
if (dot > 1.0) {