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Re-implement the flight path marker (aka "velocity vector") so it's position

is computed from alpha and beta.  Before the code U, V, & W body velocities
to compute alpha/beta.  Why not just use the values directly.
This commit is contained in:
curt 2006-07-23 16:41:18 +00:00
parent 0289cfcb36
commit a91afd2482

View file

@ -30,13 +30,14 @@
// FIXME
float get__heading() { return fgGetFloat("/orientation/heading-deg") * M_PI / 180.0; }
float get__throttleval() { return fgGetFloat("/controls/engines/engine/throttle"); }
float get__aoa() { return fgGetFloat("/sim/frame-rate"); } // FIXME
float get__Vx() { return fgGetFloat("/velocities/uBody-fps"); }
float get__Vy() { return fgGetFloat("/velocities/vBody-fps"); }
float get__Vz() { return fgGetFloat("/velocities/wBody-fps"); }
float get__Ax() { return fgGetFloat("/acclerations/pilot/x-accel-fps_sec"); }
float get__Ay() { return fgGetFloat("/acclerations/pilot/y-accel-fps_sec"); }
float get__Az() { return fgGetFloat("/acclerations/pilot/z-accel-fps_sec"); }
float get__alpha() { return fgGetFloat("/orientation/alpha-deg"); }
float get__beta() { return fgGetFloat("/orientation/side-slip-deg"); }
#undef ENABLE_SP_FDM
@ -81,6 +82,7 @@ void HUD::Ladder::draw(void)
float roll_value = _roll.getFloatValue() * SGD_DEGREES_TO_RADIANS;
float pitch_value = _pitch.getFloatValue();
float alpha;
bool pitch_ladder;
bool climb_dive_ladder;
@ -139,12 +141,15 @@ void HUD::Ladder::draw(void)
//****************************************************************
//velocity vector reticle - computations
float xvvr, yvvr, Vxx = 0.0, Vyy = 0.0, Vzz = 0.0;
float xvvr, /* yvvr, */ Vxx = 0.0, Vyy = 0.0, Vzz = 0.0;
float Axx = 0.0, Ayy = 0.0, Azz = 0.0, total_vel = 0.0, pot_slope, t1;
float up_vel, ground_vel, actslope = 0.0, psi = 0.0;
float vel_x = 0.0, vel_y = 0.0, drift;
if (_velocity_vector) {
drift = get__beta();
alpha = get__alpha();
Vxx = get__Vx();
Vyy = get__Vy();
Vzz = get__Vz();
@ -170,13 +175,14 @@ void HUD::Ladder::draw(void)
actslope = atan(up_vel / ground_vel) * SGD_RADIANS_TO_DEGREES;
}
xvvr = (((atan2(Vyy, Vxx) * SGD_RADIANS_TO_DEGREES) - psi)
* (_compression / globals->get_current_view()->get_aspect_ratio()));
drift = ((atan2(Vyy, Vxx) * SGD_RADIANS_TO_DEGREES) - psi);
yvvr = ((actslope - pitch_value) * _compression);
vel_y = ((actslope - pitch_value) * cos(roll_value) + drift * sin(roll_value)) * _compression;
vel_x = (-(actslope - pitch_value) * sin(roll_value) + drift * cos(roll_value))
* (_compression / globals->get_current_view()->get_aspect_ratio());
xvvr = (drift * (_compression / globals->get_current_view()->get_aspect_ratio()));
// drift = ((atan2(Vyy, Vxx) * SGD_RADIANS_TO_DEGREES) - psi);
// yvvr = (-alpha * _compression);
// vel_y = (-alpha * cos(roll_value) + drift * sin(roll_value)) * _compression;
// vel_x = (alpha * sin(roll_value) + drift * cos(roll_value))
// * (_compression / globals->get_current_view()->get_aspect_ratio());
vel_y = -alpha * _compression;
vel_x = drift * (_compression / globals->get_current_view()->get_aspect_ratio());
// printf("%f %f %f %f\n",vel_x, vel_y, drift, psi);
//****************************************************************
@ -283,7 +289,7 @@ void HUD::Ladder::draw(void)
// ATTRIB - ON CONDITION
// alpha bracket
#ifdef ENABLE_SP_FDM
float alpha = get__aoa();
alpha = get__alpha();
if (_alpha_bracket && ihook == 1) {
glBegin(GL_LINE_STRIP);