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Modified Files:

src/Main/renderer.cxx src/Main/viewer.cxx: Clean up the viewers
	frames a bit. Do no longer require a axis permutation in osg's
	viewer.
This commit is contained in:
frohlich 2006-12-27 09:28:15 +00:00
parent 0bd6fa4bc0
commit bb3d4ad3af
2 changed files with 11 additions and 17 deletions

View file

@ -386,11 +386,6 @@ FGRenderer::init( void ) {
sceneView->setUpdateVisitor(mUpdateVisitor.get()); sceneView->setUpdateVisitor(mUpdateVisitor.get());
sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); 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()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
sceneView->getCamera()->setClearMask(GL_COLOR_BUFFER_BIT); sceneView->getCamera()->setClearMask(GL_COLOR_BUFFER_BIT);

View file

@ -479,25 +479,24 @@ FGViewer::recalcLookFrom ()
// The geodetic position of our base view position // The geodetic position of our base view position
SGGeod geodPos = SGGeod::fromDegFt(lon, lat, alt); SGGeod geodPos = SGGeod::fromDegFt(lon, lat, alt);
// The rotation rotating from the earth centerd frame to // The rotation rotating from the earth centerd frame to
// the horizontal local frame // the horizontal local OpenGL frame
SGQuatd hlOr = SGQuatd::fromLonLat(geodPos); SGQuatd hlOr = SGQuatd::viewHL(geodPos);
// the rotation from the horizontal local frame to the basic view orientation // the rotation from the horizontal local frame to the basic view orientation
SGQuatd hlToBody = SGQuatd::fromYawPitchRollDeg(head, pitch, roll); SGQuatd hlToBody = SGQuatd::fromYawPitchRollDeg(head, pitch, roll);
hlToBody = SGQuatd::simToView(hlToBody);
// The cartesian position of the basic view coordinate // The cartesian position of the basic view coordinate
SGVec3d position = SGVec3d::fromGeod(geodPos); SGVec3d position = SGVec3d::fromGeod(geodPos);
// the rotation offset, don't know why heading is negative here ... // the rotation offset, don't know why heading is negative here ...
SGQuatd viewOffsetOr = SGQuatd viewOffsetOr = SGQuatd::simToView(
SGQuatd::fromYawPitchRollDeg(-_heading_offset_deg, _pitch_offset_deg, SGQuatd::fromYawPitchRollDeg(-_heading_offset_deg, _pitch_offset_deg,
_roll_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 // Compute the eyepoints orientation and position
// wrt the earth centered frame - that is global coorinates // wrt the earth centered frame - that is global coorinates
SGQuatd ec2body = hlOr*hlToBody; SGQuatd ec2body = hlOr*hlToBody;
_absolute_view_pos = position + ec2body.backTransform(off); _absolute_view_pos = position + ec2body.backTransform(_offset_m);
mViewOrientation = ec2body*viewOffsetOr; mViewOrientation = ec2body*viewOffsetOr;
} }
@ -583,14 +582,14 @@ FGViewer::recalcLookAt ()
// the view direction // the view direction
SGVec3d dir = normalize(atCart - eyeCart); SGVec3d dir = normalize(atCart - eyeCart);
// the up directon // the up directon
SGVec3d up = ec2eye.backTransform(SGVec3d(0, 0, 1)); SGVec3d up = ec2eye.backTransform(SGVec3d(0, 0, -1));
// rotate dir to the 0-th unit vector // rotate dir to the 0-th unit vector
// rotate up to 2-th unit vector // rotate up to 2-th unit vector
mViewOrientation = SGQuatd::fromRotateTo(dir, 0, up, 2); mViewOrientation = SGQuatd::fromRotateTo(-dir, 2, up, 1);
} }
void void
FGViewer::dampEyeData (double &roll_deg, double &pitch_deg, double &heading_deg) FGViewer::dampEyeData(double &roll_deg, double &pitch_deg, double &heading_deg)
{ {
const double interval = 0.01; const double interval = 0.01;