src/Viewer/sview.*: added damping to SviewStepAGL.
This commit is contained in:
parent
0ede0401b7
commit
cbe3ae5618
2 changed files with 138 additions and 97 deletions
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@ -146,7 +146,7 @@ SviewPosDir, e.g. translating the position and/or rotating the direction. */
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struct SviewStep
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{
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/* Updates <posdir>. */
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virtual void evaluate(SviewPosDir& posdir) = 0;
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virtual void evaluate(SviewPosDir& posdir, double dt=0) = 0;
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virtual void mouse_drag(double delta_x, double delta_y)
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{
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@ -222,7 +222,7 @@ struct SviewStepAircraft : SviewStep
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{
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}
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void evaluate(SviewPosDir& posdir) override
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void evaluate(SviewPosDir& posdir, double dt) override
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{
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if (m_callsign.update()) {
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m_longitude = m_callsign.m_root->getNode("position/longitude-deg");
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@ -274,7 +274,7 @@ struct SviewStepMove : SviewStep
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SG_LOG(SG_VIEW, SG_INFO, "forward=" << forward << " up=" << up << " right=" << right);
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}
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void evaluate(SviewPosDir& posdir) override
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void evaluate(SviewPosDir& posdir, double dt) override
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{
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/* These calculations are copied from View::recalcLookFrom(). */
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@ -328,7 +328,7 @@ struct SviewStepRotate : SviewStep
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SG_LOG(SG_VIEW, SG_INFO, "heading=" << heading << " pitch=" << pitch << " roll=" << roll);
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}
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void evaluate(SviewPosDir& posdir) override
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void evaluate(SviewPosDir& posdir, double dt) override
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{
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/* Should we use SGQuatd to evaluate things? */
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posdir.heading += m_heading;
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@ -378,7 +378,7 @@ struct SviewStepDirectionMultiply : SviewStep
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SG_LOG(SG_VIEW, SG_INFO, "heading=" << heading << " pitch=" << pitch << " roll=" << roll);
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}
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void evaluate(SviewPosDir& posdir) override
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void evaluate(SviewPosDir& posdir, double dt) override
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{
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posdir.heading *= m_heading;
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posdir.pitch *= m_pitch;
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@ -405,7 +405,7 @@ to make current position be available as target later on, e.g. by
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SviewStepFinalToTarget. */
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struct SviewStepCopyToTarget : SviewStep
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{
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void evaluate(SviewPosDir& posdir) override
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void evaluate(SviewPosDir& posdir, double dt) override
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{
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posdir.target = posdir.position;
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}
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@ -426,7 +426,7 @@ struct SviewStepNearestTower : SviewStep
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m_description = "Nearest tower";
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}
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void evaluate(SviewPosDir& posdir) override
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void evaluate(SviewPosDir& posdir, double dt) override
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{
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if (m_callsign.update()) {
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m_latitude = m_callsign.m_root->getNode("sim/tower/latitude-deg", true /*create*/);
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@ -461,7 +461,7 @@ final step if not SviewStepFinal. */
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struct SviewStepFinalToTarget : SviewStep
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{
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/* Alters posdir.direction to point to posdir.target. */
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void evaluate(SviewPosDir& posdir) override
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void evaluate(SviewPosDir& posdir, double dt) override
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{
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/* See View::recalcLookAt(). */
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@ -539,7 +539,7 @@ struct SviewStepFinal : SviewStep
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{
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}
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void evaluate(SviewPosDir& posdir) override
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void evaluate(SviewPosDir& posdir, double dt) override
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{
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/* See View::recalcLookFrom(). */
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SGQuatd rotation = SGQuatd::fromYawPitchRollDeg(-m_heading, m_pitch, m_roll);
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@ -591,17 +591,47 @@ struct SviewStepFinal : SviewStep
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double m_default_roll = 0;
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};
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/* Generic damping support. Improved version of class in view.hxx and view.cxx.
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We model dx/dt = (target-current)/damping_time, do damping_time is time for
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value to change by a factor or e. */
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struct Damping {
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Damping(double damping_time, double current=0)
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:
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m_damping_time(damping_time),
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m_current(current)
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{}
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double update(double target, double dt)
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{
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const double e = 2.718281828459045;
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m_current = target - (target - m_current) * pow(e, -dt/m_damping_time);
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return m_current;
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}
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double reset(double current)
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{
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m_current = current;
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return m_current;
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}
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private:
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double m_damping_time;
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double m_current;
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};
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/* Change angle and field of view so that we can see an aircraft and the ground
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immediately below it. */
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struct SviewStepAGL : SviewStep
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{
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SviewStepAGL(const std::string& callsign)
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SviewStepAGL(const std::string& callsign, double damping_time)
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:
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m_callsign(callsign)
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m_callsign(callsign),
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relative_height_ground_damping(damping_time)
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{
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}
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void evaluate(SviewPosDir& posdir) override
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void evaluate(SviewPosDir& posdir, double dt) override
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{
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if (m_callsign.update()) {
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m_chase_distance = -25;
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@ -636,97 +666,96 @@ struct SviewStepAGL : SviewStep
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double h_distance = SGGeodesy::distanceM(posdir.position, posdir.target);
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if (h_distance == 0) {
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/* Not sure this should ever happen, but we need to handle this
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/* Not sure this should ever happen, but we need to cope with this
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here otherwise we'll get divide-by-zero. */
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return;
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}
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else {
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/* Find vertical region we want to be able to see. */
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double relative_height_target = posdir.target.getElevationM() - posdir.position.getElevationM();
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double relative_height_ground = ground_altitude - posdir.position.getElevationM();
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/* Find vertical region we want to be able to see. */
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double relative_height_target = posdir.target.getElevationM() - posdir.position.getElevationM();
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double relative_height_ground = ground_altitude - posdir.position.getElevationM();
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/* We expand the field of view so that it hopefully shows the whole
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aircraft and a little more of the ground.
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/* We expand the field of view so that it hopefully shows the whole
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aircraft and a little more of the ground.
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We use chase-distance as a crude measure of the aircraft's
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size. There doesn't seem to be any more definitive information.
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We use chase-distance as a crude measure of the aircraft's
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size. There doesn't seem to be any more definitive information.
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We damp our measure of ground level, to avoid the view jumping around
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if an aircraft flies over buildings. */
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We damp our measure of ground level, to avoid the view jumping around
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if an aircraft flies over buildings. */
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relative_height_ground -= 2;
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relative_height_ground -= 2;
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double aircraft_size_vertical = fabs(m_chase_distance) * 0.3;
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double aircraft_size_horizontal = fabs(m_chase_distance) * 0.9;
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double aircraft_size_vertical = fabs(m_chase_distance) * 0.3;
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double aircraft_size_horizontal = fabs(m_chase_distance) * 0.9;
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double relative_height_target_plus = relative_height_target + aircraft_size_vertical;
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double relative_height_ground_ = relative_height_ground;
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//_lookat_agl_damping.updateTarget(relative_height_ground);
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if (relative_height_ground > relative_height_target) {
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/* Damping of relative_height_ground can result in it being
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temporarily above the aircraft, so we ensure the aircraft is
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visible. */
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//_lookat_agl_damping.reset(relative_height_ground_);
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relative_height_ground = relative_height_ground_;
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}
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/* Not implemented yet: apply scaling from user field of view
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setting, altering only relative_height_ground so that the aircraft
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is always in view. */
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{
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double delta = relative_height_target_plus - relative_height_ground;
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delta *= (_fov_user_deg / _configFOV_deg);
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relative_height_ground = relative_height_target_plus - delta;
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}
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double angle_v_target = atan(relative_height_target_plus / h_distance);
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double angle_v_ground = atan(relative_height_ground / h_distance);
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/* The target we want to use is determined by the midpoint of the two
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angles we've calculated. */
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double angle_v_mid = (angle_v_target + angle_v_ground) / 2;
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double posdir_target_old_elevation = posdir.target.getElevationM();
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posdir.target.setElevationM(posdir.position.getElevationM() + h_distance * tan(angle_v_mid));
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/* Set required vertical field of view. We use fabs to avoid
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things being upside down if target is below ground level (e.g. new
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multiplayer aircraft are briefly at -9999ft). */
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double fov_v = fabs(angle_v_target - angle_v_ground);
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/* Set required horizontal field of view so that we can see entire
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horizontal extent of the aircraft (assuming worst case where
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airplane is horizontal and square-on to viewer). */
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double fov_h = 2 * atan(aircraft_size_horizontal / 2 / h_distance);
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posdir.fov_v = fov_v * 180 / pi;
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posdir.fov_h = fov_h * 180 / pi;
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bool verbose = false;
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if (0) {
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static time_t t0 = 0;
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time_t t = time(NULL);
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if (0 && t - t0 >= 3) {
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t0 = t;
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verbose = true;
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}
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if (verbose) SG_LOG(SG_VIEW, SG_ALERT, ""
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<< " target0=" << target0
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<< " fov_v=" << fov_v * 180/pi
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<< " ground_altitude=" << ground_altitude
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<< " relative_height_target_plus=" << relative_height_target_plus
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<< " h_distance=" << h_distance
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<< " relative_height_ground=" << relative_height_ground
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<< " m_chase_distance=" << m_chase_distance
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<< " angle_v_mid=" << angle_v_mid * 180/pi
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<< " posdir_target_old_elevation=" << posdir_target_old_elevation
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<< " posdir.target=" << posdir.target
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);
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}
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double relative_height_target_plus = relative_height_target + aircraft_size_vertical;
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double relative_height_ground_ = relative_height_ground;
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relative_height_ground = relative_height_ground_damping.update(relative_height_ground, dt);
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if (relative_height_ground > relative_height_target) {
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/* Damping of relative_height_ground can result in it being
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temporarily above the aircraft, so we ensure the aircraft is
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visible. */
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relative_height_ground = relative_height_ground_damping.reset(relative_height_ground_);
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}
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/* Not implemented yet: apply scaling from user field of view
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setting, altering only relative_height_ground so that the aircraft
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is always in view. */
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{
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double delta = relative_height_target_plus - relative_height_ground;
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delta *= (_fov_user_deg / _configFOV_deg);
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relative_height_ground = relative_height_target_plus - delta;
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}
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double angle_v_target = atan(relative_height_target_plus / h_distance);
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double angle_v_ground = atan(relative_height_ground / h_distance);
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/* The target we want to use is determined by the midpoint of the two
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angles we've calculated. */
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double angle_v_mid = (angle_v_target + angle_v_ground) / 2;
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double posdir_target_old_elevation = posdir.target.getElevationM();
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posdir.target.setElevationM(posdir.position.getElevationM() + h_distance * tan(angle_v_mid));
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/* Set required vertical field of view. We use fabs to avoid
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things being upside down if target is below ground level (e.g. new
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multiplayer aircraft are briefly at -9999ft). */
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double fov_v = fabs(angle_v_target - angle_v_ground);
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/* Set required horizontal field of view so that we can see entire
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horizontal extent of the aircraft (assuming worst case where
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airplane is horizontal and square-on to viewer). */
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double fov_h = 2 * atan(aircraft_size_horizontal / 2 / h_distance);
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posdir.fov_v = fov_v * 180 / pi;
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posdir.fov_h = fov_h * 180 / pi;
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bool verbose = false;
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if (0) {
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static time_t t0 = 0;
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time_t t = time(NULL);
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if (0 && t - t0 >= 3) {
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t0 = t;
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verbose = true;
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}
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}
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if (verbose) SG_LOG(SG_VIEW, SG_ALERT, ""
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<< " target0=" << target0
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<< " fov_v=" << fov_v * 180/pi
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<< " ground_altitude=" << ground_altitude
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<< " relative_height_target_plus=" << relative_height_target_plus
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<< " h_distance=" << h_distance
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<< " relative_height_ground=" << relative_height_ground
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<< " m_chase_distance=" << m_chase_distance
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<< " angle_v_mid=" << angle_v_mid * 180/pi
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<< " posdir_target_old_elevation=" << posdir_target_old_elevation
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<< " posdir.target=" << posdir.target
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);
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}
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double m_chase_distance;
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Callsign m_callsign;
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double m_ground_altitude = 0;
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Damping relative_height_ground_damping;
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};
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/* A step that takes the SviewPosDir's eye and target positions and treats
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@ -746,7 +775,7 @@ struct SviewStepDouble : SviewStep
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m_local_chase_distance = config->getDoubleValue("chase-distance");
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m_angle_rad = config->getDoubleValue("angle") * pi / 180;
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}
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void evaluate(SviewPosDir& posdir) override
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void evaluate(SviewPosDir& posdir, double dt) override
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{
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/*
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We choose eye position so that we show the local aircraft a fixed
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@ -854,7 +883,7 @@ struct SviewStepDouble : SviewStep
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posdir_local.pitch = (hlr + rle) * 180 / pi;
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posdir_local.roll = 0;
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auto move = SviewStepMove(le, 0, 0);
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move.evaluate(posdir_local);
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move.evaluate(posdir_local, 0 /*dt*/);
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/* At this point, posdir_local.position is eye position. We make
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posdir_local.direction2 point from this eye position to halfway between
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@ -865,7 +894,7 @@ struct SviewStepDouble : SviewStep
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double hel = (hlr + rle) - pi;
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posdir_local.pitch = (her + hel) / 2 * 180 / pi;
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auto stepfinal = SviewStepFinal();
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stepfinal.evaluate(posdir_local);
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stepfinal.evaluate(posdir_local, 0 /*dt*/);
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posdir = posdir_local;
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if (debug) {
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@ -904,11 +933,11 @@ struct SviewSteps
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return add_step(std::shared_ptr<SviewStep>(step));
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}
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void evaluate(SviewPosDir& posdir, bool debug=false)
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void evaluate(SviewPosDir& posdir, double dt, bool debug=false)
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{
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if (debug) SG_LOG(SG_VIEW, SG_ALERT, "evaluating m_name=" << m_name);
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for (auto step: m_steps) {
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step->evaluate(posdir);
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step->evaluate(posdir, dt);
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if (debug) SG_LOG(SG_VIEW, SG_ALERT, "posdir=" << posdir);
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}
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};
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@ -1095,8 +1124,10 @@ struct SviewViewEyeTarget : SviewView
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m_steps.add_step(new SviewStepNearestTower(callsign));
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if (config->getBoolValue("view/config/lookat-agl")) {
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double damping = config->getDoubleValue("view/config/lookat-agl-damping");
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double damping_time = log(10) / damping;
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SG_LOG(SG_VIEW, SG_ALERT, "lookat-agl");
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m_steps.add_step(new SviewStepAGL(callsign));
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m_steps.add_step(new SviewStepAGL(callsign, damping_time));
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}
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m_steps.add_step(new SviewStepFinalToTarget);
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@ -1290,7 +1321,8 @@ struct SviewViewEyeTarget : SviewView
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}
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else if (!strcmp(type, "agl")) {
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const char* callsign = step->getStringValue("callsign");
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m_steps.add_step(new SviewStepAGL(callsign));
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double damping_time = step->getDoubleValue("damping-time");
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m_steps.add_step(new SviewStepAGL(callsign, damping_time));
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}
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else {
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throw std::runtime_error(std::string() + "Unrecognised step name: '" + type + "'");
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@ -1396,7 +1428,7 @@ struct SviewViewEyeTarget : SviewView
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}
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}
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if (debug) SG_LOG(SG_VIEW, SG_INFO, "evaluating m_steps:");
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m_steps.evaluate(posdir, debug);
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m_steps.evaluate(posdir, dt, debug);
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posdir_to_view(posdir);
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return true;
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@ -89,6 +89,10 @@ config:
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view:
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A legacy <view>...</view> tree, e.g. deep copy of /sim/view[]
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or /ai/models/multiplayer[]/set/sim/view[].
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Note that agl damping_time is calculated as log(10) /
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view/config/lookat-agl-damping, for backwards compatibility
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with legacy view code.
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callsign:
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"" if user aircraft, else multiplayer aircraft's callsign.
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view-number-raw:
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@ -150,6 +154,11 @@ An sview-step is:
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callsign:
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Use chase distance of specified aircraft as a measure of
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its size, to ensure entire aircraft is visible.
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damping-time:
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Ground level is damped as dx/dt =
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(x_actual-x)/damping_time, and damping_time is the time in
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seconds for the damped value to change by a factor of e
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(2.71).
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Examples:
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