Patch from Jim Wilson to fix internal cockpit view rotations:
This seems to pretty much correct the problem. Part of the problem is that rotations are occuring at the firewall (model origin) which seems a little un-natural inside the cockpit. The rest of the problem is I am just learning how this stuff works (I know I've been saying this for a couple months now...but hey I'm slow :-)).
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1 changed files with 39 additions and 5 deletions
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@ -180,16 +180,50 @@ FGAircraftModel::update (int dt)
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// correctly when view is not forward
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sgMakeRotMat4( sgROT, -pilot_view->get_view_offset()
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* SGD_RADIANS_TO_DEGREES, pilot_view->get_world_up() );
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sgPostMultMat4( VIEW_ROT, sgROT );
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/* Warning lame hack from Wilson ahead */
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/* get the pitch value */
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sgVec3 rph;
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sgCopyVec3(rph, pilot_view->get_rph());
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/* double it to counter the value already in the VIEW_ROT */
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float pitch = rph[1] * 2;
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/* make a ROT matrix
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with the values waited by the X coordinate from the offset
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rotation see sgROT above
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*/
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sgMat4 PunROT;
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PunROT[0][0] = SG_ONE;
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PunROT[0][1] = SG_ZERO;
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PunROT[0][2] = SG_ZERO;
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PunROT[0][3] = SG_ZERO;
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PunROT[1][0] = SG_ZERO;
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PunROT[1][1] = cos((1 - sgROT[0][0]) * -pitch);
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PunROT[1][2] = -sin((1 - sgROT[0][0]) * -pitch);
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PunROT[1][3] = SG_ZERO;
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PunROT[2][0] = SG_ZERO;
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PunROT[2][1] = sin((1 - sgROT[0][0]) * -pitch);
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PunROT[2][2] = cos((1 - sgROT[0][0]) * -pitch);
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PunROT[2][3] = SG_ZERO;
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PunROT[3][0] = SG_ZERO;
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PunROT[3][1] = SG_ZERO;
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PunROT[3][2] = SG_ZERO;
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PunROT[3][3] = SG_ONE;
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sgPostMultMat4( sgTUX, PunROT );
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sgPostMultMat4( sgTUX, VIEW_ROT );
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sgPostMultMat4( sgTUX, sgROT );
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sgPostMultMat4( sgTUX, sgTRANS );
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/* end lame hack */
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} else {
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sgPostMultMat4( sgTUX, VIEW_ROT );
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sgPostMultMat4( sgTUX, sgTRANS );
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}
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sgPostMultMat4( sgTUX, VIEW_ROT );
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sgPostMultMat4( sgTUX, sgTRANS );
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sgCoord tuxpos;
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sgSetCoord( &tuxpos, sgTUX );
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_position->setTransform( &tuxpos );
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}
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}
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FGAircraftModel::Animation
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