Use already calculated LaRCsim values to create the roll/pitch/yaw
transformation matrix (we call it LOCAL)
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1 changed files with 50 additions and 20 deletions
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@ -83,27 +83,53 @@ void fgViewUpdate(fgFLIGHT *f, struct fgVIEW *v, fgLIGHT *l) {
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v->view_pos.x, v->view_pos.y, v->view_pos.z);
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v->view_pos.x, v->view_pos.y, v->view_pos.z);
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// Derive the LOCAL aircraft rotation matrix (roll, pitch, yaw)
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// Derive the LOCAL aircraft rotation matrix (roll, pitch, yaw)
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MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
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// from FG_T_local_to_body[3][3]
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MAT3rotate(R, vec, FG_Phi);
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// printf("Roll matrix\n");
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// MAT3print(R, stdout);
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MAT3_SET_VEC(vec, 0.0, 1.0, 0.0);
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// Question: Why is the LaRCsim matrix arranged so differently
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// MAT3mult_vec(vec, vec, R);
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// than the one we need???
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MAT3rotate(TMP, vec, FG_Theta);
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LOCAL[0][0] = FG_T_local_to_body_33;
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// printf("Pitch matrix\n");
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LOCAL[0][1] = -FG_T_local_to_body_32;
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// MAT3print(TMP, stdout);
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LOCAL[0][2] = -FG_T_local_to_body_31;
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MAT3mult(R, R, TMP);
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LOCAL[0][3] = 0.0;
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LOCAL[1][0] = -FG_T_local_to_body_23;
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LOCAL[1][1] = FG_T_local_to_body_22;
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LOCAL[1][2] = FG_T_local_to_body_21;
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LOCAL[1][3] = 0.0;
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LOCAL[2][0] = -FG_T_local_to_body_13;
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LOCAL[2][1] = FG_T_local_to_body_12;
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LOCAL[2][2] = FG_T_local_to_body_11;
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LOCAL[2][3] = 0.0;
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LOCAL[3][0] = LOCAL[3][1] = LOCAL[3][2] = LOCAL[3][3] = 0.0;
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LOCAL[3][3] = 1.0;
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printf("LaRCsim LOCAL matrix\n");
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MAT3print(LOCAL, stdout);
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MAT3_SET_VEC(vec, 1.0, 0.0, 0.0);
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#ifdef OLD_LOCAL_TO_BODY_CODE
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// MAT3mult_vec(vec, vec, R);
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// old code to calculate LOCAL matrix calculated from Phi,
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// MAT3rotate(TMP, vec, FG_Psi - FG_PI_2);
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// Theta, and Psi (roll, pitch, yaw)
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MAT3rotate(TMP, vec, -FG_Psi);
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// printf("Yaw matrix\n");
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MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
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// MAT3print(TMP, stdout);
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MAT3rotate(R, vec, FG_Phi);
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MAT3mult(LOCAL, R, TMP);
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/* printf("Roll matrix\n"); */
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// printf("LOCAL matrix\n");
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/* MAT3print(R, stdout); */
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// MAT3print(LOCAL, stdout);
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MAT3_SET_VEC(vec, 0.0, 1.0, 0.0);
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/* MAT3mult_vec(vec, vec, R); */
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MAT3rotate(TMP, vec, FG_Theta);
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/* printf("Pitch matrix\n"); */
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/* MAT3print(TMP, stdout); */
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MAT3mult(R, R, TMP);
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MAT3_SET_VEC(vec, 1.0, 0.0, 0.0);
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/* MAT3mult_vec(vec, vec, R); */
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/* MAT3rotate(TMP, vec, FG_Psi - FG_PI_2); */
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MAT3rotate(TMP, vec, -FG_Psi);
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/* printf("Yaw matrix\n");
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MAT3print(TMP, stdout); */
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MAT3mult(LOCAL, R, TMP);
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printf("FG derived LOCAL matrix\n");
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MAT3print(LOCAL, stdout);
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#endif // OLD_LOCAL_TO_BODY_CODE
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// Derive the local UP transformation matrix based on *geodetic*
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// Derive the local UP transformation matrix based on *geodetic*
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// coordinates
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// coordinates
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@ -174,6 +200,10 @@ void fgViewUpdate(fgFLIGHT *f, struct fgVIEW *v, fgLIGHT *l) {
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// $Log$
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// $Log$
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// Revision 1.4 1998/04/25 22:04:53 curt
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// Use already calculated LaRCsim values to create the roll/pitch/yaw
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// transformation matrix (we call it LOCAL)
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//
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// Revision 1.3 1998/04/25 20:24:02 curt
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// Revision 1.3 1998/04/25 20:24:02 curt
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// Cleaned up initialization sequence to eliminate interdependencies
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// Cleaned up initialization sequence to eliminate interdependencies
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// between sun position, lighting, and view position. This creates a
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// between sun position, lighting, and view position. This creates a
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@ -205,7 +235,7 @@ void fgViewUpdate(fgFLIGHT *f, struct fgVIEW *v, fgLIGHT *l) {
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// Added a view record field for absolute x, y, z position.
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// Added a view record field for absolute x, y, z position.
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//
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//
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// Revision 1.11 1998/01/27 00:47:58 curt
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// Revision 1.11 1998/01/27 00:47:58 curt
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// Incorporated Paul Bleisch's <bleisch@chromatic.com> new debug message
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// Incorporated Paul Bleisch's <pbleisch@acm.org> new debug message
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// system and commandline/config file processing code.
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// system and commandline/config file processing code.
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//
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//
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// Revision 1.10 1998/01/19 19:27:09 curt
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// Revision 1.10 1998/01/19 19:27:09 curt
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