Solved some scenery display/orientation problems. Still have a positioning
(or transformation?) problem.
This commit is contained in:
parent
5667631a45
commit
f1d21eef9c
4 changed files with 47 additions and 30 deletions
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@ -496,10 +496,11 @@ int main( int argc, char *argv[] ) {
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/* Initial Position */
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/* Initial Position */
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FG_Latitude = ( 120070.41 / 3600.0 ) * DEG_TO_RAD;
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FG_Latitude = ( 120070.41 / 3600.0 ) * DEG_TO_RAD;
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FG_Longitude = ( -398391.28 / 3600.0 ) * DEG_TO_RAD;
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FG_Longitude = ( -398391.28 / 3600.0 ) * DEG_TO_RAD;
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/* FG_Latitude = 0.0;
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FG_Longitude = 0.0; */
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FG_Altitude = FG_Runway_altitude + 3.758099;
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FG_Altitude = FG_Runway_altitude + 3.758099;
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FG_Altitude = 15000.0;
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/* FG_Latitude = 0.0; */
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/* FG_Longitude = 0.0; */
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/* FG_Altitude = 15000.0; */
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printf("Initial position is: (%.4f, %.4f, %.2f)\n", FG_Latitude,
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printf("Initial position is: (%.4f, %.4f, %.2f)\n", FG_Latitude,
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FG_Longitude, FG_Altitude);
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FG_Longitude, FG_Altitude);
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@ -512,7 +513,7 @@ int main( int argc, char *argv[] ) {
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/* Initial Orientation */
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/* Initial Orientation */
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FG_Phi = -2.658474E-06;
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FG_Phi = -2.658474E-06;
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FG_Theta = 7.401790E-03;
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FG_Theta = 7.401790E-03;
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FG_Psi = 282.0 * DEG_TO_RAD;
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FG_Psi = 270.0 * DEG_TO_RAD;
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/* Initial Angular B rates */
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/* Initial Angular B rates */
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FG_P_body = 7.206685E-05;
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FG_P_body = 7.206685E-05;
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@ -611,9 +612,13 @@ int main( int argc, char *argv[] ) {
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/* $Log$
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/* $Log$
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/* Revision 1.31 1997/07/11 01:29:58 curt
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/* Revision 1.32 1997/07/11 03:23:18 curt
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/* More tweaking of terrian floor.
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/* Solved some scenery display/orientation problems. Still have a positioning
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/* (or transformation?) problem.
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/*
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/*
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* Revision 1.31 1997/07/11 01:29:58 curt
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* More tweaking of terrian floor.
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*
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* Revision 1.30 1997/07/10 04:26:37 curt
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* Revision 1.30 1997/07/10 04:26:37 curt
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* We now can interpolated ground elevation for any position in the grid. We
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* We now can interpolated ground elevation for any position in the grid. We
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* can use this to enforce a "hard" ground. We still need to enforce some
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* can use this to enforce a "hard" ground. We still need to enforce some
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@ -86,10 +86,10 @@ GLint mesh2GL(struct mesh *m) {
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p22 = fgGeodetic2Cartesian(x2*ARCSEC_TO_RAD, y2*ARCSEC_TO_RAD);
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p22 = fgGeodetic2Cartesian(x2*ARCSEC_TO_RAD, y2*ARCSEC_TO_RAD);
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p22 = fgRotateCartesianPoint(p22);
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p22 = fgRotateCartesianPoint(p22);
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z11 = 0.001 * m->mesh_data[j * m->rows + i ];
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z11 = 0.001 * m->mesh_data[i * m->cols + j ];
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z12 = 0.001 * m->mesh_data[j * m->rows + (i+istep)];
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z12 = 0.001 * m->mesh_data[(i+istep) * m->cols + j ];
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z21 = 0.001 * m->mesh_data[(j+jstep) * m->rows + i ];
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z21 = 0.001 * m->mesh_data[i * m->cols + (j+jstep)];
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z22 = 0.001 * m->mesh_data[(j+jstep) * m->rows + (i+istep)];
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z22 = 0.001 * m->mesh_data[(i+istep) * m->cols + (j+jstep)];
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v1[0] = p22.y - p11.y; v1[1] = p22.z - p11.z; v1[2] = z22 - z11;
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v1[0] = p22.y - p11.y; v1[1] = p22.z - p11.z; v1[2] = z22 - z11;
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v2[0] = p12.y - p11.y; v2[1] = p12.z - p11.z; v2[2] = z12 - z11;
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v2[0] = p12.y - p11.y; v2[1] = p12.z - p11.z; v2[2] = z12 - z11;
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@ -101,8 +101,8 @@ GLint mesh2GL(struct mesh *m) {
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if ( j == 0 ) {
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if ( j == 0 ) {
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/* first time through */
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/* first time through */
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glVertex3d(p11.y, p11.z, z11);
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glVertex3d(p12.y, p12.z, z12);
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glVertex3d(p12.y, p12.z, z12);
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glVertex3d(p11.y, p11.z, z11);
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}
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}
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glVertex3d(p22.y, p22.z, z22);
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glVertex3d(p22.y, p22.z, z22);
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@ -116,13 +116,13 @@ GLint mesh2GL(struct mesh *m) {
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glVertex3d(p21.y, p21.z, z21);
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glVertex3d(p21.y, p21.z, z21);
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x1 = x2;
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x1 += m->row_step * jstep;
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x2 = x1 + (m->row_step * jstep);
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x2 += m->row_step * jstep;
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}
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}
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glEnd();
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glEnd();
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y1 = y2;
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y1 += m->col_step * istep;
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y2 = y1 + (m->col_step * istep);
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y2 += m->col_step * istep;
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}
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}
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glEndList();
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glEndList();
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@ -133,9 +133,13 @@ GLint mesh2GL(struct mesh *m) {
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/* $Log$
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/* $Log$
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/* Revision 1.29 1997/07/11 01:29:58 curt
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/* Revision 1.30 1997/07/11 03:23:18 curt
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/* More tweaking of terrian floor.
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/* Solved some scenery display/orientation problems. Still have a positioning
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/* (or transformation?) problem.
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/*
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/*
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* Revision 1.29 1997/07/11 01:29:58 curt
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* More tweaking of terrian floor.
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*
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* Revision 1.28 1997/07/10 04:26:37 curt
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* Revision 1.28 1997/07/10 04:26:37 curt
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* We now can interpolated ground elevation for any position in the grid. We
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* We now can interpolated ground elevation for any position in the grid. We
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* can use this to enforce a "hard" ground. We still need to enforce some
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* can use this to enforce a "hard" ground. We still need to enforce some
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@ -116,7 +116,7 @@ void mesh_set_option_value(struct mesh *m, char *value) {
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/* mesh data is a pseudo 2d array */
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/* mesh data is a pseudo 2d array */
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/* printf("Setting mesh_data[%d][%d] to %s\n", m->cur_row, m->cur_col,
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/* printf("Setting mesh_data[%d][%d] to %s\n", m->cur_row, m->cur_col,
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value); */
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value); */
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m->mesh_data[m->cur_row * m->rows + m->cur_col] = atof(value);
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m->mesh_data[m->cur_row * m->cols + m->cur_col] = atof(value);
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m->cur_col++;
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m->cur_col++;
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if ( m->cur_col >= m->cols ) {
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if ( m->cur_col >= m->cols ) {
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m->cur_col = 0;
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m->cur_col = 0;
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@ -193,15 +193,15 @@ double mesh_altitude(double lon, double lat) {
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x1 = xindex;
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x1 = xindex;
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y1 = yindex;
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y1 = yindex;
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z1 = eg.mesh_data[x1 * eg.rows + y1];
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z1 = eg.mesh_data[y1 * eg.cols + x1];
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x2 = xindex + skip;
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x2 = xindex + skip;
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y2 = yindex;
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y2 = yindex;
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z2 = eg.mesh_data[x2 * eg.rows + y2];
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z2 = eg.mesh_data[y2 * eg.cols + x2];
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x3 = xindex + skip;
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x3 = xindex + skip;
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y3 = yindex + skip;
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y3 = yindex + skip;
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z3 = eg.mesh_data[x3 * eg.rows + y3];
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z3 = eg.mesh_data[y3 * eg.cols + x3];
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/* printf(" dx = %.2f dy = %.2f\n", dx, dy);
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/* printf(" dx = %.2f dy = %.2f\n", dx, dy);
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printf(" (x1,y1,z1) = (%d,%d,%d)\n", x1, y1, z1);
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printf(" (x1,y1,z1) = (%d,%d,%d)\n", x1, y1, z1);
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@ -220,15 +220,15 @@ double mesh_altitude(double lon, double lat) {
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x1 = xindex;
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x1 = xindex;
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y1 = yindex;
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y1 = yindex;
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z1 = eg.mesh_data[x1 * eg.rows + y1];
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z1 = eg.mesh_data[y1 * eg.cols + x1];
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x2 = xindex;
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x2 = xindex;
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y2 = yindex + skip;
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y2 = yindex + skip;
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z2 = eg.mesh_data[x2 * eg.rows + y2];
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z2 = eg.mesh_data[y2 * eg.cols + x2];
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x3 = xindex + skip;
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x3 = xindex + skip;
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y3 = yindex + skip;
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y3 = yindex + skip;
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z3 = eg.mesh_data[x3 * eg.rows + y3];
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z3 = eg.mesh_data[y3 * eg.cols + x3];
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/* printf(" dx = %.2f dy = %.2f\n", dx, dy);
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/* printf(" dx = %.2f dy = %.2f\n", dx, dy);
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printf(" (x1,y1,z1) = (%d,%d,%d)\n", x1, y1, z1);
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printf(" (x1,y1,z1) = (%d,%d,%d)\n", x1, y1, z1);
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@ -249,9 +249,13 @@ double mesh_altitude(double lon, double lat) {
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/* $Log$
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/* $Log$
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/* Revision 1.11 1997/07/11 01:30:02 curt
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/* Revision 1.12 1997/07/11 03:23:19 curt
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/* More tweaking of terrian floor.
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/* Solved some scenery display/orientation problems. Still have a positioning
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/* (or transformation?) problem.
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/*
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/*
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* Revision 1.11 1997/07/11 01:30:02 curt
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* More tweaking of terrian floor.
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*
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* Revision 1.10 1997/07/10 04:26:38 curt
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* Revision 1.10 1997/07/10 04:26:38 curt
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* We now can interpolated ground elevation for any position in the grid. We
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* We now can interpolated ground elevation for any position in the grid. We
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* can use this to enforce a "hard" ground. We still need to enforce some
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* can use this to enforce a "hard" ground. We still need to enforce some
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@ -41,7 +41,7 @@ struct scenery_params cur_scenery_params;
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/* Initialize the Scenery Management system */
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/* Initialize the Scenery Management system */
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void fgSceneryInit() {
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void fgSceneryInit() {
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/* set the default terrain detail level */
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/* set the default terrain detail level */
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cur_scenery_params.terrain_skip = 10;
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cur_scenery_params.terrain_skip = 4;
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}
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}
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@ -65,9 +65,13 @@ void fgSceneryRender() {
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/* $Log$
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/* $Log$
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/* Revision 1.4 1997/07/11 01:30:03 curt
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/* Revision 1.5 1997/07/11 03:23:19 curt
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/* More tweaking of terrian floor.
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/* Solved some scenery display/orientation problems. Still have a positioning
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/* (or transformation?) problem.
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/*
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/*
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* Revision 1.4 1997/07/11 01:30:03 curt
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* More tweaking of terrian floor.
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*
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* Revision 1.3 1997/06/29 21:16:50 curt
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* Revision 1.3 1997/06/29 21:16:50 curt
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* More twiddling with the Scenery Management system.
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* More twiddling with the Scenery Management system.
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*
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*
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