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More view clean ups.

This commit is contained in:
curt 2000-11-01 22:40:10 +00:00
parent 6786cf9da4
commit f24b6a4098
4 changed files with 27 additions and 57 deletions

View file

@ -263,13 +263,6 @@ FGOptions::toggle_panel() {
current_panel->setVisibility(true);
}
// new rule .. "fov" shouldn't get messed with like this.
/* if ( panel_status ) {
fov *= 0.4232;
} else {
fov *= (1.0 / 0.4232);
} */
fgReshape( xsize, ysize);
if( !freeze )

View file

@ -84,20 +84,6 @@ protected:
// Distances in meters of course.
sgVec3 pilot_offset;
// vector in cartesian coordinates from current position to the
// postion on the earth's surface the sun is directly over
sgVec3 to_sun;
// surface direction to go to head towards sun
sgVec3 surface_to_sun;
// vector in cartesian coordinates from current position to the
// postion on the earth's surface the moon is directly over
sgVec3 to_moon;
// surface direction to go to head towards moon
sgVec3 surface_to_moon;
// surface vector heading south
sgVec3 surface_south;
@ -209,26 +195,6 @@ public:
if ( dirty ) { update(); }
return UP;
}
//////////////////////////////////////////////////////////////////////
// need to fix these
//////////////////////////////////////////////////////////////////////
inline float *get_to_sun() { return to_sun; }
inline void set_to_sun( float x, float y, float z ) {
sgSetVec3( to_sun, x, y, z );
}
inline float *get_surface_to_sun() { return surface_to_sun; }
inline void set_surface_to_sun( float x, float y, float z) {
sgSetVec3( surface_to_sun, x, y, z );
}
inline float *get_to_moon() { return to_moon; }
inline void set_to_moon( float x, float y, float z) {
sgSetVec3( to_moon, x, y, z );
}
inline float *get_surface_to_moon() { return surface_to_moon; }
inline void set_surface_to_moon( float x, float y, float z) {
sgSetVec3( surface_to_moon, x, y, z );
}
};

View file

@ -336,11 +336,18 @@ static void fgMoonPositionGST(double gst, double *lon, double *lat) {
void fgUpdateMoonPos( void ) {
fgLIGHT *l;
FGViewerRPH *v;
sgVec3 nup, nmoon, surface_to_moon;
sgVec3 nup, nmoon;
Point3D p, rel_moonpos;
double dot, east_dot;
double moon_gd_lat, sl_radius;
// vector in cartesian coordinates from current position to the
// postion on the earth's surface the moon is directly over
sgVec3 to_moon;
// surface direction to go to head towards moon
sgVec3 surface_to_moon;
l = &cur_light_params;
SGTime *t = globals->get_time_params();
v = (FGViewerRPH *)globals->get_current_view();
@ -390,21 +397,19 @@ void fgUpdateMoonPos( void ) {
// calculate vector to moon's position on the earth's surface
Point3D vp( v->get_view_pos()[0],
v->get_view_pos()[1],
v->get_view_pos()[1] );
v->get_view_pos()[2] );
rel_moonpos = l->fg_moonpos - ( vp + scenery.center );
v->set_to_moon( rel_moonpos.x(), rel_moonpos.y(), rel_moonpos.z() );
sgSetVec3( to_moon, rel_moonpos.x(), rel_moonpos.y(), rel_moonpos.z() );
// printf( "Vector to moon = %.2f %.2f %.2f\n",
// v->to_moon[0], v->to_moon[1], v->to_moon[2]);
// to_moon[0], to_moon[1], to_moon[2]);
// Given a vector from the view position to the point on the
// earth's surface the moon is directly over, map into onto the
// local plane representing "horizontal".
sgmap_vec_onto_cur_surface_plane( v->get_world_up(), v->get_view_pos(),
v->get_to_moon(), surface_to_moon );
to_moon, surface_to_moon );
sgNormalizeVec3(surface_to_moon);
v->set_surface_to_moon( surface_to_moon[0], surface_to_moon[1],
surface_to_moon[2] );
// cout << "(sg) Surface direction to moon is "
// << surface_to_moon[0] << ","
// << surface_to_moon[1] << ","

View file

@ -244,11 +244,18 @@ static void fgSunPositionGST(double gst, double *lon, double *lat) {
void fgUpdateSunPos( void ) {
fgLIGHT *l;
FGViewerRPH *v;
sgVec3 nup, nsun, surface_to_sun;
sgVec3 nup, nsun;
Point3D p, rel_sunpos;
double dot, east_dot;
double sun_gd_lat, sl_radius;
// vector in cartesian coordinates from current position to the
// postion on the earth's surface the sun is directly over
sgVec3 to_sun;
// surface direction to go to head towards sun
sgVec3 surface_to_sun;
l = &cur_light_params;
SGTime *t = globals->get_time_params();
v = (FGViewerRPH *)globals->get_current_view();
@ -296,9 +303,9 @@ void fgUpdateSunPos( void ) {
// calculate vector to sun's position on the earth's surface
Point3D vp( v->get_view_pos()[0],
v->get_view_pos()[1],
v->get_view_pos()[1] );
v->get_view_pos()[2] );
rel_sunpos = l->fg_sunpos - ( vp + scenery.center );
v->set_to_sun( rel_sunpos.x(), rel_sunpos.y(), rel_sunpos.z() );
sgSetVec3( to_sun, rel_sunpos.x(), rel_sunpos.y(), rel_sunpos.z() );
// printf( "Vector to sun = %.2f %.2f %.2f\n",
// v->to_sun[0], v->to_sun[1], v->to_sun[2]);
@ -307,10 +314,8 @@ void fgUpdateSunPos( void ) {
// local plane representing "horizontal".
sgmap_vec_onto_cur_surface_plane( v->get_world_up(), v->get_view_pos(),
v->get_to_sun(), surface_to_sun );
to_sun, surface_to_sun );
sgNormalizeVec3(surface_to_sun);
v->set_surface_to_sun( surface_to_sun[0], surface_to_sun[1],
surface_to_sun[2] );
// cout << "(sg) Surface direction to sun is "
// << surface_to_sun[0] << ","
// << surface_to_sun[1] << ","
@ -318,9 +323,10 @@ void fgUpdateSunPos( void ) {
// cout << "Should be close to zero = "
// << sgScalarProductVec3(nup, surface_to_sun) << endl;
// calculate the angle between v->surface_to_sun and
// v->surface_east. We do this so we can sort out the acos()
// ambiguity. I wish I could think of a more efficient way ... :-(
// calculate the angle between surface_to_sun and
// v->get_surface_east(). We do this so we can sort out the
// acos() ambiguity. I wish I could think of a more efficient
// way. :-(
east_dot = sgScalarProductVec3( surface_to_sun, v->get_surface_east() );
// cout << " East dot product = " << east_dot << endl;