More view clean ups.
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6786cf9da4
commit
f24b6a4098
4 changed files with 27 additions and 57 deletions
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@ -263,13 +263,6 @@ FGOptions::toggle_panel() {
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current_panel->setVisibility(true);
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}
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// new rule .. "fov" shouldn't get messed with like this.
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/* if ( panel_status ) {
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fov *= 0.4232;
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} else {
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fov *= (1.0 / 0.4232);
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} */
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fgReshape( xsize, ysize);
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if( !freeze )
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@ -84,20 +84,6 @@ protected:
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// Distances in meters of course.
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sgVec3 pilot_offset;
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// vector in cartesian coordinates from current position to the
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// postion on the earth's surface the sun is directly over
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sgVec3 to_sun;
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// surface direction to go to head towards sun
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sgVec3 surface_to_sun;
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// vector in cartesian coordinates from current position to the
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// postion on the earth's surface the moon is directly over
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sgVec3 to_moon;
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// surface direction to go to head towards moon
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sgVec3 surface_to_moon;
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// surface vector heading south
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sgVec3 surface_south;
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@ -209,26 +195,6 @@ public:
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if ( dirty ) { update(); }
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return UP;
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}
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//////////////////////////////////////////////////////////////////////
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// need to fix these
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//////////////////////////////////////////////////////////////////////
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inline float *get_to_sun() { return to_sun; }
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inline void set_to_sun( float x, float y, float z ) {
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sgSetVec3( to_sun, x, y, z );
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}
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inline float *get_surface_to_sun() { return surface_to_sun; }
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inline void set_surface_to_sun( float x, float y, float z) {
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sgSetVec3( surface_to_sun, x, y, z );
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}
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inline float *get_to_moon() { return to_moon; }
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inline void set_to_moon( float x, float y, float z) {
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sgSetVec3( to_moon, x, y, z );
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}
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inline float *get_surface_to_moon() { return surface_to_moon; }
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inline void set_surface_to_moon( float x, float y, float z) {
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sgSetVec3( surface_to_moon, x, y, z );
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}
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};
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@ -336,11 +336,18 @@ static void fgMoonPositionGST(double gst, double *lon, double *lat) {
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void fgUpdateMoonPos( void ) {
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fgLIGHT *l;
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FGViewerRPH *v;
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sgVec3 nup, nmoon, surface_to_moon;
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sgVec3 nup, nmoon;
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Point3D p, rel_moonpos;
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double dot, east_dot;
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double moon_gd_lat, sl_radius;
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// vector in cartesian coordinates from current position to the
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// postion on the earth's surface the moon is directly over
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sgVec3 to_moon;
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// surface direction to go to head towards moon
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sgVec3 surface_to_moon;
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l = &cur_light_params;
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SGTime *t = globals->get_time_params();
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v = (FGViewerRPH *)globals->get_current_view();
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@ -390,21 +397,19 @@ void fgUpdateMoonPos( void ) {
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// calculate vector to moon's position on the earth's surface
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Point3D vp( v->get_view_pos()[0],
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v->get_view_pos()[1],
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v->get_view_pos()[1] );
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v->get_view_pos()[2] );
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rel_moonpos = l->fg_moonpos - ( vp + scenery.center );
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v->set_to_moon( rel_moonpos.x(), rel_moonpos.y(), rel_moonpos.z() );
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sgSetVec3( to_moon, rel_moonpos.x(), rel_moonpos.y(), rel_moonpos.z() );
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// printf( "Vector to moon = %.2f %.2f %.2f\n",
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// v->to_moon[0], v->to_moon[1], v->to_moon[2]);
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// to_moon[0], to_moon[1], to_moon[2]);
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// Given a vector from the view position to the point on the
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// earth's surface the moon is directly over, map into onto the
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// local plane representing "horizontal".
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sgmap_vec_onto_cur_surface_plane( v->get_world_up(), v->get_view_pos(),
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v->get_to_moon(), surface_to_moon );
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to_moon, surface_to_moon );
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sgNormalizeVec3(surface_to_moon);
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v->set_surface_to_moon( surface_to_moon[0], surface_to_moon[1],
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surface_to_moon[2] );
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// cout << "(sg) Surface direction to moon is "
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// << surface_to_moon[0] << ","
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// << surface_to_moon[1] << ","
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@ -244,11 +244,18 @@ static void fgSunPositionGST(double gst, double *lon, double *lat) {
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void fgUpdateSunPos( void ) {
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fgLIGHT *l;
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FGViewerRPH *v;
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sgVec3 nup, nsun, surface_to_sun;
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sgVec3 nup, nsun;
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Point3D p, rel_sunpos;
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double dot, east_dot;
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double sun_gd_lat, sl_radius;
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// vector in cartesian coordinates from current position to the
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// postion on the earth's surface the sun is directly over
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sgVec3 to_sun;
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// surface direction to go to head towards sun
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sgVec3 surface_to_sun;
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l = &cur_light_params;
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SGTime *t = globals->get_time_params();
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v = (FGViewerRPH *)globals->get_current_view();
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@ -296,9 +303,9 @@ void fgUpdateSunPos( void ) {
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// calculate vector to sun's position on the earth's surface
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Point3D vp( v->get_view_pos()[0],
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v->get_view_pos()[1],
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v->get_view_pos()[1] );
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v->get_view_pos()[2] );
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rel_sunpos = l->fg_sunpos - ( vp + scenery.center );
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v->set_to_sun( rel_sunpos.x(), rel_sunpos.y(), rel_sunpos.z() );
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sgSetVec3( to_sun, rel_sunpos.x(), rel_sunpos.y(), rel_sunpos.z() );
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// printf( "Vector to sun = %.2f %.2f %.2f\n",
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// v->to_sun[0], v->to_sun[1], v->to_sun[2]);
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@ -307,10 +314,8 @@ void fgUpdateSunPos( void ) {
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// local plane representing "horizontal".
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sgmap_vec_onto_cur_surface_plane( v->get_world_up(), v->get_view_pos(),
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v->get_to_sun(), surface_to_sun );
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to_sun, surface_to_sun );
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sgNormalizeVec3(surface_to_sun);
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v->set_surface_to_sun( surface_to_sun[0], surface_to_sun[1],
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surface_to_sun[2] );
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// cout << "(sg) Surface direction to sun is "
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// << surface_to_sun[0] << ","
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// << surface_to_sun[1] << ","
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@ -318,9 +323,10 @@ void fgUpdateSunPos( void ) {
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// cout << "Should be close to zero = "
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// << sgScalarProductVec3(nup, surface_to_sun) << endl;
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// calculate the angle between v->surface_to_sun and
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// v->surface_east. We do this so we can sort out the acos()
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// ambiguity. I wish I could think of a more efficient way ... :-(
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// calculate the angle between surface_to_sun and
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// v->get_surface_east(). We do this so we can sort out the
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// acos() ambiguity. I wish I could think of a more efficient
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// way. :-(
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east_dot = sgScalarProductVec3( surface_to_sun, v->get_surface_east() );
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// cout << " East dot product = " << east_dot << endl;
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