// viewer_lookat.hxx -- class for managing a "look at" viewer in // the flightgear world. // // Written by Curtis Olson, started October 2000. // // Copyright (C) 2000 Curtis L. Olson - curt@flightgear.org // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ #include #ifdef HAVE_CONFIG_H # include #endif #include // plib include #include #include #include #include #include #include #include #include "globals.hxx" #include "viewer_lookat.hxx" // Constructor FGViewerLookAt::FGViewerLookAt( void ) { set_reverse_view_offset(true); } void fgMakeLookAtMat4 ( sgMat4 dst, const sgVec3 eye, const sgVec3 center, const sgVec3 up ) { // Caveats: // 1) In order to compute the line of sight, the eye point must not be equal // to the center point. // 2) The up vector must not be parallel to the line of sight from the eye // to the center point. /* Compute the direction vectors */ sgVec3 x,y,z; /* Y vector = center - eye */ sgSubVec3 ( y, center, eye ) ; /* Z vector = up */ sgCopyVec3 ( z, up ) ; /* X vector = Y cross Z */ sgVectorProductVec3 ( x, y, z ) ; /* Recompute Z = X cross Y */ sgVectorProductVec3 ( z, x, y ) ; /* Normalize everything */ sgNormaliseVec3 ( x ) ; sgNormaliseVec3 ( y ) ; sgNormaliseVec3 ( z ) ; /* Build the matrix */ #define M(row,col) dst[row][col] M(0,0) = x[0]; M(0,1) = x[1]; M(0,2) = x[2]; M(0,3) = 0.0; M(1,0) = y[0]; M(1,1) = y[1]; M(1,2) = y[2]; M(1,3) = 0.0; M(2,0) = z[0]; M(2,1) = z[1]; M(2,2) = z[2]; M(2,3) = 0.0; M(3,0) = eye[0]; M(3,1) = eye[1]; M(3,2) = eye[2]; M(3,3) = 1.0; #undef M } // Update the view parameters void FGViewerLookAt::update() { sgVec3 minus_z; view_point.setPosition(geod_view_pos[0] * SGD_RADIANS_TO_DEGREES, geod_view_pos[1] * SGD_RADIANS_TO_DEGREES, geod_view_pos[2] * SG_METER_TO_FEET); sgCopyVec3(zero_elev, view_point.getZeroElevViewPos()); sgdCopyVec3(abs_view_pos, view_point.getAbsoluteViewPos()); sgCopyVec3(view_pos, view_point.getRelativeViewPos()); sgVec3 tmp_offset; sgCopyVec3( tmp_offset, pilot_offset ); SG_LOG( SG_VIEW, SG_DEBUG, "tmp offset = " << tmp_offset[0] << "," << tmp_offset[1] << "," << tmp_offset[2] ); //!!!!!!!!!!!!!!!!!!! // THIS IS THE EXPERIMENTAL VIEWING ANGLE SHIFTER // THE MAJORITY OF THE WORK IS DONE IN GUI.CXX extern float GuiQuat_mat[4][4]; sgXformPnt3( tmp_offset, tmp_offset, GuiQuat_mat ); SG_LOG( SG_VIEW, SG_DEBUG, "tmp_offset = " << tmp_offset[0] << "," << tmp_offset[1] << "," << tmp_offset[2] ); sgAddVec3( view_pos, tmp_offset ); // !!!!!!!!!! testing // Make the VIEW matrix. fgMakeLookAtMat4( VIEW, view_pos, view_forward, view_up ); // the VIEW matrix includes both rotation and translation. Let's // knock out the translation part to make the VIEW_ROT matrix sgCopyMat4( VIEW_ROT, VIEW ); VIEW_ROT[3][0] = VIEW_ROT[3][1] = VIEW_ROT[3][2] = 0.0; // Make the world up rotation matrix sgMakeRotMat4( UP, geod_view_pos[0] * SGD_RADIANS_TO_DEGREES, 0.0, -geod_view_pos[1] * SGD_RADIANS_TO_DEGREES ); // use a clever observation into the nature of our tranformation // matrix to grab the world_up vector sgSetVec3( world_up, UP[0][0], UP[0][1], UP[0][2] ); // Given a vector pointing straight down (-Z), map into onto the // local plane representing "horizontal". This should give us the // local direction for moving "south". sgSetVec3( minus_z, 0.0, 0.0, -1.0 ); sgmap_vec_onto_cur_surface_plane(world_up, view_pos, minus_z, surface_south); sgNormalizeVec3(surface_south); // now calculate the surface east vector sgVec3 world_down; sgNegateVec3(world_down, world_up); sgVectorProductVec3(surface_east, surface_south, world_down); set_clean(); } // Destructor FGViewerLookAt::~FGViewerLookAt( void ) { }