// viewer.hxx -- class for managing a viewer in the flightgear world. // // Written by Curtis Olson, started August 1997. // overhaul started October 2000. // partially rewritten by Jim Wilson jim@kelcomaine.com using interface // by David Megginson March 2002 // // Copyright (C) 1997 - 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. // // $Id$ #ifndef _VIEWER_HXX #define _VIEWER_HXX #ifndef __cplusplus # error This library requires C++ #endif #include #include #include // plib include #include "fgfs.hxx" #define FG_FOV_MIN 0.1 #define FG_FOV_MAX 179.9 // Define a structure containing view information class FGViewer : public FGSubsystem { public: enum fgViewType { FG_RPH = 0, FG_LOOKAT = 1, FG_HPR = 2 }; enum fgScalingType { // nominal Field Of View actually applies to ... FG_SCALING_WIDTH, // window width FG_SCALING_MAX, // max(width, height) // FG_SCALING_G_MEAN, // geometric_mean(width, height) // FG_SCALING_INDEPENDENT // whole screen }; // Constructor FGViewer( void ); // Destructor virtual ~FGViewer( void ); ////////////////////////////////////////////////////////////////////// // Part 1: standard FGSubsystem implementation. ////////////////////////////////////////////////////////////////////// virtual void init (); virtual void bind (); virtual void unbind (); void update (int dt); ////////////////////////////////////////////////////////////////////// // Part 2: user settings. ////////////////////////////////////////////////////////////////////// virtual fgViewType getType() const { return _type; } virtual void setType( int type ); // Reference geodetic position of view from position... // These are the actual aircraft position (pilot in // pilot view, model in model view). // FIXME: the model view position (ie target positions) // should be in the model class. virtual double getLongitude_deg () const { return _lon_deg; } virtual double getLatitude_deg () const { return _lat_deg; } virtual double getAltitudeASL_ft () const { return _alt_ft; } virtual void setLongitude_deg (double lon_deg); virtual void setLatitude_deg (double lat_deg); virtual void setAltitude_ft (double alt_ft); virtual void setPosition (double lon_deg, double lat_deg, double alt_ft); // Reference geodetic target position... virtual double getTargetLongitude_deg () const { return _target_lon_deg; } virtual double getTargetLatitude_deg () const { return _target_lat_deg; } virtual double getTargetAltitudeASL_ft () const { return _target_alt_ft; } virtual void setTargetLongitude_deg (double lon_deg); virtual void setTargetLatitude_deg (double lat_deg); virtual void setTargetAltitude_ft (double alt_ft); virtual void setTargetPosition (double lon_deg, double lat_deg, double alt_ft); // Position offsets from reference // These offsets position they "eye" in the scene according to a given // location. For example in pilot view they are used to position the // head inside the aircraft. // Note that in pilot view these are applied "before" the orientation // rotations (see below) so that the orientation rotations have the // effect of the pilot staying in his seat and "looking out" in // different directions. // In chase view these are applied "after" the application of the // orientation rotations listed below. This has the effect of the // eye moving around and "looking at" the object (model) from // different angles. virtual double getXOffset_m () const { return _x_offset_m; } virtual double getYOffset_m () const { return _y_offset_m; } virtual double getZOffset_m () const { return _z_offset_m; } virtual void setXOffset_m (double x_offset_m); virtual void setYOffset_m (double y_offset_m); virtual void setZOffset_m (double z_offset_m); virtual void setPositionOffsets (double x_offset_m, double y_offset_m, double z_offset_m); // Reference orientation rotations... // These are rotations that represent the plane attitude effect on // the view (in Pilot view). IE The view frustrum rotates as the plane // turns, pitches, and rolls. // In model view (lookat/chaseview) these end up changing the angle that // the eye is looking at the ojbect (ie the model). // FIXME: the FGModel class should have its own version of these so that // it can generate it's own model rotations. virtual double getRoll_deg () const { return _roll_deg; } virtual double getPitch_deg () const {return _pitch_deg; } virtual double getHeading_deg () const {return _heading_deg; } virtual void setRoll_deg (double roll_deg); virtual void setPitch_deg (double pitch_deg); virtual void setHeading_deg (double heading_deg); virtual void setOrientation (double roll_deg, double pitch_deg, double heading_deg); // Orientation offsets rotations from reference orientation. // Goal settings are for smooth transition from prior // offset when changing view direction. // These offsets are in ADDITION to the orientation rotations listed // above. // In pilot view they are applied after the position offsets in order to // give the effect of the pilot looking around. // In lookat view they are applied before the position offsets so that // the effect is the eye moving around looking at the object (ie the model) // from different angles. virtual double getRollOffset_deg () const { return _roll_offset_deg; } virtual double getPitchOffset_deg () const { return _pitch_offset_deg; } virtual double getHeadingOffset_deg () const { return _heading_offset_deg; } virtual double getGoalRollOffset_deg () const { return _goal_roll_offset_deg; } virtual double getGoalPitchOffset_deg () const { return _goal_pitch_offset_deg; } virtual double getGoalHeadingOffset_deg () const {return _goal_heading_offset_deg; } virtual void setRollOffset_deg (double roll_offset_deg); virtual void setPitchOffset_deg (double pitch_offset_deg); virtual void setHeadingOffset_deg (double heading_offset_deg); virtual void setGoalRollOffset_deg (double goal_roll_offset_deg); virtual void setGoalPitchOffset_deg (double goal_pitch_offset_deg); virtual void setGoalHeadingOffset_deg (double goal_heading_offset_deg); virtual void setOrientationOffsets (double roll_offset_deg, double heading_offset_deg, double pitch_offset_deg); ////////////////////////////////////////////////////////////////////// // Part 3: output vectors and matrices in FlightGear coordinates. ////////////////////////////////////////////////////////////////////// // Vectors and positions... // Get zero view_pos virtual float * get_view_pos() {if ( _dirty ) { recalc(); } return _view_pos; } // Get the absolute view position in fgfs coordinates. virtual double * get_absolute_view_pos (); // Get zero elev virtual float * get_zero_elev() {if ( _dirty ) { recalc(); } return _zero_elev; } // Get world up vector virtual float *get_world_up() {if ( _dirty ) { recalc(); } return _world_up; } // Get the relative (to scenery center) view position in fgfs coordinates. virtual float * getRelativeViewPos (); // Get the absolute zero-elevation view position in fgfs coordinates. virtual float * getZeroElevViewPos (); // Get surface east vector virtual float *get_surface_east() { if ( _dirty ) { recalc(); } return _surface_east; } // Get surface south vector virtual float *get_surface_south() {if ( _dirty ) { recalc(); } return _surface_south; } // Matrices... virtual const sgVec4 *get_VIEW() { if ( _dirty ) { recalc(); } return VIEW; } virtual const sgVec4 *get_VIEW_ROT() { if ( _dirty ) { recalc(); } return VIEW_ROT; } virtual const sgVec4 *get_LOCAL_ROT() { if ( _dirty ) { recalc(); } return LOCAL_ROT; } virtual const sgVec4 *get_UP() { if ( _dirty ) { recalc(); } return UP; } ////////////////////////////////////////////////////////////////////// // Part 4: frustrum data setters and getters ////////////////////////////////////////////////////////////////////// virtual void set_fov( double fov_deg ) { _fov_deg = fov_deg; } virtual double get_fov() const { return _fov_deg; } virtual double get_h_fov(); // Get horizontal fov, in degrees. virtual double get_v_fov(); // Get vertical fov, in degrees. virtual void set_aspect_ratio( double r ) { _aspect_ratio = r; } virtual double get_aspect_ratio() const { return _aspect_ratio; } private: ////////////////////////////////////////////////////////////////// // private data // ////////////////////////////////////////////////////////////////// // flag forcing a recalc of derived view parameters bool _dirty; mutable sgdVec3 _absolute_view_pos; mutable sgVec3 _relative_view_pos; mutable sgVec3 _zero_elev_view_pos; double _lon_deg; double _lat_deg; double _alt_ft; double _target_lon_deg; double _target_lat_deg; double _target_alt_ft; double _roll_deg; double _pitch_deg; double _heading_deg; // Position offsets from center of gravity. The X axis is positive // out the tail, Y is out the right wing, and Z is positive up. // distance in meters double _x_offset_m; double _y_offset_m; double _z_offset_m; // orientation offsets from reference (_goal* are for smoothed transitions) double _roll_offset_deg; double _pitch_offset_deg; double _heading_offset_deg; double _goal_roll_offset_deg; double _goal_pitch_offset_deg; double _goal_heading_offset_deg; fgViewType _type; fgScalingType _scaling_type; // the nominal field of view (angle, in degrees) double _fov_deg; // ratio of window width and height; height = width * aspect_ratio double _aspect_ratio; bool _reverse_view_offset; // view position in opengl world coordinates (this is the // abs_view_pos translated to scenery.center) sgVec3 _view_pos; // cartesion coordinates of current lon/lat if at sea level // translated to scenery.center sgVec3 _zero_elev; // surface vector heading south sgVec3 _surface_south; // surface vector heading east (used to unambiguously align sky // with sun) sgVec3 _surface_east; // world up vector (normal to the plane tangent to the earth's // surface at the spot we are directly above sgVec3 _world_up; // up vector for the view (usually point straight up through the // top of the aircraft sgVec3 _view_up; // // the vector pointing straight out the nose of the aircraft // sgVec3 _view_forward; // sg versions of our friendly matrices sgMat4 VIEW, VIEW_ROT, UP, LOCAL_ROT; sgMat4 LOCAL, TRANS, LARC_TO_SSG; // Transformation matrix for the view direction offset relative to // the AIRCRAFT matrix sgMat4 VIEW_OFFSET; ////////////////////////////////////////////////////////////////// // private functions // ////////////////////////////////////////////////////////////////// void recalc (); void recalcPositionVectors (double lon_deg, double lat_deg, double alt_ft) const; inline void set_dirty() { _dirty = true; } inline void set_clean() { _dirty = false; } // add to _heading_offset_deg inline void incHeadingOffset_deg( double amt ) { set_dirty(); _heading_offset_deg += amt; } // add to _pitch_offset_deg inline void incPitchOffset_deg( double amt ) { set_dirty(); _pitch_offset_deg += amt; } inline void set_reverse_view_offset( bool val ) { _reverse_view_offset = val; } }; #endif // _VIEWER_HXX