// // views.cxx -- data structures and routines for managing and view parameters. // // Written by Curtis Olson, started August 1997. // // Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com // // 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. // // $Id$ // (Log is kept at end of this file) #ifdef HAVE_CONFIG_H # include <config.h> #endif #include <Debug/fg_debug.h> #include <Flight/flight.h> #include <Include/fg_constants.h> #include <Math/mat3.h> #include <Math/polar3d.h> #include <Math/vector.h> #include <Scenery/scenery.hxx> #include <Time/fg_time.hxx> #include "views.hxx" // This is a record containing current view parameters fgVIEW current_view; // Initialize a view structure void fgViewInit(fgVIEW *v) { fgPrintf( FG_VIEW, FG_INFO, "Initializing View parameters\n"); v->view_offset = 0.0; v->goal_view_offset = 0.0; } // Update the view parameters void fgViewUpdate(fgFLIGHT *f, fgVIEW *v, fgLIGHT *l) { fgPolarPoint3d p; MAT3vec vec, forward, v0, minus_z; MAT3mat R, TMP, UP, LOCAL, VIEW; double ntmp; scenery.center.x = scenery.next_center.x; scenery.center.y = scenery.next_center.y; scenery.center.z = scenery.next_center.z; // calculate the cartesion coords of the current lat/lon/0 elev p.lon = FG_Longitude; p.lat = FG_Lat_geocentric; p.radius = FG_Sea_level_radius * FEET_TO_METER; v->cur_zero_elev = fgPolarToCart3d(p); v->cur_zero_elev.x -= scenery.center.x; v->cur_zero_elev.y -= scenery.center.y; v->cur_zero_elev.z -= scenery.center.z; // calculate view position in current FG view coordinate system // p.lon & p.lat are already defined earlier p.radius = FG_Radius_to_vehicle * FEET_TO_METER + 1.0; v->abs_view_pos = fgPolarToCart3d(p); v->view_pos.x = v->abs_view_pos.x - scenery.center.x; v->view_pos.y = v->abs_view_pos.y - scenery.center.y; v->view_pos.z = v->abs_view_pos.z - scenery.center.z; fgPrintf( FG_VIEW, FG_DEBUG, "Absolute view pos = %.4f, %.4f, %.4f\n", v->abs_view_pos.x, v->abs_view_pos.y, v->abs_view_pos.z); fgPrintf( FG_VIEW, FG_DEBUG, "Relative view pos = %.4f, %.4f, %.4f\n", v->view_pos.x, v->view_pos.y, v->view_pos.z); // Derive the LOCAL aircraft rotation matrix (roll, pitch, yaw) // from FG_T_local_to_body[3][3] // Question: Why is the LaRCsim matrix arranged so differently // than the one we need??? LOCAL[0][0] = FG_T_local_to_body_33; LOCAL[0][1] = -FG_T_local_to_body_32; LOCAL[0][2] = -FG_T_local_to_body_31; LOCAL[0][3] = 0.0; LOCAL[1][0] = -FG_T_local_to_body_23; LOCAL[1][1] = FG_T_local_to_body_22; LOCAL[1][2] = FG_T_local_to_body_21; LOCAL[1][3] = 0.0; LOCAL[2][0] = -FG_T_local_to_body_13; LOCAL[2][1] = FG_T_local_to_body_12; LOCAL[2][2] = FG_T_local_to_body_11; LOCAL[2][3] = 0.0; LOCAL[3][0] = LOCAL[3][1] = LOCAL[3][2] = LOCAL[3][3] = 0.0; LOCAL[3][3] = 1.0; // printf("LaRCsim LOCAL matrix\n"); // MAT3print(LOCAL, stdout); #ifdef OLD_LOCAL_TO_BODY_CODE // old code to calculate LOCAL matrix calculated from Phi, // Theta, and Psi (roll, pitch, yaw) MAT3_SET_VEC(vec, 0.0, 0.0, 1.0); MAT3rotate(R, vec, FG_Phi); /* printf("Roll matrix\n"); */ /* MAT3print(R, stdout); */ MAT3_SET_VEC(vec, 0.0, 1.0, 0.0); /* MAT3mult_vec(vec, vec, R); */ MAT3rotate(TMP, vec, FG_Theta); /* printf("Pitch matrix\n"); */ /* MAT3print(TMP, stdout); */ MAT3mult(R, R, TMP); MAT3_SET_VEC(vec, 1.0, 0.0, 0.0); /* MAT3mult_vec(vec, vec, R); */ /* MAT3rotate(TMP, vec, FG_Psi - FG_PI_2); */ MAT3rotate(TMP, vec, -FG_Psi); /* printf("Yaw matrix\n"); MAT3print(TMP, stdout); */ MAT3mult(LOCAL, R, TMP); // printf("FG derived LOCAL matrix\n"); // MAT3print(LOCAL, stdout); #endif // OLD_LOCAL_TO_BODY_CODE // Derive the local UP transformation matrix based on *geodetic* // coordinates MAT3_SET_VEC(vec, 0.0, 0.0, 1.0); MAT3rotate(R, vec, FG_Longitude); // R = rotate about Z axis // printf("Longitude matrix\n"); // MAT3print(R, stdout); MAT3_SET_VEC(vec, 0.0, 1.0, 0.0); MAT3mult_vec(vec, vec, R); MAT3rotate(TMP, vec, -FG_Latitude); // TMP = rotate about X axis // printf("Latitude matrix\n"); // MAT3print(TMP, stdout); MAT3mult(UP, R, TMP); // printf("Local up matrix\n"); // MAT3print(UP, stdout); MAT3_SET_VEC(v->local_up, 1.0, 0.0, 0.0); MAT3mult_vec(v->local_up, v->local_up, UP); // printf( "Local Up = (%.4f, %.4f, %.4f)\n", // v->local_up[0], v->local_up[1], v->local_up[2]); // Alternative method to Derive local up vector based on // *geodetic* coordinates // alt_up = fgPolarToCart(FG_Longitude, FG_Latitude, 1.0); // printf( " Alt Up = (%.4f, %.4f, %.4f)\n", // alt_up.x, alt_up.y, alt_up.z); // Calculate the VIEW matrix MAT3mult(VIEW, LOCAL, UP); // printf("VIEW matrix\n"); // MAT3print(VIEW, stdout); // generate the current up, forward, and fwrd-view vectors MAT3_SET_VEC(vec, 1.0, 0.0, 0.0); MAT3mult_vec(v->view_up, vec, VIEW); MAT3_SET_VEC(vec, 0.0, 0.0, 1.0); MAT3mult_vec(forward, vec, VIEW); // printf( "Forward vector is (%.2f,%.2f,%.2f)\n", forward[0], forward[1], // forward[2]); MAT3rotate(TMP, v->view_up, v->view_offset); MAT3mult_vec(v->view_forward, forward, TMP); // make a vector to the current view position MAT3_SET_VEC(v0, v->view_pos.x, v->view_pos.y, v->view_pos.z); // 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". MAT3_SET_VEC(minus_z, 0.0, 0.0, -1.0); map_vec_onto_cur_surface_plane(v->local_up, v0, minus_z, v->surface_south); MAT3_NORMALIZE_VEC(v->surface_south, ntmp); // printf( "Surface direction directly south %.2f %.2f %.2f\n", // v->surface_south[0], v->surface_south[1], v->surface_south[2]); // now calculate the surface east vector MAT3rotate(TMP, v->view_up, FG_PI_2); MAT3mult_vec(v->surface_east, v->surface_south, TMP); // printf( "Surface direction directly east %.2f %.2f %.2f\n", // v->surface_east[0], v->surface_east[1], v->surface_east[2]); // printf( "Should be close to zero = %.2f\n", // MAT3_DOT_PRODUCT(v->surface_south, v->surface_east)); } // $Log$ // Revision 1.8 1998/05/02 01:51:01 curt // Updated polartocart conversion routine. // // Revision 1.7 1998/04/30 12:34:20 curt // Added command line rendering options: // enable/disable fog/haze // specify smooth/flat shading // disable sky blending and just use a solid color // enable wireframe drawing mode // // Revision 1.6 1998/04/28 01:20:23 curt // Type-ified fgTIME and fgVIEW. // Added a command line option to disable textures. // // Revision 1.5 1998/04/26 05:10:04 curt // "struct fgLIGHT" -> "fgLIGHT" because fgLIGHT is typedef'd. // // Revision 1.4 1998/04/25 22:04:53 curt // Use already calculated LaRCsim values to create the roll/pitch/yaw // transformation matrix (we call it LOCAL) // // Revision 1.3 1998/04/25 20:24:02 curt // Cleaned up initialization sequence to eliminate interdependencies // between sun position, lighting, and view position. This creates a // valid single pass initialization path. // // Revision 1.2 1998/04/24 00:49:22 curt // Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H" // Trying out some different option parsing code. // Some code reorganization. // // Revision 1.1 1998/04/22 13:25:45 curt // C++ - ifing the code. // Starting a bit of reorganization of lighting code. // // Revision 1.16 1998/04/18 04:11:29 curt // Moved fg_debug to it's own library, added zlib support. // // Revision 1.15 1998/02/20 00:16:24 curt // Thursday's tweaks. // // Revision 1.14 1998/02/09 15:07:50 curt // Minor tweaks. // // Revision 1.13 1998/02/07 15:29:45 curt // Incorporated HUD changes and struct/typedef changes from Charlie Hotchkiss // <chotchkiss@namg.us.anritsu.com> // // Revision 1.12 1998/01/29 00:50:28 curt // Added a view record field for absolute x, y, z position. // // Revision 1.11 1998/01/27 00:47:58 curt // Incorporated Paul Bleisch's <pbleisch@acm.org> new debug message // system and commandline/config file processing code. // // Revision 1.10 1998/01/19 19:27:09 curt // Merged in make system changes from Bob Kuehne <rpk@sgi.com> // This should simplify things tremendously. // // Revision 1.9 1998/01/13 00:23:09 curt // Initial changes to support loading and management of scenery tiles. Note, // there's still a fair amount of work left to be done. // // Revision 1.8 1997/12/30 22:22:33 curt // Further integration of event manager. // // Revision 1.7 1997/12/30 20:47:45 curt // Integrated new event manager with subsystem initializations. // // Revision 1.6 1997/12/22 04:14:32 curt // Aligned sky with sun so dusk/dawn effects can be correct relative to the sun. // // Revision 1.5 1997/12/18 04:07:02 curt // Worked on properly translating and positioning the sky dome. // // Revision 1.4 1997/12/17 23:13:36 curt // Began working on rendering a sky. // // Revision 1.3 1997/12/15 23:54:50 curt // Add xgl wrappers for debugging. // Generate terrain normals on the fly. // // Revision 1.2 1997/12/10 22:37:48 curt // Prepended "fg" on the name of all global structures that didn't have it yet. // i.e. "struct WEATHER {}" became "struct fgWEATHER {}" // // Revision 1.1 1997/08/27 21:31:17 curt // Initial revision. //