efe559ead4
created a new class, FGViewPoint (declared in viewer.hxx) that holds a single position in FlightGear coordinates, and have used it to factor a lot of the common code out of viewer_lookat.cxx and viewer_rph.cxx. I don't know whether this new class will stay or not; it might just be a temporary step, or it might end up taking over much of the current viewer functionality. It would be a bad idea to code against it right now.
159 lines
4.8 KiB
C++
159 lines
4.8 KiB
C++
// viewer_lookat.hxx -- class for managing a "look at" viewer in
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// the flightgear world.
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//
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// Written by Curtis Olson, started October 2000.
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//
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// Copyright (C) 2000 Curtis L. Olson - curt@flightgear.org
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#include <simgear/compiler.h>
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include <plib/ssg.h> // plib include
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#include <simgear/constants.h>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/math/point3d.hxx>
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#include <simgear/math/polar3d.hxx>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/math/vector.hxx>
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#include <Scenery/scenery.hxx>
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#include "globals.hxx"
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#include "viewer_lookat.hxx"
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// Constructor
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FGViewerLookAt::FGViewerLookAt( void )
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{
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set_reverse_view_offset(true);
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}
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void fgMakeLookAtMat4 ( sgMat4 dst, const sgVec3 eye, const sgVec3 center,
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const sgVec3 up )
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{
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// Caveats:
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// 1) In order to compute the line of sight, the eye point must not be equal
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// to the center point.
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// 2) The up vector must not be parallel to the line of sight from the eye
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// to the center point.
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/* Compute the direction vectors */
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sgVec3 x,y,z;
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/* Y vector = center - eye */
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sgSubVec3 ( y, center, eye ) ;
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/* Z vector = up */
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sgCopyVec3 ( z, up ) ;
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/* X vector = Y cross Z */
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sgVectorProductVec3 ( x, y, z ) ;
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/* Recompute Z = X cross Y */
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sgVectorProductVec3 ( z, x, y ) ;
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/* Normalize everything */
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sgNormaliseVec3 ( x ) ;
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sgNormaliseVec3 ( y ) ;
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sgNormaliseVec3 ( z ) ;
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/* Build the matrix */
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#define M(row,col) dst[row][col]
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M(0,0) = x[0]; M(0,1) = x[1]; M(0,2) = x[2]; M(0,3) = 0.0;
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M(1,0) = y[0]; M(1,1) = y[1]; M(1,2) = y[2]; M(1,3) = 0.0;
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M(2,0) = z[0]; M(2,1) = z[1]; M(2,2) = z[2]; M(2,3) = 0.0;
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M(3,0) = eye[0]; M(3,1) = eye[1]; M(3,2) = eye[2]; M(3,3) = 1.0;
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#undef M
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}
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// Update the view parameters
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void FGViewerLookAt::update() {
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sgVec3 minus_z;
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view_point.setPosition(geod_view_pos[0] * SGD_RADIANS_TO_DEGREES,
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geod_view_pos[1] * SGD_RADIANS_TO_DEGREES,
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geod_view_pos[2] * SG_METER_TO_FEET);
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sgCopyVec3(zero_elev, view_point.getZeroElevViewPos());
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sgdCopyVec3(abs_view_pos, view_point.getAbsoluteViewPos());
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sgCopyVec3(view_pos, view_point.getRelativeViewPos());
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sgVec3 tmp_offset;
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sgCopyVec3( tmp_offset, pilot_offset );
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SG_LOG( SG_VIEW, SG_DEBUG, "tmp offset = "
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<< tmp_offset[0] << "," << tmp_offset[1] << ","
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<< tmp_offset[2] );
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//!!!!!!!!!!!!!!!!!!!
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// THIS IS THE EXPERIMENTAL VIEWING ANGLE SHIFTER
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// THE MAJORITY OF THE WORK IS DONE IN GUI.CXX
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extern float GuiQuat_mat[4][4];
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sgXformPnt3( tmp_offset, tmp_offset, GuiQuat_mat );
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SG_LOG( SG_VIEW, SG_DEBUG, "tmp_offset = "
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<< tmp_offset[0] << "," << tmp_offset[1] << ","
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<< tmp_offset[2] );
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sgAddVec3( view_pos, tmp_offset );
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// !!!!!!!!!! testing
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// Make the VIEW matrix.
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fgMakeLookAtMat4( VIEW, view_pos, view_forward, view_up );
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// the VIEW matrix includes both rotation and translation. Let's
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// knock out the translation part to make the VIEW_ROT matrix
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sgCopyMat4( VIEW_ROT, VIEW );
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VIEW_ROT[3][0] = VIEW_ROT[3][1] = VIEW_ROT[3][2] = 0.0;
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// Make the world up rotation matrix
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sgMakeRotMat4( UP,
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geod_view_pos[0] * SGD_RADIANS_TO_DEGREES,
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0.0,
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-geod_view_pos[1] * SGD_RADIANS_TO_DEGREES );
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// use a clever observation into the nature of our tranformation
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// matrix to grab the world_up vector
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sgSetVec3( world_up, UP[0][0], UP[0][1], UP[0][2] );
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// Given a vector pointing straight down (-Z), map into onto the
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// local plane representing "horizontal". This should give us the
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// local direction for moving "south".
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sgSetVec3( minus_z, 0.0, 0.0, -1.0 );
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sgmap_vec_onto_cur_surface_plane(world_up, view_pos, minus_z,
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surface_south);
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sgNormalizeVec3(surface_south);
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// now calculate the surface east vector
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sgVec3 world_down;
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sgNegateVec3(world_down, world_up);
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sgVectorProductVec3(surface_east, surface_south, world_down);
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set_clean();
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}
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// Destructor
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FGViewerLookAt::~FGViewerLookAt( void ) {
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}
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