2b34388ea6
(i.e. multiloop). Most subsystems currently ignore the parameter, but eventually, it will allow all subsystems to update by time rather than by framerate.
253 lines
7.1 KiB
C++
253 lines
7.1 KiB
C++
// viewer.hxx -- class for managing a viewer in the flightgear world.
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//
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// Written by Curtis Olson, started August 1997.
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// overhaul started October 2000.
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//
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// Copyright (C) 1997 - 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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#ifndef _VIEWER_HXX
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#define _VIEWER_HXX
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#ifndef __cplusplus
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# error This library requires C++
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#endif
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#include <simgear/compiler.h>
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#include <plib/sg.h> // plib include
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#include "fgfs.hxx"
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#define FG_FOV_MIN 0.1
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#define FG_FOV_MAX 179.9
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// Define a structure containing view information
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class FGViewer {
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public:
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enum fgViewType {
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FG_RPH = 0,
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FG_LOOKAT = 1,
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FG_HPR = 2
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};
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private:
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// flag forcing a recalc of derived view parameters
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bool dirty;
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protected:
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fgViewType _type;
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// the field of view in the x (width) direction
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double fov;
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// ratio of x and y fov's; fov(y) = fov(x) * fov_ratio
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double fov_ratio;
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// ratio of window width and height; height = width * aspect_ratio
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double aspect_ratio;
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// the current view offset angle from forward (rotated about the
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// view_up vector)
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double view_offset;
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bool reverse_view_offset;
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// the goal view offset angle (used for smooth view changes)
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double goal_view_offset;
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// geodetic view position
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sgdVec3 geod_view_pos;
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// absolute view position in earth coordinates
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sgdVec3 abs_view_pos;
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// view position in opengl world coordinates (this is the
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// abs_view_pos translated to scenery.center)
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sgVec3 view_pos;
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// radius to sea level from center of the earth (m)
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double sea_level_radius;
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// cartesion coordinates of current lon/lat if at sea level
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// translated to scenery.center
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sgVec3 zero_elev;
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// height ASL of the terrain for our current view position
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// (future?) double ground_elev;
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// pilot offset from center of gravity. The X axis is positive
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// out the tail, Y is out the right wing, and Z is positive up.
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// Distances in meters of course.
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sgVec3 pilot_offset;
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// surface vector heading south
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sgVec3 surface_south;
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// surface vector heading east (used to unambiguously align sky
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// with sun)
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sgVec3 surface_east;
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// world up vector (normal to the plane tangent to the earth's
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// surface at the spot we are directly above
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sgVec3 world_up;
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// sg versions of our friendly matrices
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sgMat4 VIEW, VIEW_ROT, UP;
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inline void set_dirty() { dirty = true; }
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inline void set_clean() { dirty = false; }
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// Update the view volume, position, and orientation
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virtual void update() = 0;
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public:
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// Constructor
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FGViewer( void );
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// Destructor
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virtual ~FGViewer( void );
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virtual void init ();
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virtual void bind ();
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virtual void unbind ();
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virtual void update (int dt);
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//////////////////////////////////////////////////////////////////////
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// setter functions
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//////////////////////////////////////////////////////////////////////
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inline void set_fov( double amount ) { fov = amount; }
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// Don't provide set_fov_ratio explicitely. Use set_aspect_ratio
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// instead.
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inline void set_aspect_ratio( double r ) {
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aspect_ratio = r;
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fov_ratio = atan(tan(fov/2 * SG_DEGREES_TO_RADIANS) * aspect_ratio) *
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SG_RADIANS_TO_DEGREES / (fov/2);
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}
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inline void set_view_offset( double a ) {
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set_dirty();
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view_offset = a;
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}
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inline void inc_view_offset( double amt ) {
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set_dirty();
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view_offset += amt;
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}
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inline void set_goal_view_offset( double a) {
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set_dirty();
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goal_view_offset = a;
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while ( goal_view_offset < 0 ) {
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goal_view_offset += 360.0;
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}
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while ( goal_view_offset > 360.0 ) {
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goal_view_offset -= 360.0;
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}
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}
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inline void set_reverse_view_offset( bool val ) {
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reverse_view_offset = val;
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}
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inline void set_geod_view_pos( double lon, double lat, double alt ) {
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// data should be in radians and meters asl
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set_dirty();
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// cout << "set_geod_view_pos = " << lon << ", " << lat << ", " << alt
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// << endl;
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sgdSetVec3( geod_view_pos, lon, lat, alt );
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}
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inline void set_pilot_offset( float x, float y, float z ) {
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set_dirty();
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sgSetVec3( pilot_offset, x, y, z );
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}
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inline void set_sea_level_radius( double r ) {
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// data should be in meters from the center of the earth
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set_dirty();
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sea_level_radius = r;
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}
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//////////////////////////////////////////////////////////////////////
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// accessor functions
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//////////////////////////////////////////////////////////////////////
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inline int get_type() const { return _type ; }
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inline int is_a( int t ) const { return get_type() == t ; }
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inline bool is_dirty() const { return dirty; }
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inline double get_fov() const { return fov; }
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inline double get_aspect_ratio() const { return aspect_ratio; }
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inline double get_fov_ratio() const { return fov_ratio; }
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inline double get_view_offset() const { return view_offset; }
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inline bool get_reverse_view_offset() const { return reverse_view_offset; }
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inline double get_goal_view_offset() const { return goal_view_offset; }
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inline double *get_geod_view_pos() { return geod_view_pos; }
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inline float *get_pilot_offset() { return pilot_offset; }
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inline double get_sea_level_radius() const { return sea_level_radius; }
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//////////////////////////////////////////////////////////////////////
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// derived values accessor functions
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//////////////////////////////////////////////////////////////////////
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inline double *get_abs_view_pos() {
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if ( dirty ) { update(); }
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return abs_view_pos;
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}
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inline float *get_view_pos() {
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if ( dirty ) { update(); }
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return view_pos;
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}
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inline float *get_zero_elev() {
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if ( dirty ) { update(); }
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return zero_elev;
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}
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// (future?)
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// inline double get_ground_elev() {
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// if ( dirty ) { update(); }
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// return ground_elev;
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// }
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inline float *get_surface_south() {
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if ( dirty ) { update(); }
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return surface_south;
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}
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inline float *get_surface_east() {
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if ( dirty ) { update(); }
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return surface_east;
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}
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inline float *get_world_up() {
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if ( dirty ) { update(); }
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return world_up;
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}
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inline const sgVec4 *get_VIEW() {
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if ( dirty ) { update(); }
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return VIEW;
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}
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inline const sgVec4 *get_VIEW_ROT() {
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if ( dirty ) { update(); }
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return VIEW_ROT;
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}
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inline const sgVec4 *get_UP() {
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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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#endif // _VIEWER_HXX
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