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flightgear/src/Main/viewer.hxx

406 lines
15 KiB
C++

// 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 <simgear/compiler.h>
#include <simgear/constants.h>
#include <simgear/scene/model/location.hxx>
#include <plib/sg.h> // plib include
#include "fgfs.hxx"
#define FG_FOV_MIN 0.1
#define FG_FOV_MAX 179.9
enum fgViewType {
FG_LOOKFROM = 0,
FG_LOOKAT = 1
};
// Define a structure containing view information
class FGViewer : public FGSubsystem {
public:
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( fgViewType Type, bool from_model, int from_model_index,
bool at_model, int at_model_index, double damping,
double x_offset_m, double y_offset_m, double z_offset_m,
double heading_offset_deg, double pitch_offset_deg,
double roll_offset_deg, double fov_deg,
double target_x_offset_m, double target_y_offset_m,
double target_z_offset_m, double near_m );
// Destructor
virtual ~FGViewer( void );
//////////////////////////////////////////////////////////////////////
// Part 1: standard FGSubsystem implementation.
//////////////////////////////////////////////////////////////////////
virtual void init ();
virtual void bind ();
virtual void unbind ();
void update (double 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 double getTargetXOffset_m () const { return _target_x_offset_m; }
virtual double getTargetYOffset_m () const { return _target_y_offset_m; }
virtual double getTargetZOffset_m () const { return _target_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 setTargetXOffset_m (double x_offset_m);
virtual void setTargetYOffset_m (double y_offset_m);
virtual void setTargetZOffset_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);
virtual double getTargetRoll_deg () const { return _target_roll_deg; }
virtual double getTargetPitch_deg () const {return _target_pitch_deg; }
virtual double getTargetHeading_deg () const {return _target_heading_deg; }
virtual void setTargetRoll_deg (double roll_deg);
virtual void setTargetPitch_deg (double pitch_deg);
virtual void setTargetHeading_deg (double heading_deg);
virtual void setTargetOrientation (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_UP() { if ( _dirty ) { recalc(); } return UP; }
//////////////////////////////////////////////////////////////////////
// Part 4: View and 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; }
virtual double getNear_m () const { return _ground_level_nearplane_m; }
inline void setNear_m (double near_m) {
_ground_level_nearplane_m = near_m;
}
//////////////////////////////////////////////////////////////////////
// Part 5: misc setters and getters
//////////////////////////////////////////////////////////////////////
inline void set_dirty() { _dirty = true; }
inline void set_clean() { _dirty = false; }
// return eye location...
virtual SGLocation * getSGLocation () const { return _location; }
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;
double _target_roll_deg;
double _target_pitch_deg;
double _target_heading_deg;
double _damp;
double _damped_roll_deg;
double _damped_pitch_deg;
double _damped_heading_deg;
double _damp_alt;
double _damped_alt_ft;
// Position offsets from FDM origin. 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;
// Target offsets from FDM origin (for "lookat" targets) The X
// axis is positive out the tail, Y is out the right wing, and Z
// is positive up. distance in meters
double _target_x_offset_m;
double _target_y_offset_m;
double _target_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;
// used to set nearplane when at ground level for this view
double _ground_level_nearplane_m;
fgViewType _type;
fgScalingType _scaling_type;
// view is looking from a model
bool _from_model;
int _from_model_index; // number of model (for multi model)
// view is looking at a model
bool _at_model;
int _at_model_index; // number of model (for multi model)
SGLocation * _location;
SGLocation * _target_location;
// 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;
// sg versions of our friendly matrices
sgMat4 VIEW, UP;
sgMat4 LOCAL, ATLOCAL, TRANS, LARC_TO_SSG;
// Transformation matrix for the view direction offset relative to
// the AIRCRAFT matrix
sgMat4 VIEW_OFFSET;
//////////////////////////////////////////////////////////////////
// private functions //
//////////////////////////////////////////////////////////////////
void recalc ();
void recalcLookFrom();
void recalcLookAt();
void copyLocationData();
void updateFromModelLocation (SGLocation * location);
void updateAtModelLocation (SGLocation * location);
void recalcOurOwnLocation (SGLocation * location, double lon_deg, double lat_deg, double alt_ft,
double roll_deg, double pitch_deg, double heading_deg);
// 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