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flightgear/src/Viewer/view.cxx
James Turner 9e122eaf81 Partial testing framework.
Compile a useful subset of FG as a shared library, and add two basic
uses of this to exercise some Flightplan / RoutePath / navaid
functions.

The test framework can/will be expanded incrementally from here, this
is just a starting point.
2017-03-25 15:35:26 +00:00

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// view.cxx -- class for managing a view 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 - http://www.flightgear.org/~curt
//
// 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include "view.hxx"
#include <simgear/compiler.h>
#include <cassert>
#include <simgear/debug/logstream.hxx>
#include <simgear/constants.h>
#include <simgear/scene/model/placement.hxx>
#include <simgear/scene/util/OsgMath.hxx>
#include <Main/fg_props.hxx>
#include <Main/globals.hxx>
#include "CameraGroup.hxx"
using namespace flightgear;
////////////////////////////////////////////////////////////////////////
// Implementation of FGViewer.
////////////////////////////////////////////////////////////////////////
// Constructor...
View::View( ViewType Type, bool from_model, int from_model_index,
bool at_model, int at_model_index,
double damp_roll, double damp_pitch, double damp_heading,
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 aspect_ratio_multiplier,
double target_x_offset_m, double target_y_offset_m,
double target_z_offset_m, double near_m, bool internal ):
_dirty(true),
_roll_deg(0),
_pitch_deg(0),
_heading_deg(0),
_target_roll_deg(0),
_target_pitch_deg(0),
_target_heading_deg(0),
_scaling_type(FG_SCALING_MAX)
{
_absolute_view_pos = SGVec3d(0, 0, 0);
_type = Type;
_from_model = from_model;
_from_model_index = from_model_index;
_at_model = at_model;
_at_model_index = at_model_index;
_internal = internal;
_dampFactor = SGVec3d::zeros();
_dampOutput = SGVec3d::zeros();
_dampTarget = SGVec3d::zeros();
if (damp_roll > 0.0)
_dampFactor[0] = 1.0 / pow(10.0, fabs(damp_roll));
if (damp_pitch > 0.0)
_dampFactor[1] = 1.0 / pow(10.0, fabs(damp_pitch));
if (damp_heading > 0.0)
_dampFactor[2] = 1.0 / pow(10.0, fabs(damp_heading));
_offset_m.x() = x_offset_m;
_offset_m.y() = y_offset_m;
_offset_m.z() = z_offset_m;
_configOffset_m = _offset_m;
_heading_offset_deg = heading_offset_deg;
_pitch_offset_deg = pitch_offset_deg;
_roll_offset_deg = roll_offset_deg;
_goal_heading_offset_deg = heading_offset_deg;
_goal_pitch_offset_deg = pitch_offset_deg;
_goal_roll_offset_deg = roll_offset_deg;
_configHeadingOffsetDeg = heading_offset_deg;
_configPitchOffsetDeg = pitch_offset_deg;
_configRollOffsetDeg = roll_offset_deg;
if (fov_deg > 0) {
_fov_deg = fov_deg;
} else {
_fov_deg = 55;
}
_configFOV_deg = _fov_deg;
_aspect_ratio_multiplier = aspect_ratio_multiplier;
_target_offset_m.x() = target_x_offset_m;
_target_offset_m.y() = target_y_offset_m;
_target_offset_m.z() = target_z_offset_m;
_configTargetOffset_m = _target_offset_m;
_ground_level_nearplane_m = near_m;
// a reasonable guess for init, so that the math doesn't blow up
}
View* View::createFromProperties(SGPropertyNode_ptr config)
{
double aspect_ratio_multiplier
= fgGetDouble("/sim/current-view/aspect-ratio-multiplier");
// find out if this is an internal view (e.g. in cockpit, low near plane)
// FIXME : should be a child of config
bool internal = config->getParent()->getBoolValue("internal", false);
// FIXME:
// this is assumed to be an aircraft model...we will need to read
// model-from-type as well.
// find out if this is a model we are looking from...
bool from_model = config->getBoolValue("from-model");
int from_model_index = config->getIntValue("from-model-idx");
double x_offset_m = config->getDoubleValue("x-offset-m");
double y_offset_m = config->getDoubleValue("y-offset-m");
double z_offset_m = config->getDoubleValue("z-offset-m");
double heading_offset_deg = config->getDoubleValue("heading-offset-deg");
// config->setDoubleValue("heading-offset-deg", heading_offset_deg);
double pitch_offset_deg = config->getDoubleValue("pitch-offset-deg");
// config->setDoubleValue("pitch-offset-deg", pitch_offset_deg);
double roll_offset_deg = config->getDoubleValue("roll-offset-deg");
// config->setDoubleValue("roll-offset-deg", roll_offset_deg);
double fov_deg = config->getDoubleValue("default-field-of-view-deg");
double near_m = config->getDoubleValue("ground-level-nearplane-m");
View* v = 0;
// supporting two types "lookat" = 1 and "lookfrom" = 0
const char *type = config->getParent()->getStringValue("type");
if (!strcmp(type, "lookat")) {
bool at_model = config->getBoolValue("at-model");
int at_model_index = config->getIntValue("at-model-idx");
double damp_roll = config->getDoubleValue("at-model-roll-damping");
double damp_pitch = config->getDoubleValue("at-model-pitch-damping");
double damp_heading = config->getDoubleValue("at-model-heading-damping");
double target_x_offset_m = config->getDoubleValue("target-x-offset-m");
double target_y_offset_m = config->getDoubleValue("target-y-offset-m");
double target_z_offset_m = config->getDoubleValue("target-z-offset-m");
v = new View ( FG_LOOKAT, from_model, from_model_index,
at_model, at_model_index,
damp_roll, damp_pitch, damp_heading,
x_offset_m, y_offset_m,z_offset_m,
heading_offset_deg, pitch_offset_deg,
roll_offset_deg, fov_deg, aspect_ratio_multiplier,
target_x_offset_m, target_y_offset_m,
target_z_offset_m, near_m, internal );
if (!from_model) {
v->_targetProperties.init(config, "target-");
}
} else {
v = new View ( FG_LOOKFROM, from_model, from_model_index,
false, 0, 0.0, 0.0, 0.0,
x_offset_m, y_offset_m, z_offset_m,
heading_offset_deg, pitch_offset_deg,
roll_offset_deg, fov_deg, aspect_ratio_multiplier,
0, 0, 0, near_m, internal );
}
if (!from_model) {
v->_eyeProperties.init(config, "eye-");
}
v->_name = config->getParent()->getStringValue("name");
v->_typeString = type;
v->_configHeadingOffsetDeg = config->getDoubleValue("default-heading-offset-deg");
return v;
}
// Destructor
View::~View( void )
{
_tiedProperties.Untie();
}
void
View::init ()
{
}
void
View::bind ()
{
_tiedProperties.setRoot(fgGetNode("/sim/current-view", true));
_tiedProperties.Tie("heading-offset-deg", this,
&View::getHeadingOffset_deg,
&View::setHeadingOffset_deg_property,
false /* do not set current property value */);
fgSetArchivable("/sim/current-view/heading-offset-deg");
_tiedProperties.Tie("goal-heading-offset-deg", this,
&View::getGoalHeadingOffset_deg,
&View::setGoalHeadingOffset_deg,
false /* do not set current property value */);
fgSetArchivable("/sim/current-view/goal-heading-offset-deg");
_tiedProperties.Tie("pitch-offset-deg", this,
&View::getPitchOffset_deg,
&View::setPitchOffset_deg_property,
false /* do not set current property value */);
fgSetArchivable("/sim/current-view/pitch-offset-deg");
_tiedProperties.Tie("goal-pitch-offset-deg", this,
&View::getGoalPitchOffset_deg,
&View::setGoalPitchOffset_deg,
false /* do not set current property value */);
fgSetArchivable("/sim/current-view/goal-pitch-offset-deg");
_tiedProperties.Tie("roll-offset-deg", this,
&View::getRollOffset_deg,
&View::setRollOffset_deg_property,
false /* do not set current property value */);
fgSetArchivable("/sim/current-view/roll-offset-deg");
_tiedProperties.Tie("goal-roll-offset-deg", this,
&View::getGoalRollOffset_deg,
&View::setGoalRollOffset_deg,
false /* do not set current property value */);
fgSetArchivable("/sim/current-view/goal-roll-offset-deg");
_tiedProperties.Tie("field-of-view", this,
&View::get_fov, &View::set_fov,
false);
fgSetArchivable("/sim/current-view/field-of-view");
_tiedProperties.Tie("aspect-ratio-multiplier", this,
&View::get_aspect_ratio_multiplier,
&View::set_aspect_ratio_multiplier,
false);
_tiedProperties.Tie("ground-level-nearplane-m", this,
&View::getNear_m, &View::setNear_m, false);
fgSetArchivable("/sim/current-view/ground-level-nearplane-m");
_tiedProperties.Tie("viewer-lon-deg", this, &View::getLon_deg);
_tiedProperties.Tie("viewer-lat-deg", this, &View::getLat_deg);
_tiedProperties.Tie("viewer-elev-ft", this, &View::getElev_ft);
_tiedProperties.Tie("x-offset-m", this, &View::getXOffset_m,
&View::setXOffset_m, false);
_tiedProperties.Tie("y-offset-m", this, &View::getYOffset_m,
&View::setYOffset_m, false);
_tiedProperties.Tie("z-offset-m", this, &View::getZOffset_m,
&View::setZOffset_m, false);
_tiedProperties.Tie("target-x-offset-m", this, &View::getTargetXOffset_m,
&View::setTargetXOffset_m, false);
_tiedProperties.Tie("target-y-offset-m", this, &View::getTargetYOffset_m,
&View::setTargetYOffset_m, false);
_tiedProperties.Tie("target-z-offset-m", this, &View::getTargetZOffset_m,
&View::setTargetZOffset_m, false);
// expose various quaternions under the debug/ subtree
_tiedProperties.Tie("debug/orientation-w", this, &View::getOrientation_w);
_tiedProperties.Tie("debug/orientation-x", this, &View::getOrientation_x);
_tiedProperties.Tie("debug/orientation-y", this, &View::getOrientation_y);
_tiedProperties.Tie("debug/orientation-z", this, &View::getOrientation_z);
_tiedProperties.Tie("debug/orientation_offset-w", this,
&View::getOrOffset_w);
_tiedProperties.Tie("debug/orientation_offset-x", this,
&View::getOrOffset_x);
_tiedProperties.Tie("debug/orientation_offset-y", this,
&View::getOrOffset_y);
_tiedProperties.Tie("debug/orientation_offset-z", this,
&View::getOrOffset_z);
_tiedProperties.Tie("debug/frame-w", this, &View::getFrame_w);
_tiedProperties.Tie("debug/frame-x", this, &View::getFrame_x);
_tiedProperties.Tie("debug/frame-y", this, &View::getFrame_y);
_tiedProperties.Tie("debug/frame-z", this, &View::getFrame_z);
// expose the raw (OpenGL) orientation to the property tree,
// for the sound-manager
_tiedProperties.Tie("raw-orientation", 0, this, &View::getRawOrientation_w);
_tiedProperties.Tie("raw-orientation", 1, this, &View::getRawOrientation_x);
_tiedProperties.Tie("raw-orientation", 2, this, &View::getRawOrientation_y);
_tiedProperties.Tie("raw-orientation", 3, this, &View::getRawOrientation_z);
_tiedProperties.Tie("viewer-x-m", this, &View::getAbsolutePosition_x);
_tiedProperties.Tie("viewer-y-m", this, &View::getAbsolutePosition_y);
_tiedProperties.Tie("viewer-z-m", this, &View::getAbsolutePosition_z);
// following config properties are exposed on current-view but don't change,
// so we can simply copy them here.
_tiedProperties.getRoot()->setStringValue("name", _name);
_tiedProperties.getRoot()->setStringValue("type", _typeString);
_tiedProperties.getRoot()->setBoolValue("internal", _internal);
SGPropertyNode_ptr config = _tiedProperties.getRoot()->getChild("config", 0, true);
config->setBoolValue("from-model", _from_model);
config->setDoubleValue("heading-offset-deg", _configHeadingOffsetDeg);
config->setDoubleValue("pitch-offset-deg", _configPitchOffsetDeg);
config->setDoubleValue("roll-offset-deg", _configRollOffsetDeg);
config->setDoubleValue("default-field-of-view-deg", _configFOV_deg);
}
void
View::unbind ()
{
_tiedProperties.Untie();
}
void View::resetOffsetsAndFOV()
{
_target_offset_m = _configTargetOffset_m;
_offset_m = _configOffset_m;
_pitch_offset_deg = _configPitchOffsetDeg;
_heading_offset_deg = _configHeadingOffsetDeg;
_roll_offset_deg = _configRollOffsetDeg;
_fov_deg = _configFOV_deg;
}
void
View::setType ( int type )
{
if (type == 0)
_type = FG_LOOKFROM;
if (type == 1)
_type = FG_LOOKAT;
}
void
View::setInternal ( bool internal )
{
_internal = internal;
}
void
View::setPosition (const SGGeod& geod)
{
_dirty = true;
_position = geod;
}
void
View::setTargetPosition (const SGGeod& geod)
{
_dirty = true;
_target = geod;
}
void
View::setRoll_deg (double roll_deg)
{
_dirty = true;
_roll_deg = roll_deg;
}
void
View::setPitch_deg (double pitch_deg)
{
_dirty = true;
_pitch_deg = pitch_deg;
}
void
View::setHeading_deg (double heading_deg)
{
_dirty = true;
_heading_deg = heading_deg;
}
void
View::setOrientation (double roll_deg, double pitch_deg, double heading_deg)
{
_dirty = true;
_roll_deg = roll_deg;
_pitch_deg = pitch_deg;
_heading_deg = heading_deg;
}
void
View::setTargetRoll_deg (double target_roll_deg)
{
_dirty = true;
_target_roll_deg = target_roll_deg;
}
void
View::setTargetPitch_deg (double target_pitch_deg)
{
_dirty = true;
_target_pitch_deg = target_pitch_deg;
}
void
View::setTargetHeading_deg (double target_heading_deg)
{
_dirty = true;
_target_heading_deg = target_heading_deg;
}
void
View::setTargetOrientation (double target_roll_deg, double target_pitch_deg, double target_heading_deg)
{
_dirty = true;
_target_roll_deg = target_roll_deg;
_target_pitch_deg = target_pitch_deg;
_target_heading_deg = target_heading_deg;
}
void
View::setXOffset_m (double x_offset_m)
{
_dirty = true;
_offset_m.x() = x_offset_m;
}
void
View::setYOffset_m (double y_offset_m)
{
_dirty = true;
_offset_m.y() = y_offset_m;
}
void
View::setZOffset_m (double z_offset_m)
{
_dirty = true;
_offset_m.z() = z_offset_m;
}
void
View::setTargetXOffset_m (double target_x_offset_m)
{
_dirty = true;
_target_offset_m.x() = target_x_offset_m;
}
void
View::setTargetYOffset_m (double target_y_offset_m)
{
_dirty = true;
_target_offset_m.y() = target_y_offset_m;
}
void
View::setTargetZOffset_m (double target_z_offset_m)
{
_dirty = true;
_target_offset_m.z() = target_z_offset_m;
}
void
View::setPositionOffsets (double x_offset_m, double y_offset_m, double z_offset_m)
{
_dirty = true;
_offset_m.x() = x_offset_m;
_offset_m.y() = y_offset_m;
_offset_m.z() = z_offset_m;
}
void
View::setRollOffset_deg (double roll_offset_deg)
{
_dirty = true;
_roll_offset_deg = roll_offset_deg;
}
void
View::setPitchOffset_deg (double pitch_offset_deg)
{
_dirty = true;
_pitch_offset_deg = pitch_offset_deg;
}
void
View::setHeadingOffset_deg (double heading_offset_deg)
{
_dirty = true;
if (_at_model && (_offset_m.x() == 0.0)&&(_offset_m.z() == 0.0))
{
/* avoid optical effects (e.g. rotating sky) when "looking at" with
* heading offsets x==z==0 (view heading cannot change). */
_heading_offset_deg = 0.0;
}
else
_heading_offset_deg = heading_offset_deg;
}
void
View::setHeadingOffset_deg_property (double heading_offset_deg)
{
setHeadingOffset_deg(heading_offset_deg);
setGoalHeadingOffset_deg(heading_offset_deg);
}
void
View::setPitchOffset_deg_property (double pitch_offset_deg)
{
setPitchOffset_deg(pitch_offset_deg);
setGoalPitchOffset_deg(pitch_offset_deg);
}
void
View::setRollOffset_deg_property (double roll_offset_deg)
{
setRollOffset_deg(roll_offset_deg);
setGoalRollOffset_deg(roll_offset_deg);
}
void
View::setGoalRollOffset_deg (double goal_roll_offset_deg)
{
_dirty = true;
_goal_roll_offset_deg = goal_roll_offset_deg;
}
void
View::setGoalPitchOffset_deg (double goal_pitch_offset_deg)
{
_dirty = true;
_goal_pitch_offset_deg = goal_pitch_offset_deg;
/* The angle is set to 1/1000th of a degree from the poles to avoid the
* singularity where the azimuthal angle becomes undefined, inducing optical
* artefacts. The arbitrary angle offset is visually unnoticeable while
* avoiding any possible floating point truncation artefacts. */
if ( _goal_pitch_offset_deg < -89.999 ) {
_goal_pitch_offset_deg = -89.999;
}
if ( _goal_pitch_offset_deg > 89.999 ) {
_goal_pitch_offset_deg = 89.999;
}
}
void
View::setGoalHeadingOffset_deg (double goal_heading_offset_deg)
{
_dirty = true;
if (_at_model && (_offset_m.x() == 0.0)&&(_offset_m.z() == 0.0))
{
/* avoid optical effects (e.g. rotating sky) when "looking at" with
* heading offsets x==z==0 (view heading cannot change). */
_goal_heading_offset_deg = 0.0;
return;
}
_goal_heading_offset_deg = goal_heading_offset_deg;
while ( _goal_heading_offset_deg < 0.0 ) {
_goal_heading_offset_deg += 360;
}
while ( _goal_heading_offset_deg > 360 ) {
_goal_heading_offset_deg -= 360;
}
}
void
View::setOrientationOffsets (double roll_offset_deg, double pitch_offset_deg, double heading_offset_deg)
{
_dirty = true;
_roll_offset_deg = roll_offset_deg;
_pitch_offset_deg = pitch_offset_deg;
_heading_offset_deg = heading_offset_deg;
}
// recalc() is done every time one of the setters is called (making the
// cached data "dirty") on the next "get". It calculates all the outputs
// for viewer.
void
View::recalc ()
{
if (_type == FG_LOOKFROM) {
recalcLookFrom();
} else {
recalcLookAt();
}
set_clean();
}
// recalculate for LookFrom view type...
void
View::recalcLookFrom ()
{
// Update location data ...
if ( _from_model ) {
_position = globals->get_aircraft_position();
globals->get_aircraft_orientation(_heading_deg, _pitch_deg, _roll_deg);
}
double head = _heading_deg;
double pitch = _pitch_deg;
double roll = _roll_deg;
if ( !_from_model ) {
// update from our own data...
setDampTarget(roll, pitch, head);
getDampOutput(roll, pitch, head);
}
// The rotation rotating from the earth centerd frame to
// the horizontal local frame
SGQuatd hlOr = SGQuatd::fromLonLat(_position);
// The rotation from the horizontal local frame to the basic view orientation
SGQuatd hlToBody = SGQuatd::fromYawPitchRollDeg(head, pitch, roll);
// The rotation offset, don't know why heading is negative here ...
mViewOffsetOr
= SGQuatd::fromYawPitchRollDeg(-_heading_offset_deg, _pitch_offset_deg,
_roll_offset_deg);
// Compute the eyepoints orientation and position
// wrt the earth centered frame - that is global coorinates
SGQuatd ec2body = hlOr*hlToBody;
// The cartesian position of the basic view coordinate
SGVec3d position = SGVec3d::fromGeod(_position);
// This is rotates the x-forward, y-right, z-down coordinate system the where
// simulation runs into the OpenGL camera system with x-right, y-up, z-back.
SGQuatd q(-0.5, -0.5, 0.5, 0.5);
_absolute_view_pos = position + (ec2body*q).backTransform(_offset_m);
mViewOrientation = ec2body*mViewOffsetOr*q;
}
void
View::recalcLookAt ()
{
// The geodetic position of our target to look at
if ( _at_model ) {
_target = globals->get_aircraft_position();
globals->get_aircraft_orientation(_target_heading_deg,
_target_pitch_deg,
_target_roll_deg);
} else {
// if not model then calculate our own target position...
setDampTarget(_target_roll_deg, _target_pitch_deg, _target_heading_deg);
getDampOutput(_target_roll_deg, _target_pitch_deg, _target_heading_deg);
}
SGQuatd geodTargetOr = SGQuatd::fromYawPitchRollDeg(_target_heading_deg,
_target_pitch_deg,
_target_roll_deg);
SGQuatd geodTargetHlOr = SGQuatd::fromLonLat(_target);
if ( _from_model ) {
_position = globals->get_aircraft_position();
globals->get_aircraft_orientation(_heading_deg, _pitch_deg, _roll_deg);
} else {
// update from our own data, just the rotation here...
setDampTarget(_roll_deg, _pitch_deg, _heading_deg);
getDampOutput(_roll_deg, _pitch_deg, _heading_deg);
}
SGQuatd geodEyeOr = SGQuatd::fromYawPitchRollDeg(_heading_deg, _pitch_deg, _roll_deg);
SGQuatd geodEyeHlOr = SGQuatd::fromLonLat(_position);
// the rotation offset, don't know why heading is negative here ...
mViewOffsetOr =
SGQuatd::fromYawPitchRollDeg(-_heading_offset_deg + 180, _pitch_offset_deg,
_roll_offset_deg);
// Offsets to the eye position
SGVec3d eyeOff(-_offset_m.z(), _offset_m.x(), -_offset_m.y());
SGQuatd ec2eye = geodEyeHlOr*geodEyeOr;
SGVec3d eyeCart = SGVec3d::fromGeod(_position);
eyeCart += (ec2eye*mViewOffsetOr).backTransform(eyeOff);
SGVec3d atCart = SGVec3d::fromGeod(_target);
// add target offsets to at_position...
SGVec3d target_pos_off(-_target_offset_m.z(), _target_offset_m.x(),
-_target_offset_m.y());
target_pos_off = (geodTargetHlOr*geodTargetOr).backTransform(target_pos_off);
atCart += target_pos_off;
eyeCart += target_pos_off;
// Compute the eyepoints orientation and position
// wrt the earth centered frame - that is global coorinates
_absolute_view_pos = eyeCart;
// the view direction
SGVec3d dir = normalize(atCart - eyeCart);
// the up directon
SGVec3d up = ec2eye.backTransform(SGVec3d(0, 0, -1));
// rotate -dir to the 2-th unit vector
// rotate up to 1-th unit vector
// Note that this matches the OpenGL camera coordinate system
// with x-right, y-up, z-back.
mViewOrientation = SGQuatd::fromRotateTo(-dir, 2, up, 1);
}
void
View::setDampTarget(double roll, double pitch, double heading)
{
_dampTarget = SGVec3d(roll, pitch, heading);
}
void
View::getDampOutput(double& roll, double& pitch, double& heading)
{
roll = _dampOutput[0];
pitch = _dampOutput[1];
heading = _dampOutput[2];
}
void
View::updateDampOutput(double dt)
{
static View *last_view = 0;
if ((last_view != this) || (dt > 1.0)) {
_dampOutput = _dampTarget;
last_view = this;
return;
}
const double interval = 0.01;
while (dt > interval) {
for (unsigned int i=0; i<3; ++i) {
if (_dampFactor[i] <= 0.0) {
// axis is un-damped, set output to target directly
_dampOutput[i] = _dampTarget[i];
continue;
}
double d = _dampOutput[i] - _dampTarget[i];
if (d > 180.0) {
_dampOutput[i] -= 360.0;
} else if (d < -180.0) {
_dampOutput[i] += 360.0;
}
_dampOutput[i] = (_dampTarget[i] * _dampFactor[i]) +
(_dampOutput[i] * (1.0 - _dampFactor[i]));
} // of axis iteration
dt -= interval;
} // of dt subdivision by interval
}
double
View::get_h_fov()
{
double aspectRatio = get_aspect_ratio();
switch (_scaling_type) {
case FG_SCALING_WIDTH: // h_fov == fov
return _fov_deg;
case FG_SCALING_MAX:
if (aspectRatio < 1.0) {
// h_fov == fov
return _fov_deg;
} else {
// v_fov == fov
return
atan(tan(_fov_deg/2 * SG_DEGREES_TO_RADIANS)
/ (aspectRatio*_aspect_ratio_multiplier))
* SG_RADIANS_TO_DEGREES * 2;
}
default:
assert(false);
}
return 0.0;
}
double
View::get_v_fov()
{
double aspectRatio = get_aspect_ratio();
switch (_scaling_type) {
case FG_SCALING_WIDTH: // h_fov == fov
return
atan(tan(_fov_deg/2 * SG_DEGREES_TO_RADIANS)
* (aspectRatio*_aspect_ratio_multiplier))
* SG_RADIANS_TO_DEGREES * 2;
case FG_SCALING_MAX:
if (aspectRatio < 1.0) {
// h_fov == fov
return
atan(tan(_fov_deg/2 * SG_DEGREES_TO_RADIANS)
* (aspectRatio*_aspect_ratio_multiplier))
* SG_RADIANS_TO_DEGREES * 2;
} else {
// v_fov == fov
return _fov_deg;
}
default:
assert(false);
}
return 0.0;
}
void
View::updateData()
{
if (!_from_model) {
SGGeod pos = _eyeProperties.position();
SGVec3d att = _eyeProperties.attitude();
setPosition(pos);
setOrientation(att[2], att[1], att[0]);
} else {
set_dirty();
}
// if lookat (type 1) then get target data...
if (getType() == FG_LOOKAT) {
if (!_from_model) {
SGGeod pos = _targetProperties.position();
SGVec3d att = _targetProperties.attitude();
setTargetPosition(pos);
setTargetOrientation(att[2], att[1], att[0]);
} else {
set_dirty();
}
}
}
void
View::update (double dt)
{
updateData();
recalc();
updateDampOutput(dt);
int i;
int dt_ms = int(dt * 1000);
for ( i = 0; i < dt_ms; i++ ) {
if ( fabs( _goal_heading_offset_deg - _heading_offset_deg) < 1 ) {
setHeadingOffset_deg( _goal_heading_offset_deg );
break;
} else {
// move current_view.headingoffset towards
// current_view.goal_view_offset
if ( _goal_heading_offset_deg > _heading_offset_deg )
{
if ( _goal_heading_offset_deg - _heading_offset_deg < 180 ){
incHeadingOffset_deg( 0.5 );
} else {
incHeadingOffset_deg( -0.5 );
}
} else {
if ( _heading_offset_deg - _goal_heading_offset_deg < 180 ){
incHeadingOffset_deg( -0.5 );
} else {
incHeadingOffset_deg( 0.5 );
}
}
if ( _heading_offset_deg > 360 ) {
incHeadingOffset_deg( -360 );
} else if ( _heading_offset_deg < 0 ) {
incHeadingOffset_deg( 360 );
}
}
}
for ( i = 0; i < dt_ms; i++ ) {
if ( fabs( _goal_pitch_offset_deg - _pitch_offset_deg ) < 1 ) {
setPitchOffset_deg( _goal_pitch_offset_deg );
break;
} else {
// move current_view.pitch_offset_deg towards
// current_view.goal_pitch_offset
if ( _goal_pitch_offset_deg > _pitch_offset_deg )
{
incPitchOffset_deg( 1.0 );
} else {
incPitchOffset_deg( -1.0 );
}
if ( _pitch_offset_deg > 90 ) {
setPitchOffset_deg(90);
} else if ( _pitch_offset_deg < -90 ) {
setPitchOffset_deg( -90 );
}
}
}
for ( i = 0; i < dt_ms; i++ ) {
if ( fabs( _goal_roll_offset_deg - _roll_offset_deg ) < 1 ) {
setRollOffset_deg( _goal_roll_offset_deg );
break;
} else {
// move current_view.roll_offset_deg towards
// current_view.goal_roll_offset
if ( _goal_roll_offset_deg > _roll_offset_deg )
{
incRollOffset_deg( 1.0 );
} else {
incRollOffset_deg( -1.0 );
}
if ( _roll_offset_deg > 90 ) {
setRollOffset_deg(90);
} else if ( _roll_offset_deg < -90 ) {
setRollOffset_deg( -90 );
}
}
}
recalc();
}
double View::getAbsolutePosition_x() const
{
return _absolute_view_pos.x();
}
double View::getAbsolutePosition_y() const
{
return _absolute_view_pos.y();
}
double View::getAbsolutePosition_z() const
{
return _absolute_view_pos.z();
}
double View::getRawOrientation_w() const
{
return mViewOrientation.w();
}
double View::getRawOrientation_x() const
{
return mViewOrientation.x();
}
double View::getRawOrientation_y() const
{
return mViewOrientation.y();
}
double View::getRawOrientation_z() const
{
return mViewOrientation.z();
}
// This takes the conventional aviation XYZ body system
// i.e. x=forward, y=starboard, z=bottom
// which is widely used in FGFS
// and rotates it into the OpenGL camera system
// i.e. Xprime=starboard, Yprime=top, Zprime=aft.
static const SGQuatd fsb2sta()
{
return SGQuatd(-0.5, -0.5, 0.5, 0.5);
}
// reference frame orientation.
// This is the view orientation you get when you have no
// view offset, i.e. the offset operator is the identity.
//
// For example, in the familiar "cockpit lookfrom" view,
// the reference frame is equal to the aircraft attitude,
// i.e. it is the view looking towards 12:00 straight ahead.
//
// FIXME: Somebody needs to figure out what is the reference
// frame view for the other view modes.
//
// Conceptually, this quat represents a rotation relative
// to the ECEF reference orientation, as described at
// http://www.av8n.com/physics/coords.htm#sec-orientation
//
// See the NOTE concerning reference orientations, below.
//
// The components of this quat are expressed in
// the conventional aviation basis set,
// i.e. x=forward, y=starboard, z=bottom
double View::getFrame_w() const
{
return ((mViewOrientation*conj(fsb2sta())*conj(mViewOffsetOr))).w();
}
double View::getFrame_x() const
{
return ((mViewOrientation*conj(fsb2sta())*conj(mViewOffsetOr))).x();
}
double View::getFrame_y() const
{
return ((mViewOrientation*conj(fsb2sta())*conj(mViewOffsetOr))).y();
}
double View::getFrame_z() const
{
return ((mViewOrientation*conj(fsb2sta())*conj(mViewOffsetOr))).z();
}
// view offset.
// This rotation takes you from the aforementioned
// reference frame view orientation to whatever
// actual current view orientation is.
//
// The components of this quaternion are expressed in
// the conventional aviation basis set,
// i.e. x=forward, y=starboard, z=bottom
double View::getOrOffset_w() const{
return mViewOffsetOr.w();
}
double View::getOrOffset_x() const{
return mViewOffsetOr.x();
}
double View::getOrOffset_y() const{
return mViewOffsetOr.y();
}
double View::getOrOffset_z() const{
return mViewOffsetOr.z();
}
// current view orientation.
// This is a rotation relative to the earth-centered (ec)
// reference frame.
//
// NOTE: Here we remove a factor of fsb2sta so that
// the components of this quat are displayed using the
// conventional ECEF basis set. This is *not* the way
// the view orientation is stored in the views[] array,
// but is easier for non-graphics hackers to understand.
// If we did not remove this factor of fsb2sta here and
// in getCurrentViewFrame, that would be equivalent to
// the following peculiar reference orientation:
// Suppose you are over the Gulf of Guinea, at (lat,lon) = (0,0).
// Then the reference frame orientation can be achieved via:
// -- The aircraft X-axis (nose) headed south.
// -- The aircraft Y-axis (starboard wingtip) pointing up.
// -- The aircraft Z-axis (belly) pointing west.
// To say the same thing in other words, and perhaps more to the
// point: If we use the OpenGL camera orientation conventions,
// i.e. Xprime=starboard, Yprime=top, Zprime=aft, then the
// aforementioned peculiar reference orientation at (lat,lon)
// = (0,0) can be described as:
// -- aircraft Xprime axis (starboard) pointed up
// -- aircraft Yprime axis (top) pointed east
// -- aircraft Zprime axis (aft) pointed north
// meaning the OpenGL axes are aligned with the ECEF axes.
double View::getOrientation_w() const{
return (mViewOrientation * conj(fsb2sta())).w();
}
double View::getOrientation_x() const{
return (mViewOrientation * conj(fsb2sta())).x();
}
double View::getOrientation_y() const{
return (mViewOrientation * conj(fsb2sta())).y();
}
double View::getOrientation_z() const{
return (mViewOrientation * conj(fsb2sta())).z();
}
double View::get_aspect_ratio() const
{
#ifdef FG_TESTLIB
return 4.0 / 3.0;
#else
return flightgear::CameraGroup::getDefault()->getMasterAspectRatio();
#endif
}
double View::getLon_deg() const
{
return _position.getLongitudeDeg();
}
double View::getLat_deg() const
{
return _position.getLatitudeDeg();
}
double View::getElev_ft() const
{
return _position.getElevationFt();
}
View::PositionAttitudeProperties::PositionAttitudeProperties()
{
}
View::PositionAttitudeProperties::~PositionAttitudeProperties()
{
}
void View::PositionAttitudeProperties::init(SGPropertyNode_ptr parent, const std::string& prefix)
{
_lonPathProp = parent->getNode(prefix + "lon-deg-path", true);
_latPathProp = parent->getNode(prefix + "lat-deg-path", true);
_altPathProp = parent->getNode(prefix + "alt-ft-path", true);
_headingPathProp = parent->getNode(prefix + "heading-deg-path", true);
_pitchPathProp = parent->getNode(prefix + "pitch-deg-path", true);
_rollPathProp = parent->getNode(prefix + "roll-deg-path", true);
// update the real properties now
valueChanged(NULL);
_lonPathProp->addChangeListener(this);
_latPathProp->addChangeListener(this);
_altPathProp->addChangeListener(this);
_headingPathProp->addChangeListener(this);
_pitchPathProp->addChangeListener(this);
_rollPathProp->addChangeListener(this);
}
void View::PositionAttitudeProperties::valueChanged(SGPropertyNode* node)
{
_lonProp = resolvePathProperty(_lonPathProp);
_latProp = resolvePathProperty(_latPathProp);
_altProp = resolvePathProperty(_altPathProp);
_headingProp = resolvePathProperty(_headingPathProp);
_pitchProp = resolvePathProperty(_pitchPathProp);
_rollProp = resolvePathProperty(_rollPathProp);
}
SGPropertyNode_ptr View::PositionAttitudeProperties::resolvePathProperty(SGPropertyNode_ptr p)
{
if (!p)
return SGPropertyNode_ptr();
std::string path = p->getStringValue();
if (path.empty())
return SGPropertyNode_ptr();
return fgGetNode(path, true);
}
SGGeod View::PositionAttitudeProperties::position() const
{
double lon = _lonProp ? _lonProp->getDoubleValue() : 0.0;
double lat = _latProp ? _latProp->getDoubleValue() : 0.0;
double alt = _altProp ? _altProp->getDoubleValue() : 0.0;
return SGGeod::fromDegFt(lon, lat, alt);
}
SGVec3d View::PositionAttitudeProperties::attitude() const
{
double heading = _headingProp ? _headingProp->getDoubleValue() : 0.0;
double pitch = _pitchProp ? _pitchProp->getDoubleValue() : 0.0;
double roll = _rollProp ? _rollProp->getDoubleValue() : 0.0;
return SGVec3d(heading, pitch, roll);
}