730 lines
25 KiB
C++
730 lines
25 KiB
C++
// HUD_ladder.cxx -- HUD Ladder Instrument
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//
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// Written by Michele America, started September 1997.
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//
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// Copyright (C) 1997 Michele F. America [micheleamerica#geocities:com]
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// Copyright (C) 2006 Melchior FRANZ [mfranz#aon:at]
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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 <sstream>
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#include <simgear/math/SGGeometry.hxx>
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#include <Main/viewer.hxx>
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#include "HUD.hxx"
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// FIXME
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static float get__heading() { return fgGetFloat("/orientation/heading-deg") * M_PI / 180.0; }
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static float get__throttleval() { return fgGetFloat("/controls/engines/engine/throttle"); }
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static float get__Vx() { return fgGetFloat("/velocities/uBody-fps"); }
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static float get__Vy() { return fgGetFloat("/velocities/vBody-fps"); }
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static float get__Vz() { return fgGetFloat("/velocities/wBody-fps"); }
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static float get__Ax() { return fgGetFloat("/accelerations/pilot/x-accel-fps_sec"); }
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static float get__Ay() { return fgGetFloat("/accelerations/pilot/y-accel-fps_sec"); }
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static float get__Az() { return fgGetFloat("/accelerations/pilot/z-accel-fps_sec"); }
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static float get__alpha() { return fgGetFloat("/orientation/alpha-deg"); }
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static float get__beta() { return fgGetFloat("/orientation/side-slip-deg"); }
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#undef ENABLE_SP_FDM
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HUD::Ladder::Ladder(HUD *hud, const SGPropertyNode *n, float x, float y) :
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Item(hud, n, x, y),
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_pitch(n->getNode("pitch-input", false)),
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_roll(n->getNode("roll-input", false)),
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_width_units(int(n->getFloatValue("display-span"))),
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_div_units(int(fabs(n->getFloatValue("divisions")))),
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_scr_hole(fabsf(n->getFloatValue("screen-hole")) * 0.5f),
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_zero_bar_overlength(n->getFloatValue("zero-bar-overlength", 10)),
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_dive_bar_angle(n->getBoolValue("enable-dive-bar-angle")),
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_tick_length(n->getFloatValue("tick-length")),
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_compression(n->getFloatValue("compression-factor")),
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_dynamic_origin(n->getBoolValue("enable-dynamic-origin")),
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_frl(n->getBoolValue("enable-fuselage-ref-line")),
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_target_spot(n->getBoolValue("enable-target-spot")),
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_target_markers(n->getBoolValue("enable-target-markers")),
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_velocity_vector(n->getBoolValue("enable-velocity-vector")),
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_drift_marker(n->getBoolValue("enable-drift-marker")),
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_alpha_bracket(n->getBoolValue("enable-alpha-bracket")),
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_energy_marker(n->getBoolValue("enable-energy-marker")),
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_climb_dive_marker(n->getBoolValue("enable-climb-dive-marker")),
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_glide_slope_marker(n->getBoolValue("enable-glide-slope-marker")),
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_glide_slope(n->getFloatValue("glide-slope", -4.0)),
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_energy_worm(n->getBoolValue("enable-energy-marker")),
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_waypoint_marker(n->getBoolValue("enable-waypoint-marker")),
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_zenith(n->getBoolValue("enable-zenith")),
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_nadir(n->getBoolValue("enable-nadir")),
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_hat(n->getBoolValue("enable-hat")),
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_clip_box(new ClipBox(n->getNode("clipping")))
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{
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const char *t = n->getStringValue("type");
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_type = strcmp(t, "climb-dive") ? PITCH : CLIMB_DIVE;
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if (!_width_units)
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_width_units = 45;
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_vmax = _width_units / 2;
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_vmin = -_vmax;
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}
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HUD::Ladder::~Ladder()
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{
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delete _clip_box;
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}
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void HUD::Ladder::draw(void)
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{
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if (!_pitch.isValid() || !_roll.isValid())
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return;
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float roll_value = _roll.getFloatValue() * SGD_DEGREES_TO_RADIANS;
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float pitch_value = _pitch.getFloatValue();
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//**************************************************************
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glPushMatrix();
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glTranslatef(_center_x, _center_y, 0);
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// OBJECT STATIC RETICLE
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// TYPE FRL (FUSELAGE REFERENCE LINE)
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// ATTRIB - ALWAYS
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// Draw the FRL spot and line
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if (_frl) {
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#define FRL_DIAMOND_SIZE 2.0
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glBegin(GL_LINE_LOOP);
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glVertex2f(-FRL_DIAMOND_SIZE, 0.0);
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glVertex2f(0.0, FRL_DIAMOND_SIZE);
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glVertex2f(FRL_DIAMOND_SIZE, 0.0);
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glVertex2f(0.0, -FRL_DIAMOND_SIZE);
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glEnd();
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glBegin(GL_LINE_STRIP);
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glVertex2f(0, FRL_DIAMOND_SIZE);
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glVertex2f(0, 8.0);
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glEnd();
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#undef FRL_DIAMOND_SIZE
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}
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// TYPE WATERLINE_MARK (W shaped _ _ ) // TODO (-> HUD_misc.cxx)
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// \/\/
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//****************************************************************
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// TYPE TARGET_SPOT
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// Draw the target spot.
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if (_target_spot) {
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#define CENTER_DIAMOND_SIZE 6.0
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glBegin(GL_LINE_LOOP);
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glVertex2f(-CENTER_DIAMOND_SIZE, 0.0);
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glVertex2f(0.0, CENTER_DIAMOND_SIZE);
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glVertex2f(CENTER_DIAMOND_SIZE, 0.0);
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glVertex2f(0.0, -CENTER_DIAMOND_SIZE);
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glEnd();
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#undef CENTER_DIAMOND_SIZE
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}
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//****************************************************************
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//velocity vector reticle - computations
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float xvvr, /* yvvr, */ Vxx = 0.0, Vyy = 0.0, Vzz = 0.0;
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float Axx = 0.0, Ayy = 0.0, Azz = 0.0, total_vel = 0.0, pot_slope, t1;
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float up_vel, ground_vel, actslope = 0.0, psi = 0.0;
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float vel_x = 0.0, vel_y = 0.0, drift;
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float alpha;
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if (_velocity_vector) {
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drift = get__beta();
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alpha = get__alpha();
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Vxx = get__Vx();
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Vyy = get__Vy();
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Vzz = get__Vz();
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Axx = get__Ax();
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Ayy = get__Ay();
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Azz = get__Az();
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psi = get__heading();
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if (psi > 180.0)
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psi = psi - 360;
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total_vel = sqrt(Vxx * Vxx + Vyy * Vyy + Vzz * Vzz);
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ground_vel = sqrt(Vxx * Vxx + Vyy * Vyy);
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up_vel = Vzz;
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if (ground_vel < 2.0) {
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if (fabs(up_vel) < 2.0)
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actslope = 0.0;
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else
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actslope = (up_vel / fabs(up_vel)) * 90.0;
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} else {
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actslope = atan(up_vel / ground_vel) * SGD_RADIANS_TO_DEGREES;
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}
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xvvr = (-drift * (_compression / globals->get_current_view()->get_aspect_ratio()));
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// drift = ((atan2(Vyy, Vxx) * SGD_RADIANS_TO_DEGREES) - psi);
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// yvvr = (-alpha * _compression);
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// vel_y = (-alpha * cos(roll_value) + drift * sin(roll_value)) * _compression;
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// vel_x = (alpha * sin(roll_value) + drift * cos(roll_value))
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// * (_compression / globals->get_current_view()->get_aspect_ratio());
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vel_y = -alpha * _compression;
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vel_x = -drift * (_compression / globals->get_current_view()->get_aspect_ratio());
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// printf("%f %f %f %f\n",vel_x, vel_y, drift, psi);
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//****************************************************************
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// OBJECT MOVING RETICLE
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// TYPE - DRIFT MARKER
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// ATTRIB - ALWAYS
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// drift marker
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if (_drift_marker) {
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glBegin(GL_LINE_STRIP);
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glVertex2f((xvvr * 25 / 120) - 6, -4);
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glVertex2f(xvvr * 25 / 120, 8);
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glVertex2f((xvvr * 25 / 120) + 6, -4);
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glEnd();
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}
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//****************************************************************
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// OBJECT MOVING RETICLE
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// TYPE VELOCITY VECTOR
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// ATTRIB - ALWAYS
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// velocity vector
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draw_circle(vel_x, vel_y, 6);
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//velocity vector reticle orientation lines
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glBegin(GL_LINE_STRIP);
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glVertex2f(vel_x - 12, vel_y);
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glVertex2f(vel_x - 6, vel_y);
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glEnd();
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glBegin(GL_LINE_STRIP);
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glVertex2f(vel_x + 12, vel_y);
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glVertex2f(vel_x + 6, vel_y);
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glEnd();
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glBegin(GL_LINE_STRIP);
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glVertex2f(vel_x, vel_y + 12);
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glVertex2f(vel_x, vel_y + 6);
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glEnd();
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#ifdef ENABLE_SP_FDM
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int lgear = get__iaux3();
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int ihook = get__iaux6();
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// OBJECT MOVING RETICLE
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// TYPE LINE
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// ATTRIB - ON CONDITION
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if (lgear == 1) {
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// undercarriage status
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glBegin(GL_LINE_STRIP);
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glVertex2f(vel_x + 8, vel_y);
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glVertex2f(vel_x + 8, vel_y - 4);
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glEnd();
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// OBJECT MOVING RETICLE
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// TYPE LINE
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// ATTRIB - ON CONDITION
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glBegin(GL_LINE_STRIP);
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glVertex2f(vel_x - 8, vel_y);
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glVertex2f(vel_x - 8, vel_y - 4);
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glEnd();
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// OBJECT MOVING RETICLE
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// TYPE LINE
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// ATTRIB - ON CONDITION
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glBegin(GL_LINE_STRIP);
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glVertex2f(vel_x, vel_y - 6);
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glVertex2f(vel_x, vel_y - 10);
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glEnd();
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}
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// OBJECT MOVING RETICLE
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// TYPE V
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// ATTRIB - ON CONDITION
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if (ihook == 1) {
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// arrestor hook status
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glBegin(GL_LINE_STRIP);
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glVertex2f(vel_x - 4, vel_y - 8);
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glVertex2f(vel_x, vel_y - 10);
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glVertex2f(vel_x + 4, vel_y - 8);
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glEnd();
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}
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#endif
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} // if _velocity_vector
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// draw hud markers on top of each AI/MP target
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if (_target_markers) {
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SGPropertyNode *models = globals->get_props()->getNode("/ai/models", true);
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for (int i = 0; i < models->nChildren(); i++) {
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SGPropertyNode *chld = models->getChild(i);
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string name;
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name = chld->getName();
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if (name == "aircraft" || name == "multiplayer") {
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string callsign = chld->getStringValue("callsign");
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if (callsign != "") {
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float h_deg = chld->getFloatValue("radar/h-offset");
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float v_deg = chld->getFloatValue("radar/v-offset");
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float pos_x = (h_deg * cos(roll_value) -
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v_deg * sin(roll_value)) * _compression;
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float pos_y = (v_deg * cos(roll_value) +
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h_deg * sin(roll_value)) * _compression;
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draw_circle(pos_x, pos_y, 8);
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}
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}
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}
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}
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//***************************************************************
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// OBJECT MOVING RETICLE
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// TYPE - SQUARE_BRACKET
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// ATTRIB - ON CONDITION
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// alpha bracket
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#ifdef ENABLE_SP_FDM
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alpha = get__alpha();
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if (_alpha_bracket && ihook == 1) {
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glBegin(GL_LINE_STRIP);
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glVertex2f(vel_x - 20, vel_y - (16 - alpha) * _compression);
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glVertex2f(vel_x - 17, vel_y - (16 - alpha) * _compression);
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glVertex2f(vel_x - 17, vel_y - (14 - alpha) * _compression);
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glVertex2f(vel_x - 20, vel_y - (14 - alpha) * _compression);
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glEnd();
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glBegin(GL_LINE_STRIP);
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glVertex2f(vel_x + 20, vel_y - (16 - alpha) * _compression);
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glVertex2f(vel_x + 17, vel_y - (16 - alpha) * _compression);
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glVertex2f(vel_x + 17, vel_y - (14 - alpha) * _compression);
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glVertex2f(vel_x + 20, vel_y - (14 - alpha) * _compression);
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glEnd();
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}
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#endif
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//printf("xvr=%f, yvr=%f, Vx=%f, Vy=%f, Vz=%f\n",xvvr, yvvr, Vx, Vy, Vz);
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//printf("Ax=%f, Ay=%f, Az=%f\n",Ax, Ay, Az);
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//****************************************************************
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// OBJECT MOVING RETICLE
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// TYPE ENERGY_MARKERS
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// ATTRIB - ALWAYS
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//energy markers - compute potential slope
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float pla = get__throttleval();
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float t2 = 0.0;
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if (_energy_marker) {
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if (total_vel < 5.0) {
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t1 = 0;
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t2 = 0;
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} else {
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t1 = up_vel / total_vel;
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t2 = asin((Vxx * Axx + Vyy * Ayy + Vzz * Azz) / (9.81 * total_vel));
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}
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pot_slope = ((t2 / 3) * SGD_RADIANS_TO_DEGREES) * _compression + vel_y;
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// if (pot_slope < (vel_y - 45)) pot_slope = vel_y - 45;
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// if (pot_slope > (vel_y + 45)) pot_slope = vel_y + 45;
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//energy markers
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glBegin(GL_LINE_STRIP);
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glVertex2f(vel_x - 20, pot_slope - 5);
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glVertex2f(vel_x - 15, pot_slope);
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glVertex2f(vel_x - 20, pot_slope + 5);
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glEnd();
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glBegin(GL_LINE_STRIP);
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glVertex2f(vel_x + 20, pot_slope - 5);
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glVertex2f(vel_x + 15, pot_slope);
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glVertex2f(vel_x + 20, pot_slope + 5);
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glEnd();
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if (pla > (105.0 / 131.0)) {
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glBegin(GL_LINE_STRIP);
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glVertex2f(vel_x - 24, pot_slope - 5);
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glVertex2f(vel_x - 19, pot_slope);
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glVertex2f(vel_x - 24, pot_slope + 5);
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glEnd();
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glBegin(GL_LINE_STRIP);
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glVertex2f(vel_x + 24, pot_slope - 5);
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glVertex2f(vel_x + 19, pot_slope);
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glVertex2f(vel_x + 24, pot_slope + 5);
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glEnd();
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}
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}
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//**********************************************************
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// ramp reticle
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// OBJECT STATIC RETICLE
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// TYPE LINE
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// ATTRIB - ON CONDITION
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#ifdef ENABLE_SP_FDM
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int ilcanclaw = get__iaux2();
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if (_energy_worm && ilcanclaw == 1) {
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glBegin(GL_LINE_STRIP);
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glVertex2f(-15, -134);
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glVertex2f(15, -134);
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glEnd();
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// OBJECT MOVING RETICLE
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// TYPE BOX
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// ATTRIB - ON CONDITION
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glBegin(GL_LINE_STRIP);
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glVertex2f(-6, -134);
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glVertex2f(-6, t2 * SGD_RADIANS_TO_DEGREES * 4.0 - 134);
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glVertex2f(+6, t2 * SGD_RADIANS_TO_DEGREES * 4.0 - 134);
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glVertex2f(6, -134);
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glEnd();
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// OBJECT MOVING RETICLE
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// TYPE DIAMOND
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// ATTRIB - ON CONDITION
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glBegin(GL_LINE_LOOP);
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glVertex2f(-6, actslope * 4.0 - 134);
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glVertex2f(0, actslope * 4.0 -134 + 3);
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glVertex2f(6, actslope * 4.0 - 134);
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glVertex2f(0, actslope * 4.0 -134 -3);
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glEnd();
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}
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#endif
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//*************************************************************
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// OBJECT MOVING RETICLE
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// TYPE DIAMOND
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// ATTRIB - ALWAYS
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// Draw the locked velocity vector.
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if (_climb_dive_marker) {
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glBegin(GL_LINE_LOOP);
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glVertex2f(-3.0, 0.0 + vel_y);
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glVertex2f(0.0, 6.0 + vel_y);
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glVertex2f(3.0, 0.0 + vel_y);
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glVertex2f(0.0, -6.0 + vel_y);
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glEnd();
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}
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//****************************************************************
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_clip_box->set();
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if (_dynamic_origin) {
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// ladder moves with alpha/beta offset projected onto horizon
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// line (so that the horizon line always aligns with the
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// actual horizon.
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_vmin = pitch_value - _width_units * 0.5f;
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_vmax = pitch_value + _width_units * 0.5f;
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{
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// the hud ladder center point should move relative to alpha/beta
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// however the horizon line should always stay on the horizon. We
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// project the alpha/beta offset onto the horizon line to get the
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// result we want.
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SGVec3d d(cos(roll_value), sin(roll_value), 0.0);
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SGRayd r(SGVec3d::zeros(), d);
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SGVec3d p = r.getClosestPointTo(SGVec3d(vel_x, vel_y, 0.0));
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glTranslatef(p[0], p[1], 0);
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}
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} else {
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// ladder position is fixed relative to the center of the screen.
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_vmin = pitch_value - _width_units * 0.5f;
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_vmax = pitch_value + _width_units * 0.5f;
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}
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glRotatef(roll_value * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0);
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// FRL marker not rotated - this line shifted below
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float half_span = _w * 0.5f;
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float y = 0;
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struct { float x, y; } lo, li, ri, ro, numoffs; // left/right inner/outer
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if (_div_units) {
|
|
_locTextList.setFont(_hud->_font_renderer);
|
|
_locTextList.erase();
|
|
_locLineList.erase();
|
|
_locStippleLineList.erase();
|
|
|
|
for (int i = int(_vmin); i < int(_vmax) + 1; i++) {
|
|
if (i % _div_units)
|
|
continue;
|
|
|
|
if (_type == PITCH)
|
|
y = float(i - pitch_value) * _compression + .5;
|
|
else // _type == CLIMB_DIVE
|
|
y = float(i - actslope) * _compression + .5;
|
|
|
|
// OBJECT LADDER MARK
|
|
// TYPE LINE
|
|
// ATTRIB - ON CONDITION
|
|
// draw approach glide slope marker
|
|
#ifdef ENABLE_SP_FDM
|
|
if (_glide_slope_marker && ihook) {
|
|
draw_line(-half_span + 15, (_glide_slope - actslope) * _compression,
|
|
-half_span + hole, (_glide_slope - actslope) * _compression);
|
|
draw_line(half_span - 15, (_glide_slope - actslope) * _compression,
|
|
half_span - hole, (_glide_slope - actslope) * _compression);
|
|
}
|
|
#endif
|
|
|
|
// draw symbols
|
|
if (i == 90 && _zenith)
|
|
draw_zenith(0.0, y);
|
|
else if (i == -90 && _nadir)
|
|
draw_nadir(0.0, y);
|
|
|
|
if ((_zenith && i > 85) || i > 90)
|
|
continue;
|
|
if ((_nadir && i < -85) || i < -90)
|
|
continue;
|
|
|
|
lo.x = -half_span;
|
|
ro.x = half_span;
|
|
li.x = ri.x = 0;
|
|
lo.y = ro.y = li.y = ri.y = y;
|
|
numoffs.x = 4;
|
|
numoffs.y = 0;
|
|
|
|
if (i == 0) {
|
|
lo.x -= _zero_bar_overlength;
|
|
ro.x += _zero_bar_overlength;
|
|
}
|
|
|
|
if (_scr_hole > 0.0f) {
|
|
li.x = -_scr_hole;
|
|
ri.x = _scr_hole;
|
|
|
|
if (_dive_bar_angle && i < 0) {
|
|
float alpha = i * SG_DEGREES_TO_RADIANS * 0.5;
|
|
float xoffs = (ro.x - ri.x) * cos(alpha);
|
|
float yoffs = (ro.x - ri.x) * sin(alpha);
|
|
lo.x = li.x - xoffs;
|
|
ro.x = ri.x + xoffs;
|
|
lo.y = ro.y = li.y + yoffs;
|
|
numoffs.x = 0;
|
|
numoffs.y = 4 - yoffs * 0.3;
|
|
}
|
|
}
|
|
|
|
// draw bars
|
|
if (_scr_hole) {
|
|
draw_line(li.x, li.y, lo.x, lo.y, i < 0);
|
|
draw_line(ri.x, ri.y, ro.x, ro.y, i < 0);
|
|
} else {
|
|
draw_line(lo.x, lo.y, ro.x, ro.y, i < 0);
|
|
}
|
|
|
|
// draw ticks
|
|
if (_tick_length) {
|
|
if (i < 0) {
|
|
draw_line(li.x, li.y, li.x, li.y + _tick_length);
|
|
draw_line(ri.x, ri.y, ri.x, ri.y + _tick_length);
|
|
} else if (i > 0 || _zero_bar_overlength == 0) {
|
|
if (_tick_length > 0) {
|
|
numoffs.x = -0.3;
|
|
numoffs.y = -0.3;
|
|
draw_line(lo.x, lo.y, lo.x, lo.y - _tick_length);
|
|
draw_line(ro.x, ro.y, ro.x, ro.y - _tick_length);
|
|
} else {
|
|
draw_line(li.x, li.y, li.x, li.y - _tick_length);
|
|
draw_line(ri.x, ri.y, ri.x, ri.y - _tick_length);
|
|
}
|
|
}
|
|
}
|
|
|
|
// draw numbers
|
|
std::ostringstream str;
|
|
str << i;
|
|
// must keep this string, otherwise it will free the c_str!
|
|
string num_str = str.str();
|
|
const char *num = num_str.c_str();
|
|
int valign = numoffs.y > 0 ? BOTTOM : numoffs.y < 0 ? TOP : VCENTER;
|
|
draw_text(lo.x - numoffs.x, lo.y + numoffs.y, num,
|
|
valign | (numoffs.x == 0 ? CENTER : numoffs.x > 0 ? RIGHT : LEFT));
|
|
draw_text(ro.x + numoffs.x, lo.y + numoffs.y, num,
|
|
valign | (numoffs.x == 0 ? CENTER : numoffs.x > 0 ? LEFT : RIGHT));
|
|
|
|
}
|
|
_locTextList.draw();
|
|
|
|
glLineWidth(0.2);
|
|
|
|
_locLineList.draw();
|
|
|
|
glEnable(GL_LINE_STIPPLE);
|
|
glLineStipple(1, 0x00FF);
|
|
_locStippleLineList.draw();
|
|
glDisable(GL_LINE_STIPPLE);
|
|
}
|
|
_clip_box->unset();
|
|
glPopMatrix();
|
|
//*************************************************************
|
|
|
|
//*************************************************************
|
|
#ifdef ENABLE_SP_FDM
|
|
if (_waypoint_marker) {
|
|
//waypoint marker computation
|
|
float fromwp_lat, towp_lat, fromwp_lon, towp_lon, dist, delx, dely, hyp, theta, brg;
|
|
|
|
fromwp_lon = get__longitude() * SGD_DEGREES_TO_RADIANS;
|
|
fromwp_lat = get__latitude() * SGD_DEGREES_TO_RADIANS;
|
|
towp_lon = get__aux2() * SGD_DEGREES_TO_RADIANS;
|
|
towp_lat = get__aux1() * SGD_DEGREES_TO_RADIANS;
|
|
|
|
dist = acos(sin(fromwp_lat) * sin(towp_lat) + cos(fromwp_lat)
|
|
* cos(towp_lat) * cos(fabs(fromwp_lon - towp_lon)));
|
|
delx= towp_lat - fromwp_lat;
|
|
dely = towp_lon - fromwp_lon;
|
|
hyp = sqrt(pow(delx, 2) + pow(dely, 2));
|
|
|
|
if (hyp != 0)
|
|
theta = asin(dely / hyp);
|
|
else
|
|
theta = 0.0;
|
|
|
|
brg = theta * SGD_RADIANS_TO_DEGREES;
|
|
if (brg > 360.0)
|
|
brg = 0.0;
|
|
if (delx < 0)
|
|
brg = 180 - brg;
|
|
|
|
// {Brg = asin(cos(towp_lat)*sin(fabs(fromwp_lon-towp_lon))/ sin(dist));
|
|
// Brg = Brg * SGD_RADIANS_TO_DEGREES; }
|
|
|
|
dist *= SGD_RADIANS_TO_DEGREES * 60.0 * 1852.0; //rad->deg->nm->m
|
|
// end waypoint marker computation
|
|
|
|
//*********************************************************
|
|
// OBJECT MOVING RETICLE
|
|
// TYPE ARROW
|
|
// waypoint marker
|
|
if (fabs(brg - psi) > 10.0) {
|
|
glPushMatrix();
|
|
glTranslatef(_center_x, _center_y, 0);
|
|
glTranslatef(vel_x, vel_y, 0);
|
|
glRotatef(brg - psi, 0.0, 0.0, -1.0);
|
|
glBegin(GL_LINE_LOOP);
|
|
glVertex2f(-2.5, 20.0);
|
|
glVertex2f(-2.5, 30.0);
|
|
glVertex2f(-5.0, 30.0);
|
|
glVertex2f(0.0, 35.0);
|
|
glVertex2f(5.0, 30.0);
|
|
glVertex2f(2.5, 30.0);
|
|
glVertex2f(2.5, 20.0);
|
|
glEnd();
|
|
glPopMatrix();
|
|
}
|
|
|
|
// waypoint marker on heading scale
|
|
if (fabs(brg - psi) < 12.0) {
|
|
if (!_hat) {
|
|
glBegin(GL_LINE_LOOP);
|
|
GLfloat x = (brg - psi) * 60 / 25;
|
|
glVertex2f(x + 320, 240.0);
|
|
glVertex2f(x + 326, 240.0 - 4);
|
|
glVertex2f(x + 323, 240.0 - 4);
|
|
glVertex2f(x + 323, 240.0 - 8);
|
|
glVertex2f(x + 317, 240.0 - 8);
|
|
glVertex2f(x + 317, 240.0 - 4);
|
|
glVertex2f(x + 314, 240.0 - 4);
|
|
glEnd();
|
|
|
|
} else { // if (_hat)
|
|
float x = (brg - psi) * 60 / 25 + 320, y = 240.0, r = 5.0;
|
|
float x1, y1;
|
|
|
|
glEnable(GL_POINT_SMOOTH);
|
|
glBegin(GL_POINTS);
|
|
|
|
for (int count = 0; count <= 200; count++) {
|
|
float temp = count * SG_PI * 3 / (200.0 * 2.0);
|
|
float temp1 = temp - (45.0 * SGD_DEGREES_TO_RADIANS);
|
|
x1 = x + r * cos(temp1);
|
|
y1 = y + r * sin(temp1);
|
|
glVertex2f(x1, y1);
|
|
}
|
|
|
|
glEnd();
|
|
glDisable(GL_POINT_SMOOTH);
|
|
}
|
|
|
|
} //brg<12
|
|
} // if _waypoint_marker
|
|
#endif
|
|
}//draw
|
|
|
|
|
|
/******************************************************************/
|
|
// draws the zenith symbol (highest possible climb angle i.e. 90 degree climb angle)
|
|
//
|
|
void HUD::Ladder::draw_zenith(float x, float y)
|
|
{
|
|
draw_line(x - 9.0, y, x - 3.0, y + 1.3);
|
|
draw_line(x - 9.0, y, x - 3.0, y - 1.3);
|
|
|
|
draw_line(x + 9.0, y, x + 3.0, y + 1.3);
|
|
draw_line(x + 9.0, y, x + 3.0, y - 1.3);
|
|
|
|
draw_line(x, y + 9.0, x - 1.3, y + 3.0);
|
|
draw_line(x, y + 9.0, x + 1.3, y + 3.0);
|
|
|
|
draw_line(x - 3.9, y + 3.9, x - 3.0, y + 1.3);
|
|
draw_line(x - 3.9, y + 3.9, x - 1.3, y + 3.0);
|
|
|
|
draw_line(x + 3.9, y + 3.9, x + 1.3, y + 3.0);
|
|
draw_line(x + 3.9, y + 3.9, x + 3.0, y + 1.3);
|
|
|
|
draw_line(x - 3.9, y - 3.9, x - 3.0, y - 1.3);
|
|
draw_line(x - 3.9, y - 3.9, x - 1.3, y - 2.6);
|
|
|
|
draw_line(x + 3.9, y - 3.9, x + 3.0, y - 1.3);
|
|
draw_line(x + 3.9, y - 3.9, x + 1.3, y - 2.6);
|
|
|
|
draw_line(x - 1.3, y - 2.6, x, y - 27.0);
|
|
draw_line(x + 1.3, y - 2.6, x, y - 27.0);
|
|
}
|
|
|
|
|
|
// draws the nadir symbol (lowest possible dive angle i.e. 90 degree dive angle))
|
|
//
|
|
void HUD::Ladder::draw_nadir(float x, float y)
|
|
{
|
|
const float R = 7.5;
|
|
|
|
draw_circle(x, y, R);
|
|
draw_line(x, y + R, x, y + 22.5); // line above the circle
|
|
draw_line(x - R, y, x + R, y); // line at middle of circle
|
|
|
|
float theta = asin(2.5 / R);
|
|
float theta1 = asin(5.0 / R);
|
|
float x1, y1, x2, y2;
|
|
|
|
x1 = x + R * cos(theta);
|
|
y1 = y + 2.5;
|
|
x2 = x + R * cos((180.0 * SGD_DEGREES_TO_RADIANS) - theta);
|
|
y2 = y + 2.5;
|
|
draw_line(x1, y1, x2, y2);
|
|
|
|
x1 = x + R * cos(theta1);
|
|
y1 = y + 5.0;
|
|
x2 = x + R * cos((180.0 * SGD_DEGREES_TO_RADIANS) - theta1);
|
|
y2 = y + 5.0;
|
|
draw_line(x1, y1, x2, y2);
|
|
|
|
x1 = x + R * cos((180.0 * SGD_DEGREES_TO_RADIANS) + theta);
|
|
y1 = y - 2.5;
|
|
x2 = x + R * cos((360.0 * SGD_DEGREES_TO_RADIANS) - theta);
|
|
y2 = y - 2.5;
|
|
draw_line(x1, y1, x2, y2);
|
|
|
|
x1 = x + R * cos((180.0 * SGD_DEGREES_TO_RADIANS) + theta1);
|
|
y1 = y - 5.0;
|
|
x2 = x + R * cos((360.0 * SGD_DEGREES_TO_RADIANS) - theta1);
|
|
y2 = y - 5.0;
|
|
draw_line(x1, y1, x2, y2);
|
|
}
|
|
|
|
|