1
0
Fork 0
flightgear/src/Main/viewer.hxx
david ec6888d4a4 Viewer update from Jim Wilson:
Tower View and viewer config is in place.  Note that the interface is
still in a state of flux.  A couple of the config items (namely the
offsets) are still using the old settings.  The tower is hard coded
into the base package for a position off the starting runway at KSFO
and is probably not in the right place for there even.  Looks pretty
cool though!  Tower View is the third view.  If you aren't at KSFO
you'll just see blank space in view 3. It's looking through the earth or
something like that :-).  Important note: zoom in with a few
hits of the "x" key to see the plane better in tower view.
2002-04-05 18:49:04 +00:00

363 lines
13 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 <plib/sg.h> // plib include
#include "fgfs.hxx"
#define FG_FOV_MIN 0.1
#define FG_FOV_MAX 179.9
// Define a structure containing view information
class FGViewer : public FGSubsystem {
public:
enum fgViewType {
FG_RPH = 0,
FG_LOOKAT = 1,
FG_HPR = 2
};
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( void );
// Destructor
virtual ~FGViewer( void );
//////////////////////////////////////////////////////////////////////
// Part 1: standard FGSubsystem implementation.
//////////////////////////////////////////////////////////////////////
virtual void init ();
virtual void bind ();
virtual void unbind ();
void update (int 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 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 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_VIEW_ROT() { if ( _dirty ) { recalc(); } return VIEW_ROT; }
virtual const sgVec4 *get_LOCAL_ROT() { if ( _dirty ) { recalc(); } return LOCAL_ROT; }
virtual const sgVec4 *get_UP() { if ( _dirty ) { recalc(); } return UP; }
//////////////////////////////////////////////////////////////////////
// Part 4: 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; }
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;
// Position offsets from center of gravity. 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;
// 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;
fgViewType _type;
fgScalingType _scaling_type;
// 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;
// // the vector pointing straight out the nose of the aircraft
// sgVec3 _view_forward;
// sg versions of our friendly matrices
sgMat4 VIEW, VIEW_ROT, UP, LOCAL_ROT;
sgMat4 LOCAL, TRANS, LARC_TO_SSG;
// Transformation matrix for the view direction offset relative to
// the AIRCRAFT matrix
sgMat4 VIEW_OFFSET;
//////////////////////////////////////////////////////////////////
// private functions //
//////////////////////////////////////////////////////////////////
void recalc ();
void recalcPositionVectors (double lon_deg, double lat_deg, double alt_ft) const;
inline void set_dirty() { _dirty = true; }
inline void set_clean() { _dirty = false; }
// 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