0cbe8a597d
Remove trailing comma (unportable).
381 lines
14 KiB
C++
381 lines
14 KiB
C++
// viewer.hxx -- class for managing a viewer in the flightgear world.
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//
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// Written by Curtis Olson, started August 1997.
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// overhaul started October 2000.
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// partially rewritten by Jim Wilson jim@kelcomaine.com using interface
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// by David Megginson March 2002
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//
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// Copyright (C) 1997 - 2000 Curtis L. Olson - curt@flightgear.org
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#ifndef _VIEWER_HXX
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#define _VIEWER_HXX
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#ifndef __cplusplus
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# error This library requires C++
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#endif
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#include <simgear/compiler.h>
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#include <simgear/constants.h>
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#include <plib/sg.h> // plib include
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#include "fgfs.hxx"
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#include <Main/location.hxx>
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#define FG_FOV_MIN 0.1
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#define FG_FOV_MAX 179.9
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enum fgViewType {
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FG_LOOKFROM = 0,
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FG_LOOKAT = 1
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};
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// Define a structure containing view information
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class FGViewer : public FGSubsystem {
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public:
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enum fgScalingType { // nominal Field Of View actually applies to ...
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FG_SCALING_WIDTH, // window width
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FG_SCALING_MAX // max(width, height)
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// FG_SCALING_G_MEAN, // geometric_mean(width, height)
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// FG_SCALING_INDEPENDENT // whole screen
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};
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// Constructor
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FGViewer( fgViewType Type, bool from_model, int from_model_index,
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bool at_model, int at_model_index, double x_offset_m,
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double y_offset_m, double z_offset_m, double near_m );
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// Destructor
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virtual ~FGViewer( void );
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//////////////////////////////////////////////////////////////////////
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// Part 1: standard FGSubsystem implementation.
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//////////////////////////////////////////////////////////////////////
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virtual void init ();
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virtual void bind ();
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virtual void unbind ();
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void update (double dt);
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//////////////////////////////////////////////////////////////////////
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// Part 2: user settings.
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//////////////////////////////////////////////////////////////////////
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virtual fgViewType getType() const { return _type; }
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virtual void setType( int type );
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// Reference geodetic position of view from position...
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// These are the actual aircraft position (pilot in
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// pilot view, model in model view).
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// FIXME: the model view position (ie target positions)
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// should be in the model class.
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virtual double getLongitude_deg () const { return _lon_deg; }
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virtual double getLatitude_deg () const { return _lat_deg; }
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virtual double getAltitudeASL_ft () const { return _alt_ft; }
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virtual void setLongitude_deg (double lon_deg);
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virtual void setLatitude_deg (double lat_deg);
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virtual void setAltitude_ft (double alt_ft);
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virtual void setPosition (double lon_deg, double lat_deg, double alt_ft);
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// Reference geodetic target position...
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virtual double getTargetLongitude_deg () const { return _target_lon_deg; }
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virtual double getTargetLatitude_deg () const { return _target_lat_deg; }
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virtual double getTargetAltitudeASL_ft () const { return _target_alt_ft; }
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virtual void setTargetLongitude_deg (double lon_deg);
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virtual void setTargetLatitude_deg (double lat_deg);
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virtual void setTargetAltitude_ft (double alt_ft);
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virtual void setTargetPosition (double lon_deg, double lat_deg, double alt_ft);
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// Position offsets from reference
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// These offsets position they "eye" in the scene according to a given
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// location. For example in pilot view they are used to position the
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// head inside the aircraft.
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// Note that in pilot view these are applied "before" the orientation
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// rotations (see below) so that the orientation rotations have the
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// effect of the pilot staying in his seat and "looking out" in
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// different directions.
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// In chase view these are applied "after" the application of the
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// orientation rotations listed below. This has the effect of the
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// eye moving around and "looking at" the object (model) from
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// different angles.
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virtual double getXOffset_m () const { return _x_offset_m; }
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virtual double getYOffset_m () const { return _y_offset_m; }
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virtual double getZOffset_m () const { return _z_offset_m; }
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virtual void setXOffset_m (double x_offset_m);
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virtual void setYOffset_m (double y_offset_m);
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virtual void setZOffset_m (double z_offset_m);
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virtual void setPositionOffsets (double x_offset_m,
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double y_offset_m,
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double z_offset_m);
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// Reference orientation rotations...
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// These are rotations that represent the plane attitude effect on
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// the view (in Pilot view). IE The view frustrum rotates as the plane
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// turns, pitches, and rolls.
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// In model view (lookat/chaseview) these end up changing the angle that
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// the eye is looking at the ojbect (ie the model).
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// FIXME: the FGModel class should have its own version of these so that
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// it can generate it's own model rotations.
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virtual double getRoll_deg () const { return _roll_deg; }
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virtual double getPitch_deg () const {return _pitch_deg; }
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virtual double getHeading_deg () const {return _heading_deg; }
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virtual void setRoll_deg (double roll_deg);
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virtual void setPitch_deg (double pitch_deg);
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virtual void setHeading_deg (double heading_deg);
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virtual void setOrientation (double roll_deg, double pitch_deg, double heading_deg);
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virtual double getTargetRoll_deg () const { return _target_roll_deg; }
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virtual double getTargetPitch_deg () const {return _target_pitch_deg; }
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virtual double getTargetHeading_deg () const {return _target_heading_deg; }
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virtual void setTargetRoll_deg (double roll_deg);
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virtual void setTargetPitch_deg (double pitch_deg);
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virtual void setTargetHeading_deg (double heading_deg);
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virtual void setTargetOrientation (double roll_deg, double pitch_deg, double heading_deg);
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// Orientation offsets rotations from reference orientation.
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// Goal settings are for smooth transition from prior
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// offset when changing view direction.
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// These offsets are in ADDITION to the orientation rotations listed
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// above.
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// In pilot view they are applied after the position offsets in order to
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// give the effect of the pilot looking around.
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// In lookat view they are applied before the position offsets so that
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// the effect is the eye moving around looking at the object (ie the model)
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// from different angles.
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virtual double getRollOffset_deg () const { return _roll_offset_deg; }
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virtual double getPitchOffset_deg () const { return _pitch_offset_deg; }
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virtual double getHeadingOffset_deg () const { return _heading_offset_deg; }
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virtual double getGoalRollOffset_deg () const { return _goal_roll_offset_deg; }
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virtual double getGoalPitchOffset_deg () const { return _goal_pitch_offset_deg; }
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virtual double getGoalHeadingOffset_deg () const {return _goal_heading_offset_deg; }
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virtual void setRollOffset_deg (double roll_offset_deg);
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virtual void setPitchOffset_deg (double pitch_offset_deg);
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virtual void setHeadingOffset_deg (double heading_offset_deg);
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virtual void setGoalRollOffset_deg (double goal_roll_offset_deg);
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virtual void setGoalPitchOffset_deg (double goal_pitch_offset_deg);
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virtual void setGoalHeadingOffset_deg (double goal_heading_offset_deg);
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virtual void setOrientationOffsets (double roll_offset_deg,
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double heading_offset_deg,
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double pitch_offset_deg);
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//////////////////////////////////////////////////////////////////////
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// Part 3: output vectors and matrices in FlightGear coordinates.
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//////////////////////////////////////////////////////////////////////
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// Vectors and positions...
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// Get zero view_pos
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virtual float * get_view_pos() {if ( _dirty ) { recalc(); } return _view_pos; }
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// Get the absolute view position in fgfs coordinates.
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virtual double * get_absolute_view_pos ();
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// Get zero elev
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virtual float * get_zero_elev() {if ( _dirty ) { recalc(); } return _zero_elev; }
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// Get world up vector
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virtual float *get_world_up() {if ( _dirty ) { recalc(); } return _world_up; }
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// Get the relative (to scenery center) view position in fgfs coordinates.
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virtual float * getRelativeViewPos ();
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// Get the absolute zero-elevation view position in fgfs coordinates.
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virtual float * getZeroElevViewPos ();
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// Get surface east vector
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virtual float *get_surface_east() { if ( _dirty ) { recalc(); } return _surface_east; }
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// Get surface south vector
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virtual float *get_surface_south() {if ( _dirty ) { recalc(); } return _surface_south; }
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// Matrices...
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virtual const sgVec4 *get_VIEW() { if ( _dirty ) { recalc(); } return VIEW; }
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virtual const sgVec4 *get_UP() { if ( _dirty ) { recalc(); } return UP; }
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//////////////////////////////////////////////////////////////////////
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// Part 4: View and frustrum data setters and getters
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//////////////////////////////////////////////////////////////////////
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virtual void set_fov( double fov_deg ) {
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_fov_deg = fov_deg;
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}
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virtual double get_fov() const { return _fov_deg; }
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virtual double get_h_fov(); // Get horizontal fov, in degrees.
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virtual double get_v_fov(); // Get vertical fov, in degrees.
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virtual void set_aspect_ratio( double r ) {
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_aspect_ratio = r;
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}
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virtual double get_aspect_ratio() const { return _aspect_ratio; }
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virtual double getNear_m () const { return _ground_level_nearplane_m; }
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inline void setNear_m (double near_m) {
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_ground_level_nearplane_m = near_m;
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}
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//////////////////////////////////////////////////////////////////////
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// Part 5: misc setters and getters
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//////////////////////////////////////////////////////////////////////
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inline void set_dirty() { _dirty = true; }
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inline void set_clean() { _dirty = false; }
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// return eye location...
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virtual FGLocation * getFGLocation () const { return _location; }
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private:
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//////////////////////////////////////////////////////////////////
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// private data //
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//////////////////////////////////////////////////////////////////
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// flag forcing a recalc of derived view parameters
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bool _dirty;
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mutable sgdVec3 _absolute_view_pos;
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mutable sgVec3 _relative_view_pos;
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mutable sgVec3 _zero_elev_view_pos;
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double _lon_deg;
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double _lat_deg;
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double _alt_ft;
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double _target_lon_deg;
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double _target_lat_deg;
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double _target_alt_ft;
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double _roll_deg;
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double _pitch_deg;
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double _heading_deg;
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double _target_roll_deg;
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double _target_pitch_deg;
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double _target_heading_deg;
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// Position offsets from center of gravity. The X axis is positive
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// out the tail, Y is out the right wing, and Z is positive up.
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// distance in meters
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double _x_offset_m;
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double _y_offset_m;
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double _z_offset_m;
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// orientation offsets from reference (_goal* are for smoothed transitions)
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double _roll_offset_deg;
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double _pitch_offset_deg;
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double _heading_offset_deg;
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double _goal_roll_offset_deg;
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double _goal_pitch_offset_deg;
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double _goal_heading_offset_deg;
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// used to set nearplane when at ground level for this view
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double _ground_level_nearplane_m;
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fgViewType _type;
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fgScalingType _scaling_type;
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// view is looking from a model
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bool _from_model;
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int _from_model_index; // number of model (for multi model)
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// view is looking at a model
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bool _at_model;
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int _at_model_index; // number of model (for multi model)
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FGLocation * _location;
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FGLocation * _target_location;
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// the nominal field of view (angle, in degrees)
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double _fov_deg;
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// ratio of window width and height; height = width * aspect_ratio
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double _aspect_ratio;
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bool _reverse_view_offset;
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// view position in opengl world coordinates (this is the
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// abs_view_pos translated to scenery.center)
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sgVec3 _view_pos;
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// cartesion coordinates of current lon/lat if at sea level
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// translated to scenery.center
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sgVec3 _zero_elev;
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// surface vector heading south
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sgVec3 _surface_south;
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// surface vector heading east (used to unambiguously align sky
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// with sun)
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sgVec3 _surface_east;
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// world up vector (normal to the plane tangent to the earth's
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// surface at the spot we are directly above
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sgVec3 _world_up;
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// up vector for the view (usually point straight up through the
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// top of the aircraft
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sgVec3 _view_up;
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// sg versions of our friendly matrices
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sgMat4 VIEW, UP;
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sgMat4 LOCAL, TRANS, LARC_TO_SSG;
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// Transformation matrix for the view direction offset relative to
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// the AIRCRAFT matrix
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sgMat4 VIEW_OFFSET;
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//////////////////////////////////////////////////////////////////
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// private functions //
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//////////////////////////////////////////////////////////////////
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void recalc ();
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void recalcLookFrom();
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void recalcLookAt();
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void copyLocationData();
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void updateFromModelLocation (FGLocation * location);
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void recalcOurOwnLocation (FGLocation * location, double lon_deg, double lat_deg, double alt_ft,
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double roll_deg, double pitch_deg, double heading_deg);
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// add to _heading_offset_deg
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inline void incHeadingOffset_deg( double amt ) {
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set_dirty();
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_heading_offset_deg += amt;
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}
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// add to _pitch_offset_deg
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inline void incPitchOffset_deg( double amt ) {
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set_dirty();
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_pitch_offset_deg += amt;
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}
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inline void set_reverse_view_offset( bool val ) {
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_reverse_view_offset = val;
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}
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};
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#endif // _VIEWER_HXX
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