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7e93fca8ee
What the attached patch does is map your panel definition onto a (non z-buffered) quad in front of your face. You can twist the view around and see it move in the appropriate ways. Apply the patch (let me know if folks need help with that step), and then set the /sim/virtual-cockpit property to true. You can do this on the command line with --prop:/sim/virtual-cockpit=1, or via the property picker. Bind it to a key for fast toggling if you like. The default bindings don't allow for "panning" the view, so you'll have to modify yours. These are the mappings to my joystick's hat switch, for those who need hints: <axis n="6"> <desc>View Direction</desc> <low> <repeatable>true</repeatable> <binding> <command>property-adjust</command> <property>/sim/view/goal-offset-deg</property> <step type="double">1.0</step> </binding> </low> <high> <repeatable>true</repeatable> <binding> <command>property-adjust</command> <property>/sim/view/goal-offset-deg</property> <step type="double">-1.0</step> </binding> </high> </axis> <axis n="7"> <desc>View Elevation</desc> <low> <repeatable>true</repeatable> <binding> <command>property-adjust</command> <property>/sim/view/goal-tilt-deg</property> <step type="double">1.0</step> </binding> </low> <high> <repeatable>true</repeatable> <binding> <command>property-adjust</command> <property>/sim/view/goal-tilt-deg</property> <step type="double">-1.0</step> </binding> </high> </axis> While the current implementation is happy with just plastering the panel's notion of "screen" into the 3D world, this is actually more general. Each panel can, in principle, have it's own coordinate system, and you could build a cockpit out of a bunch of them. The mapping is specified by providing a 3D coordinate for three corners of the quad the panel should be mapped to; this should be pretty simple to work with. All that's needed for a perfectly general solution is a convention on where to store the information (a cockpit xml file, or put it in the aircraft -set file, or...), and some work on the panel's coordinate system conventions (some of which don't coexist very nicely with a generalized 3D environment). Combine that with a plib model for the non-panel interior of the cockpit, and we're golden. I'm actually really pleased with this. It worked better and more quickly than I could have imagined, and impact on the surrounding code is quite light -- a few property tests only. But some stuff is still missing: + No equivalent work was done to the HUD, so it still displays incorrect headings when the view changes. The use of pixel coordinates deep in the HUD code is going to give me fits doing the port, I sure. It's not nearly so well put together as the panel (where I just changed the setup code -- none of the rendering code changed at all). + I forgot that the panel was clickable. :) Input events still have the screen coordinates, which essentially kills the interactivity when in virtual cockpit mode. This won't be hard to fix; it's only broken because I forgot the feature existed. And one note about the implementation choice: to get away from the inevitable near clip plane issue, the virtual cockpit renderer simply disables the z buffer. This means that cockpits built using these panels need to be z-sorted, which isn't too hard since they are static geometry. It also means that no two "virtual panels" can ever be allowed to interpenetrate. No biggie. |
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docs-mini | ||
man | ||
package/mandrake | ||
src | ||
tests | ||
.cvsignore | ||
acconfig.h | ||
acsite.m4 | ||
am2dsp.cfg | ||
AUTHORS | ||
autogen.sh | ||
ChangeLog | ||
config.guess | ||
config.sub | ||
FlightGear.dsp | ||
FlightGear.dsw | ||
irix-hack.sh | ||
Makefile.am | ||
NEWS | ||
README | ||
Thanks |
Welcome to the FlightGear Flight Simulator project. =================================================== The primary web page for this project is: http://www.flightgear.org For basic installation instructions see the "INSTALL" file. Before you can run FlightGear you will also need to download and install the "base" package which is a collection of textures, sounds, sample scenery, and other data files need by the sim. For additional install help for specific platforms please browse the "docs-mini/" subdirectory. More complete documentation is available from our web page as a separate distribution. Please take a look at the "Thanks" file for a list of people who have contributed to this project. If you have contributed something but don't find your name in this file. Please send a polite reminder to curt@flightgear.org For a summary of changes/additions by version see the "NEWS" file. This project is GPL'd. For complete details on our licensing please see the "COPYING" file. For information on available mailing lists, mailing list archives, and other available source code and documenation, please visit our web site. FlightGear is a product of the collaboration of large international group of volunteers. FlightGear is a work in progress. FlightGear comes with no warrantee. We hope you enjoy FlightGear and/or find it of some value!