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flightgear/src/Main/location.cxx
david e6f9caa41b Patch from Melchior Franz:
FGViewer::updateFromModelLocation does otherwise complain several
times about non-initialized values
2002-06-07 19:43:40 +00:00

282 lines
7.4 KiB
C++

// location.cxx -- class for determining model location in the flightgear world.
//
// Written by Jim Wilson, David Megginson, started April 2002.
// Based largely on code by Curtis Olson and Norman Vine.
//
// Copyright (C) 2002 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.
//
// $Id$
#include <simgear/compiler.h>
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/debug/logstream.hxx>
#include <simgear/constants.h>
#include <simgear/math/point3d.hxx>
#include <simgear/math/polar3d.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/vector.hxx>
#include <Scenery/scenery.hxx>
#include "globals.hxx"
#include "location.hxx"
/**
* make model transformation Matrix - based on optimizations by NHV
*/
static void MakeTRANS( sgMat4 dst, const double Theta,
const double Phi, const double Psi,
const sgMat4 UP)
{
SGfloat cosTheta = (SGfloat) cos(Theta);
SGfloat sinTheta = (SGfloat) sin(Theta);
SGfloat cosPhi = (SGfloat) cos(Phi);
SGfloat sinPhi = (SGfloat) sin(Phi);
SGfloat sinPsi = (SGfloat) sin(Psi) ;
SGfloat cosPsi = (SGfloat) cos(Psi) ;
sgMat4 tmp;
tmp[0][0] = cosPhi * cosTheta;
tmp[0][1] = sinPhi * cosPsi + cosPhi * -sinTheta * -sinPsi;
tmp[0][2] = sinPhi * sinPsi + cosPhi * -sinTheta * cosPsi;
tmp[1][0] = -sinPhi * cosTheta;
tmp[1][1] = cosPhi * cosPsi + -sinPhi * -sinTheta * -sinPsi;
tmp[1][2] = cosPhi * sinPsi + -sinPhi * -sinTheta * cosPsi;
tmp[2][0] = sinTheta;
tmp[2][1] = cosTheta * -sinPsi;
tmp[2][2] = cosTheta * cosPsi;
float a = UP[0][0];
float b = UP[1][0];
float c = UP[2][0];
dst[2][0] = a*tmp[0][0] + b*tmp[0][1] + c*tmp[0][2] ;
dst[1][0] = a*tmp[1][0] + b*tmp[1][1] + c*tmp[1][2] ;
dst[0][0] = -(a*tmp[2][0] + b*tmp[2][1] + c*tmp[2][2]) ;
dst[3][0] = SG_ZERO ;
a = UP[0][1];
b = UP[1][1];
c = UP[2][1];
dst[2][1] = a*tmp[0][0] + b*tmp[0][1] + c*tmp[0][2] ;
dst[1][1] = a*tmp[1][0] + b*tmp[1][1] + c*tmp[1][2] ;
dst[0][1] = -(a*tmp[2][0] + b*tmp[2][1] + c*tmp[2][2]) ;
dst[3][1] = SG_ZERO ;
a = UP[0][2];
c = UP[2][2];
dst[2][2] = a*tmp[0][0] + c*tmp[0][2] ;
dst[1][2] = a*tmp[1][0] + c*tmp[1][2] ;
dst[0][2] = -(a*tmp[2][0] + c*tmp[2][2]) ;
dst[3][2] = SG_ZERO ;
dst[2][3] = SG_ZERO ;
dst[1][3] = SG_ZERO ;
dst[0][3] = SG_ZERO ;
dst[3][3] = SG_ONE ;
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGLocation.
////////////////////////////////////////////////////////////////////////
// Constructor
FGLocation::FGLocation( void ):
_dirty(true),
_lon_deg(0),
_lat_deg(0),
_alt_ft(0),
_roll_deg(0),
_pitch_deg(0),
_heading_deg(0),
_cur_elev_m(0),
_tile_center(0)
{
sgdZeroVec3(_absolute_view_pos);
sgZeroVec3(_relative_view_pos);
sgZeroVec3(_zero_elev_view_pos);
sgMakeRotMat4( UP, 0.0, 0.0, 0.0 );
sgMakeRotMat4( TRANS, 0.0, 0.0, 0.0 );
}
// Destructor
FGLocation::~FGLocation( void ) {
}
void
FGLocation::init ()
{
}
void
FGLocation::bind ()
{
}
void
FGLocation::unbind ()
{
}
void
FGLocation::setPosition (double lon_deg, double lat_deg, double alt_ft)
{
_dirty = true;
_lon_deg = lon_deg;
_lat_deg = lat_deg;
_alt_ft = alt_ft;
}
void
FGLocation::setOrientation (double roll_deg, double pitch_deg, double heading_deg)
{
_dirty = true;
_roll_deg = roll_deg;
_pitch_deg = pitch_deg;
_heading_deg = heading_deg;
}
double *
FGLocation::get_absolute_view_pos ()
{
if (_dirty)
recalc();
return _absolute_view_pos;
}
float *
FGLocation::getRelativeViewPos ()
{
if (_dirty)
recalc();
return _relative_view_pos;
}
float *
FGLocation::getZeroElevViewPos ()
{
if (_dirty)
recalc();
return _zero_elev_view_pos;
}
// 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
FGLocation::recalc ()
{
recalcPosition( _lon_deg, _lat_deg, _alt_ft );
// Make the world up rotation matrix for eye positioin...
sgMakeRotMat4( UP, _lon_deg, 0.0, -_lat_deg );
// get the world up radial vector from planet center for output
sgSetVec3( _world_up, UP[0][0], UP[0][1], UP[0][2] );
// Creat local matrix with current geodetic position. Converting
// the orientation (pitch/roll/heading) to vectors.
MakeTRANS( TRANS, _pitch_deg * SG_DEGREES_TO_RADIANS,
_roll_deg * SG_DEGREES_TO_RADIANS,
-_heading_deg * SG_DEGREES_TO_RADIANS,
UP);
// Given a vector pointing straight down (-Z), map into onto the
// local plane representing "horizontal". This should give us the
// local direction for moving "south".
sgVec3 minus_z;
sgSetVec3( minus_z, 0.0, 0.0, -1.0 );
sgmap_vec_onto_cur_surface_plane(_world_up, _relative_view_pos, minus_z,
_surface_south);
sgNormalizeVec3(_surface_south);
// now calculate the surface east vector
sgVec3 world_down;
sgNegateVec3(world_down, _world_up);
sgVectorProductVec3(_surface_east, _surface_south, world_down);
set_clean();
}
void
FGLocation::recalcPosition (double lon_deg, double lat_deg, double alt_ft) const
{
double sea_level_radius_m;
double lat_geoc_rad;
// Convert from geodetic to geocentric
// coordinates.
sgGeodToGeoc(lat_deg * SGD_DEGREES_TO_RADIANS,
alt_ft * SG_FEET_TO_METER,
&sea_level_radius_m,
&lat_geoc_rad);
// Calculate the cartesian coordinates
// of point directly below at sea level.
// aka Zero Elevation Position
Point3D p = Point3D(lon_deg * SG_DEGREES_TO_RADIANS,
lat_geoc_rad,
sea_level_radius_m);
Point3D tmp = sgPolarToCart3d(p) - _tile_center;
sgSetVec3(_zero_elev_view_pos, tmp[0], tmp[1], tmp[2]);
// Calculate the absolute view position
// in fgfs coordinates.
// aka Absolute View Position
p.setz(p.radius() + alt_ft * SG_FEET_TO_METER);
tmp = sgPolarToCart3d(p);
sgdSetVec3(_absolute_view_pos, tmp[0], tmp[1], tmp[2]);
// Calculate the relative view position
// from the scenery center.
// aka Relative View Position
// FIXME: view position should ONLY be calculated in the viewer...
// Anything else should calculate their own positions relative to the
// viewer's tile_center.
sgdVec3 scenery_center;
sgdSetVec3(scenery_center,
globals->get_scenery()->get_center().x(),
globals->get_scenery()->get_center().y(),
globals->get_scenery()->get_center().z());
sgdVec3 view_pos;
sgdSubVec3(view_pos, _absolute_view_pos, scenery_center);
sgSetVec3(_relative_view_pos, view_pos);
}
void
FGLocation::update (int dt)
{
}