460 lines
17 KiB
C++
460 lines
17 KiB
C++
// view.hxx -- class for managing a view 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 - http://www.flightgear.org/~curt
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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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//
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// $Id$
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#ifndef _VIEWER_HXX
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#define _VIEWER_HXX
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#include <simgear/compiler.h>
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#include <simgear/constants.h>
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#include <simgear/props/props.hxx>
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#include <simgear/props/tiedpropertylist.hxx>
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#include <simgear/structure/subsystem_mgr.hxx>
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#include <simgear/math/SGMath.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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namespace flightgear
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{
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// Define a structure containing view information
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class View : public SGSubsystem
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{
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public:
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enum ScalingType { // 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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enum ViewType {
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FG_LOOKFROM = 0,
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FG_LOOKAT = 1
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};
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// view_index is to allow us to look up corresponding view information for
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// multiplayer aircraft.
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static View* createFromProperties(SGPropertyNode_ptr props, int view_index=-1);
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// Destructor
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virtual ~View();
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//////////////////////////////////////////////////////////////////////
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// Part 1: standard SGSubsystem implementation.
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//////////////////////////////////////////////////////////////////////
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void init() override;
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void bind() override;
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void unbind() override;
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void update(double dt) override;
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// Subsystem identification.
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static const char* staticSubsystemClassId() { return "view"; }
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//////////////////////////////////////////////////////////////////////
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// Part 2: user settings.
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//////////////////////////////////////////////////////////////////////
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void resetOffsetsAndFOV();
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ViewType getType() const { return _type; }
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void setType( int type );
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bool getInternal() const { return _internal; }
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void setInternal( bool internal );
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const std::string& getName() const { return _name; }
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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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const SGGeod& getPosition() const { return _position; }
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// Reference geodetic target position...
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const SGGeod& getTargetPosition() const { return _target; }
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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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SGVec3d getOffset_m () const { return _offset_m; }
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double getXOffset_m () const { return _offset_m.x(); }
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double getYOffset_m () const { return _offset_m.y(); }
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double getZOffset_m () const { return _offset_m.z(); }
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double getTargetXOffset_m () const { return _target_offset_m.x(); }
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double getTargetYOffset_m () const { return _target_offset_m.y(); }
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double getTargetZOffset_m () const { return _target_offset_m.z(); }
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void setXOffset_m (double x_offset_m);
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void setYOffset_m (double y_offset_m);
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void setZOffset_m (double z_offset_m);
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void setTargetXOffset_m (double x_offset_m);
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void setTargetYOffset_m (double y_offset_m);
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void setTargetZOffset_m (double z_offset_m);
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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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double getAdjustXOffset_m () const { return _adjust_offset_m.x(); }
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double getAdjustYOffset_m () const { return _adjust_offset_m.y(); }
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double getAdjustZOffset_m () const { return _adjust_offset_m.z(); }
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void setAdjustXOffset_m (double x_adjust_offset_m);
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void setAdjustYOffset_m (double y_adjust_offset_m);
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void setAdjustZOffset_m (double z_adjust_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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double getHeading_deg () const {return _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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double getRollOffset_deg () const { return _roll_offset_deg; }
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double getPitchOffset_deg () const { return _pitch_offset_deg; }
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double getHeadingOffset_deg () const { return _heading_offset_deg; }
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void setGoalHeadingOffset_deg (double goal_heading_offset_deg);
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void setHeadingOffset_deg (double heading_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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const SGVec3d& getViewPosition() { if ( _dirty ) { recalc(); } return _absolute_view_pos; }
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const SGQuatd& getViewOrientation() { if ( _dirty ) { recalc(); } return mViewOrientation; }
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const SGQuatd& getViewOrientationOffset() { if ( _dirty ) { recalc(); } return mViewOffsetOr; }
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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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double get_fov() const { return _fov_deg; }
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double get_h_fov(); // Get horizontal fov, in degrees.
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double get_v_fov(); // Get vertical fov, in degrees.
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// this is currently just a wrapper for the default CameraGroups' aspect
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double get_aspect_ratio() const;
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//////////////////////////////////////////////////////////////////////
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// Part 5: misc setters and getters
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//////////////////////////////////////////////////////////////////////
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void set_dirty() { _dirty = true; }
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private:
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// Constructor
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View( ViewType Type, bool from_model, int from_model_index,
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bool at_model, int at_model_index,
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double damp_roll, double damp_pitch, double damp_heading,
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double x_offset_m, double y_offset_m, double z_offset_m,
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double heading_offset_deg, double pitch_offset_deg,
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double roll_offset_deg,
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double fov_deg, double aspect_ratio_multiplier,
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double target_x_offset_m, double target_y_offset_m,
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double target_z_offset_m, double near_m, bool internal,
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bool lookat_agl, double lookat_agl_damping, int view_index );
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void set_clean() { _dirty = false; }
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void setHeadingOffset_deg_property (double heading_offset_deg);
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void setPitchOffset_deg_property(double pitch_offset_deg);
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void setRollOffset_deg_property(double roll_offset_deg);
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void setPosition (const SGGeod& geod);
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void setTargetPosition (const SGGeod& geod);
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double getAbsolutePosition_x() const;
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double getAbsolutePosition_y() const;
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double getAbsolutePosition_z() const;
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double getRawOrientation_w() const;
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double getRawOrientation_x() const;
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double getRawOrientation_y() const;
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double getRawOrientation_z() const;
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// quaternion accessors, for debugging:
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double getFrame_w() const;
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double getFrame_x() const;
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double getFrame_y() const;
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double getFrame_z() const;
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double getOrientation_w() const;
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double getOrientation_x() const;
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double getOrientation_y() const;
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double getOrientation_z() const;
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double getOrOffset_w() const;
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double getOrOffset_x() const;
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double getOrOffset_y() const;
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double getOrOffset_z() const;
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double getLon_deg() const;
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double getLat_deg() const;
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double getElev_ft() const;
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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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double getRoll_deg () const { return _roll_deg; }
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double getPitch_deg () const {return _pitch_deg; }
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void setRoll_deg (double roll_deg);
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void setPitch_deg (double pitch_deg);
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void setHeading_deg (double heading_deg);
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void setOrientation (double roll_deg, double pitch_deg, double heading_deg);
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double getTargetRoll_deg () const { return _target_roll_deg; }
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double getTargetPitch_deg () const {return _target_pitch_deg; }
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double getTargetHeading_deg () const {return _target_heading_deg; }
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void setTargetRoll_deg (double roll_deg);
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void setTargetPitch_deg (double pitch_deg);
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void setTargetHeading_deg (double heading_deg);
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void setTargetOrientation (double roll_deg, double pitch_deg, double heading_deg);
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void handleAGL();
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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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double getGoalRollOffset_deg () const { return _goal_roll_offset_deg; }
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double getGoalPitchOffset_deg () const { return _goal_pitch_offset_deg; }
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double getGoalHeadingOffset_deg () const {return _goal_heading_offset_deg; }
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void setRollOffset_deg (double roll_offset_deg);
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void setPitchOffset_deg (double pitch_offset_deg);
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void setGoalRollOffset_deg (double goal_roll_offset_deg);
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void setGoalPitchOffset_deg (double goal_pitch_offset_deg);
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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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void set_aspect_ratio_multiplier( double m ) {
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_aspect_ratio_multiplier = m;
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}
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double get_aspect_ratio_multiplier() const {
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return _aspect_ratio_multiplier;
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}
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double getNear_m () const { return _ground_level_nearplane_m; }
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void setNear_m (double near_m) {
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_ground_level_nearplane_m = near_m;
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}
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void set_fov( double fov_deg ) {
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_fov_deg = fov_deg;
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}
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double get_fov_user() const { return _fov_user_deg; }
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void set_fov_user( double fov_deg ) { _fov_user_deg = fov_deg; }
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//////////////////////////////////////////////////////////////////
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// private data //
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//////////////////////////////////////////////////////////////////
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SGPropertyNode_ptr _config;
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std::string _name, _typeString;
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// flag forcing a recalc of derived view parameters
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bool _dirty;
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simgear::TiedPropertyList _tiedProperties;
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SGQuatd mViewOrientation;
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SGQuatd mViewOffsetOr;
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SGVec3d _absolute_view_pos;
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SGGeod _position;
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SGGeod _target;
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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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double _configRollOffsetDeg,
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_configHeadingOffsetDeg,
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_configPitchOffsetDeg;
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SGVec3d _dampTarget; ///< current target value we are damping towards
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SGVec3d _dampOutput; ///< current output of damping filter
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SGVec3d _dampFactor; ///< weighting of the damping filter
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/* Generic damping support. */
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struct Damping {
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Damping(double factor, double min, double max);
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void setTarget(double target);
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void update(double dt, void* id);
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double get();
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void updateTarget(double& io);
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void reset(double target);
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private:
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void* _id;
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double _min;
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double _max;
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double _target;
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double _factor;
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double _current;
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};
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Damping _lookat_agl_damping;
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double _lookat_agl_ground_altitude;
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// Position offsets from FDM origin. 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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SGVec3d _offset_m;
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SGVec3d _configOffset_m;
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SGVec3d _adjust_offset_m;
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// Target offsets from FDM origin (for "lookat" targets) The X
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// axis is positive out the tail, Y is out the right wing, and Z
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// is positive up. distance in meters
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SGVec3d _target_offset_m;
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SGVec3d _configTargetOffset_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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ViewType _type;
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ScalingType _scaling_type;
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// internal view (e.g. cockpit) flag
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bool _internal;
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// Dynamically update view angle and field of view so that we always
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// include the target and the ground below it.
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bool _lookat_agl;
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int _view_index;
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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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// Field of view as requested by user. Usually copied directly into the
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// actual field of view, except for Tower AGL view.
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double _fov_user_deg;
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// the nominal field of view (angle, in degrees)
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double _fov_deg;
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double _configFOV_deg;
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// default = 1.0, this value is user configurable and is
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// multiplied into the aspect_ratio to get the actual vertical fov
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double _aspect_ratio_multiplier;
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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 setDampTarget(double h, double p, double r);
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void getDampOutput(double& roll, double& pitch, double& heading);
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void updateDampOutput(double dt);
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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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// add to _roll_offset_deg
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inline void incRollOffset_deg( double amt ) {
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set_dirty();
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_roll_offset_deg += amt;
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}
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}; // of class View
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} // of namespace flightgear
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#endif // _VIEWER_HXX
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