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flightgear/src/Viewer/view.hxx
2022-10-20 20:29:11 +08:00

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// view.hxx -- class for managing a view 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 - http://www.flightgear.org/~curt
//
// 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#ifndef _VIEWER_HXX
#define _VIEWER_HXX
#include <simgear/compiler.h>
#include <simgear/constants.h>
#include <simgear/props/props.hxx>
#include <simgear/props/tiedpropertylist.hxx>
#include <simgear/structure/subsystem_mgr.hxx>
#include <simgear/math/SGMath.hxx>
#define FG_FOV_MIN 0.1
#define FG_FOV_MAX 179.9
namespace flightgear
{
// Define a structure containing view information
class View : public SGSubsystem
{
public:
enum ScalingType { // 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
};
enum ViewType {
FG_LOOKFROM = 0,
FG_LOOKAT = 1
};
// view_index is to allow us to look up corresponding view information for
// multiplayer aircraft.
static View* createFromProperties(SGPropertyNode_ptr props, int view_index=-1);
// Destructor
virtual ~View();
//////////////////////////////////////////////////////////////////////
// Part 1: standard SGSubsystem implementation.
//////////////////////////////////////////////////////////////////////
void init() override;
void bind() override;
void unbind() override;
void update(double dt) override;
// Subsystem identification.
static const char* staticSubsystemClassId() { return "view"; }
//////////////////////////////////////////////////////////////////////
// Part 2: user settings.
//////////////////////////////////////////////////////////////////////
void resetOffsetsAndFOV();
ViewType getType() const { return _type; }
void setType( int type );
bool getInternal() const { return _internal; }
void setInternal( bool internal );
const std::string& getName() const { return _name; }
// 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.
const SGGeod& getPosition() const { return _position; }
// Reference geodetic target position...
const SGGeod& getTargetPosition() const { return _target; }
// 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.
SGVec3d getOffset_m () const { return _offset_m; }
double getXOffset_m () const { return _offset_m.x(); }
double getYOffset_m () const { return _offset_m.y(); }
double getZOffset_m () const { return _offset_m.z(); }
double getTargetXOffset_m () const { return _target_offset_m.x(); }
double getTargetYOffset_m () const { return _target_offset_m.y(); }
double getTargetZOffset_m () const { return _target_offset_m.z(); }
void setXOffset_m (double x_offset_m);
void setYOffset_m (double y_offset_m);
void setZOffset_m (double z_offset_m);
void setTargetXOffset_m (double x_offset_m);
void setTargetYOffset_m (double y_offset_m);
void setTargetZOffset_m (double z_offset_m);
void setPositionOffsets (double x_offset_m,
double y_offset_m,
double z_offset_m);
double getAdjustXOffset_m () const { return _adjust_offset_m.x(); }
double getAdjustYOffset_m () const { return _adjust_offset_m.y(); }
double getAdjustZOffset_m () const { return _adjust_offset_m.z(); }
void setAdjustXOffset_m (double x_adjust_offset_m);
void setAdjustYOffset_m (double y_adjust_offset_m);
void setAdjustZOffset_m (double z_adjust_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.
double getHeading_deg () const {return _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.
double getRollOffset_deg () const { return _roll_offset_deg; }
double getPitchOffset_deg () const { return _pitch_offset_deg; }
double getHeadingOffset_deg () const { return _heading_offset_deg; }
void setGoalHeadingOffset_deg (double goal_heading_offset_deg);
void setHeadingOffset_deg (double heading_offset_deg);
//////////////////////////////////////////////////////////////////////
// Part 3: output vectors and matrices in FlightGear coordinates.
//////////////////////////////////////////////////////////////////////
// Vectors and positions...
const SGVec3d& getViewPosition() { if ( _dirty ) { recalc(); } return _absolute_view_pos; }
const SGQuatd& getViewOrientation() { if ( _dirty ) { recalc(); } return mViewOrientation; }
const SGQuatd& getViewOrientationOffset() { if ( _dirty ) { recalc(); } return mViewOffsetOr; }
//////////////////////////////////////////////////////////////////////
// Part 4: View and frustrum data setters and getters
//////////////////////////////////////////////////////////////////////
double get_fov() const { return _fov_deg; }
double get_h_fov(); // Get horizontal fov, in degrees.
double get_v_fov(); // Get vertical fov, in degrees.
// this is currently just a wrapper for the default CameraGroups' aspect
double get_aspect_ratio() const;
//////////////////////////////////////////////////////////////////////
// Part 5: misc setters and getters
//////////////////////////////////////////////////////////////////////
void set_dirty() { _dirty = true; }
private:
// Constructor
View( ViewType Type, bool from_model, int from_model_index,
bool at_model, int at_model_index,
double damp_roll, double damp_pitch, double damp_heading,
double x_offset_m, double y_offset_m, double z_offset_m,
double heading_offset_deg, double pitch_offset_deg,
double roll_offset_deg,
double fov_deg, double aspect_ratio_multiplier,
double target_x_offset_m, double target_y_offset_m,
double target_z_offset_m, double near_m, bool internal,
bool lookat_agl, double lookat_agl_damping, int view_index );
void set_clean() { _dirty = false; }
void setHeadingOffset_deg_property (double heading_offset_deg);
void setPitchOffset_deg_property(double pitch_offset_deg);
void setRollOffset_deg_property(double roll_offset_deg);
void setPosition (const SGGeod& geod);
void setTargetPosition (const SGGeod& geod);
double getAbsolutePosition_x() const;
double getAbsolutePosition_y() const;
double getAbsolutePosition_z() const;
double getRawOrientation_w() const;
double getRawOrientation_x() const;
double getRawOrientation_y() const;
double getRawOrientation_z() const;
// quaternion accessors, for debugging:
double getFrame_w() const;
double getFrame_x() const;
double getFrame_y() const;
double getFrame_z() const;
double getOrientation_w() const;
double getOrientation_x() const;
double getOrientation_y() const;
double getOrientation_z() const;
double getOrOffset_w() const;
double getOrOffset_x() const;
double getOrOffset_y() const;
double getOrOffset_z() const;
double getLon_deg() const;
double getLat_deg() const;
double getElev_ft() const;
// 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.
double getRoll_deg () const { return _roll_deg; }
double getPitch_deg () const {return _pitch_deg; }
void setRoll_deg (double roll_deg);
void setPitch_deg (double pitch_deg);
void setHeading_deg (double heading_deg);
void setOrientation (double roll_deg, double pitch_deg, double heading_deg);
double getTargetRoll_deg () const { return _target_roll_deg; }
double getTargetPitch_deg () const {return _target_pitch_deg; }
double getTargetHeading_deg () const {return _target_heading_deg; }
void setTargetRoll_deg (double roll_deg);
void setTargetPitch_deg (double pitch_deg);
void setTargetHeading_deg (double heading_deg);
void setTargetOrientation (double roll_deg, double pitch_deg, double heading_deg);
void handleAGL();
// 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.
double getGoalRollOffset_deg () const { return _goal_roll_offset_deg; }
double getGoalPitchOffset_deg () const { return _goal_pitch_offset_deg; }
double getGoalHeadingOffset_deg () const {return _goal_heading_offset_deg; }
void setRollOffset_deg (double roll_offset_deg);
void setPitchOffset_deg (double pitch_offset_deg);
void setGoalRollOffset_deg (double goal_roll_offset_deg);
void setGoalPitchOffset_deg (double goal_pitch_offset_deg);
void setOrientationOffsets (double roll_offset_deg,
double heading_offset_deg,
double pitch_offset_deg);
void set_aspect_ratio_multiplier( double m ) {
_aspect_ratio_multiplier = m;
}
double get_aspect_ratio_multiplier() const {
return _aspect_ratio_multiplier;
}
double getNear_m () const { return _ground_level_nearplane_m; }
void setNear_m (double near_m) {
_ground_level_nearplane_m = near_m;
}
void set_fov( double fov_deg ) {
_fov_deg = fov_deg;
}
double get_fov_user() const { return _fov_user_deg; }
void set_fov_user( double fov_deg ) { _fov_user_deg = fov_deg; }
//////////////////////////////////////////////////////////////////
// private data //
//////////////////////////////////////////////////////////////////
SGPropertyNode_ptr _config;
std::string _name, _typeString;
// flag forcing a recalc of derived view parameters
bool _dirty;
simgear::TiedPropertyList _tiedProperties;
SGQuatd mViewOrientation;
SGQuatd mViewOffsetOr;
SGVec3d _absolute_view_pos;
SGGeod _position;
SGGeod _target;
double _roll_deg;
double _pitch_deg;
double _heading_deg;
double _target_roll_deg;
double _target_pitch_deg;
double _target_heading_deg;
double _configRollOffsetDeg,
_configHeadingOffsetDeg,
_configPitchOffsetDeg;
SGVec3d _dampTarget; ///< current target value we are damping towards
SGVec3d _dampOutput; ///< current output of damping filter
SGVec3d _dampFactor; ///< weighting of the damping filter
/* Generic damping support. */
struct Damping {
Damping(double factor, double min, double max);
void setTarget(double target);
void update(double dt, void* id);
double get();
void updateTarget(double& io);
void reset(double target);
private:
void* _id;
double _min;
double _max;
double _target;
double _factor;
double _current;
};
Damping _lookat_agl_damping;
double _lookat_agl_ground_altitude;
// Position offsets from FDM origin. The X axis is positive
// out the tail, Y is out the right wing, and Z is positive up.
// distance in meters
SGVec3d _offset_m;
SGVec3d _configOffset_m;
SGVec3d _adjust_offset_m;
// Target offsets from FDM origin (for "lookat" targets) The X
// axis is positive out the tail, Y is out the right wing, and Z
// is positive up. distance in meters
SGVec3d _target_offset_m;
SGVec3d _configTargetOffset_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;
// used to set nearplane when at ground level for this view
double _ground_level_nearplane_m;
ViewType _type;
ScalingType _scaling_type;
// internal view (e.g. cockpit) flag
bool _internal;
// Dynamically update view angle and field of view so that we always
// include the target and the ground below it.
bool _lookat_agl;
int _view_index;
// view is looking from a model
bool _from_model;
int _from_model_index; // number of model (for multi model)
// view is looking at a model
bool _at_model;
int _at_model_index; // number of model (for multi model)
// Field of view as requested by user. Usually copied directly into the
// actual field of view, except for Tower AGL view.
double _fov_user_deg;
// the nominal field of view (angle, in degrees)
double _fov_deg;
double _configFOV_deg;
// default = 1.0, this value is user configurable and is
// multiplied into the aspect_ratio to get the actual vertical fov
double _aspect_ratio_multiplier;
//////////////////////////////////////////////////////////////////
// private functions //
//////////////////////////////////////////////////////////////////
void recalc ();
void recalcLookFrom();
void recalcLookAt();
void setDampTarget(double h, double p, double r);
void getDampOutput(double& roll, double& pitch, double& heading);
void updateDampOutput(double dt);
// 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;
}
// add to _roll_offset_deg
inline void incRollOffset_deg( double amt ) {
set_dirty();
_roll_offset_deg += amt;
}
}; // of class View
} // of namespace flightgear
#endif // _VIEWER_HXX