Files
simgear/simgear/scene/model/location.cxx
T
ehofman 00ab198c9f Mathias Fröhlich:
There was a patch from Manuel Masing a few months ago which cleaned up
SGLocation's way depending on input values. That means that with that patch
SGLocation does no longer have calls with unneeded input arguments.
I took his patch and integrated that into flightgear and made maximum use of
that changes.
2005-09-05 13:23:55 +00:00

216 lines
6.3 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 - 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., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#include <simgear/compiler.h>
#ifdef HAVE_CONFIG_H
# include <simgear_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 "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 SGLocation.
////////////////////////////////////////////////////////////////////////
// Constructor
SGLocation::SGLocation( void ):
_position_dirty(true), _orientation_dirty(true),
_lon_deg(-1000),
_lat_deg(0),
_alt_ft(0),
_roll_deg(0),
_pitch_deg(0),
_heading_deg(0),
_cur_elev_m(0)
{
sgdZeroVec3(_absolute_view_pos);
sgMakeRotMat4( UP, 0.0, 0.0, 0.0 );
sgMakeRotMat4( TRANS, 0.0, 0.0, 0.0 );
}
// Destructor
SGLocation::~SGLocation( void ) {
}
void
SGLocation::setPosition (double lon_deg, double lat_deg, double alt_ft)
{
_position_dirty = true;
_lon_deg = lon_deg;
_lat_deg = lat_deg;
_alt_ft = alt_ft;
}
void
SGLocation::setOrientation (double roll_deg, double pitch_deg, double heading_deg)
{
_orientation_dirty = true;
_roll_deg = roll_deg;
_pitch_deg = pitch_deg;
_heading_deg = heading_deg;
}
double *
SGLocation::get_absolute_view_pos()
{
recalcAbsolutePosition();
return _absolute_view_pos;
}
float *
SGLocation::get_view_pos( const Point3D& scenery_center )
{
recalcAbsolutePosition();
for (int i = 0; i < 3; i++)
_relative_view_pos[i] = _absolute_view_pos[i] - scenery_center[i];
return _relative_view_pos;
}
void
SGLocation::recalcOrientation() const
{
if (_orientation_dirty) {
// Make sure UP matrix is up-to-date.
recalcAbsolutePosition();
// Create 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 );
_orientation_dirty = false;
}
}
/*
* Update values derived from the longitude, latitude and altitude parameters
* of this instance. This encompasses absolute position in cartesian
* coordinates, the local up, east and south vectors and the UP Matrix.
*/
void
SGLocation::recalcAbsolutePosition() const
{
if (_position_dirty) {
double lat = _lat_deg * SGD_DEGREES_TO_RADIANS;
double lon = _lon_deg * SGD_DEGREES_TO_RADIANS;
double alt = _alt_ft * SG_FEET_TO_METER;
sgGeodToCart(lat, lon, alt, _absolute_view_pos);
// 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] );
// Calculate the surface east and south vectors using the (normalized)
// partial derivatives of the up vector Could also be fetched and
// normalized from the UP rotation matrix, but I doubt this would
// be more efficient.
float sin_lon = sin(_lon_deg * SGD_DEGREES_TO_RADIANS);
float sin_lat = sin(_lat_deg * SGD_DEGREES_TO_RADIANS);
float cos_lon = cos(_lon_deg * SGD_DEGREES_TO_RADIANS);
float cos_lat = cos(_lat_deg * SGD_DEGREES_TO_RADIANS);
_surface_south[0] = (sin_lat*cos_lon);
_surface_south[1] = (sin_lat*sin_lon);
_surface_south[2] = - cos_lat;
_surface_east[0] = -sin_lon;
_surface_east[1] = cos_lon;
_surface_east[2] = 0.f;
_position_dirty = false;
}
}