Jim Wilson writes: > At first look this doesn't seem all that bad. The hardest part is > going to be cleaning up the hard coded bits out there.
Here are most of the required outputs, from an analysis I did earlier: - the VIEW matrix, a matrix containing the transformations to put the view in the correct position and orientation (as as the argument to ssgSetCamera) - the UP matrix, rotation matrix to the current notion of up (opposite of gravity) - the current absolute view position in fgfs coordinates - the current view position in fgfs coordinates, relative to the scenery center - the world-up vector - the surface-east vector - the surface-south vector All of the others are byproducts of the VIEW calculation, used for convenience by various bits of the code. > The routines basically all produce > the same thing with different methods which helps. Right now what I need to > do is map out all the calculations that are being applied and will come up > with a proposal to post here. But it should be too bad once I get my head > around the whole thing. Basically what I'm going to look at is modularizing > the calculation for each matrix component (camera, center, up) so that new > methods like some of what Michael described can be easily added. Yes, I've been playing with some of that myself. You'll see that I've already moved some of the common code into the temporary FGViewPoint class -- it gets as far as calculating the absolute and relative view position and the world-up vector. All the best, David -- David Megginson [EMAIL PROTECTED] _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
