Andy Ross writes:
>
>For a quickie example, look at the places in the code that read the
>view_offset and view_tilt stuff.  These are the values that represent
>the direction of the pilot's head, and as such should be used only by
>the core view code to decide on a view direction for the 3D
>projection.  

Exactly !

>But because of the way things grew, they are also read by
>places like the panel (my fault), ADA FDM (no idea there), lighting
>code (!), and main loop.  These places don't care about the difference
>between the pilot's head and aircraft frame -- they just want to know
>the ultimate direction of the view.  Well, except for the panel, which
>rightfully should just draw in the aircraft frame and not worry about
>view direction at all -- my current code essentially does things
>backwards, because those values could be read from the FGViewer object
>and set via properties, while the mouse quat couldn't.

Well the Mouse code certainly could but let's leave that alone
as I REALLY don't want the Mouse reading properties :-)

Anyway FWIW
The way I envisoned this was that the Mouse Quat well actually
the matrix currently called GuiQuat_mat[4][4] in gui_local.cxx would 
be promoted into the view class or some other logical spot to hold the 
mouse contribution to the 'eye rotation matrix'  
in fact I think there is/was a comment to that effect in both 
gui_local.cxx and viewer_rph.cxx

Also realize that we have been WELL AWARE of the fact that the 
VIEW CODE needs restructuring and have been holding off as 
what was there was at least temporarily 'good enough'.

Good enough to get you and many others hooked on FGFS :-)

Also realize that a few of us have been thinking about how this
thing works for quite sometime and rather then submitting massive
code changes and exerting our personal whims have been instead 
'guiding' and 'coaxing' those along who 'wanted' to actually write code 
so that they understood how it worked and/or so that others could 'feel' 
involved :-)

Cheers

Norman

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