コード例 #1
0
ファイル: MapPage.cpp プロジェクト: jmc734/OpenEaagles
//------------------------------------------------------------------------------
// pixelsToLatLon() - determine our lat lon position from a pixel X/Y
//------------------------------------------------------------------------------
void MapPage::pixelsToLatLon(const int x, const int y, double &lat, double &lon)
{
   double xpos = x;
   double ypos = y;

   // convert pixels position from top left to movement from center, so we
   // can base our cals from the center.
   if (getDisplay() != nullptr) {
      double myLat = 0, myLon = 0;
      double dLat = 0, dLon = 0;
      GLsizei vpW = 0, vpH = 0;
      getDisplay()->getViewportSize(&vpW, &vpH);
      GLdouble tl = 0, tr = 0, tb = 0, tt = 0, tn = 0, tf = 0;
      getDisplay()->getOrtho(tl, tr, tb, tt, tn, tf);

      // determine the middle of our viewing screen
      const double startX = (vpW / 2.0);
      const double startY = (vpH / 2.0);

      // find the position from our screen center (in pixels)
      xpos -= startX;
      ypos = startY - ypos;

      // we have to find our units per pixel
      const double unitsPerPixE = ((tr * 2) / vpW);
      const double unitsPerPixN = ((tt * 2) / vpH);

      // now from that we can determine our position in inches
      xpos *= unitsPerPixE;
      ypos *= unitsPerPixN;

      if (!isCentered) ypos -= displacement;

      // ok, now we can find our xpos and ypos in nautical miles
      xpos /= nm2Screen;
      ypos /= nm2Screen;

      if (!getNorthUp()) {
         LCreal acX = 0;
         LCreal acY = 0;
         earth2Aircraft( static_cast<LCreal>(xpos), static_cast<LCreal>(ypos), &acX, &acY);
         xpos = acX;
         ypos = acY;
      }

      // reference lat to figure off of (if centered())
      myLat = referenceLat;
      myLon = referenceLon;

      // now convert to degree from our reference lat/lon
      dLat = ypos / 60.0;
      dLon = xpos / (60.0 * cosineLatReference);

      myLat += dLat;
      myLon += dLon;

      lat = myLat;
      lon = myLon;
   }
}
コード例 #2
0
ファイル: SymbolLoader.cpp プロジェクト: azcbuell/OpenEaagles
//------------------------------------------------------------------------------
// draw() - draw the objects in their proper place
//------------------------------------------------------------------------------
void SymbolLoader::draw()
{
    if (isVisible()) {

        // Y Displacement (ie, decentered)
        LCreal displacement = 0;
        if (!getCentered()) displacement = getDisplacement();

        // Radius (ie., range)
        LCreal radius = 0;
        if (!getCentered()) radius = getOuterRadiusDC();
        else radius = getOuterRadius();
        LCreal radius2 = radius * radius;

        // ---
        // Setup the drawing parameters for all of our symbols ...
        // ---
        for (int i = 0; i < MAX_SYMBOLS; i++) {

            if (symbols[i] != 0) {

                // When the symbol visibility flag is true ...
                if (symbols[i]->isVisible()) {

                    // Get the pointer to the symbol's graphical component
                    Basic::Pair* p = symbols[i]->getSymbolPair();
                    BasicGL::Graphic* g = (BasicGL::Graphic*)p->object();

                    // We need the symbol's position in screen coordinates (inches) ...
                    LCreal xScn = (LCreal) symbols[i]->getScreenXPos();
                    LCreal yScn = (LCreal) symbols[i]->getScreenYPos();

                    if ( !(symbols[i]->isPositionScreen()) ) {

                        // But when we were not give screen coordinates,
                        // we'll need to compute them from A/C coordinates
                        LCreal acX = 0.0;
                        LCreal acY = 0.0;

                        // 1) when given A/C coordinates ...
                        if ( symbols[i]->isPositionAC() ) {
                            acX = (LCreal) symbols[i]->getXPosition();
                            acY = (LCreal) symbols[i]->getYPosition();
                        }

                        // 2) when given NED or L/L coordinates ..
                        else {
                            LCreal north = 0;
                            LCreal east  = 0;

                            if (symbols[i]->isPositionLL()) {
                                // 2a) we were give L/L so convert to NED coordinates
                                double lat = symbols[i]->getXPosition();
                                double lon = symbols[i]->getYPosition();
                                latLon2Earth(lat, lon, &north, &east);
                            }
                            else {
                                // 2b) we were give NED coordinates
                                north = (LCreal) symbols[i]->getXPosition();
                                east  = (LCreal) symbols[i]->getYPosition();
                            }

                            // 2c) convert the NED coordinates to aircraft coordinates
                            earth2Aircraft(north, east, &acX, &acY);
                        }

                        // 3) Convert the aircraft coordinates to screen coordinates
                        aircraft2Screen(acX, acY, &xScn, &yScn);

                        // 4) Save the screen coordinates (inches)
                        symbols[i]->setXScreenPos(xScn);
                        symbols[i]->setYScreenPos(yScn);
                    }

                    // In range?  Do we care?
                    bool inRange  = !showInRangeOnly || (((xScn * xScn) + (yScn * yScn)) <= radius2);

                    if (inRange) {

                        // set symbol's visibility
                        g->setVisibility(true);

                        // and set the symbol's position
                        g->lcSaveMatrix();
                        g->lcTranslate(xScn, yScn + displacement);

                        // pass the argument value to the symbol (if needed)
                        if (symbols[i]->getValue() != 0) {
                            g->event(UPDATE_VALUE, symbols[i]->getValue());
                        }

                        // rotate the symbol's heading subcomponent (if needed)
                        // -- sending a 'Z' rotation event to a component named 'hdg'
                        if (symbols[i]->isHeadingValid()) {
                            BasicGL::Graphic* phdg = symbols[i]->getHdgGraphics();
                            if (phdg == 0) {
                                Basic::Pair* hpair = (Basic::Pair*) g->findByName("hdg");
                                if (hpair != 0) {
                                    phdg = dynamic_cast<Graphic*>(hpair->object());
                                    symbols[i]->setHdgGraphics(phdg);
                                }
                            }
                            if (phdg != 0) {
                                Basic::Degrees* angObj = symbols[i]->getHdgAngleObj();
                                if (angObj == 0) {
                                    angObj = new Basic::Degrees();
                                    symbols[i]->setHdgAngleObj(angObj);
                                }
                                double relHeading = symbols[i]->getHeadingDeg() - getHeadingDeg();
                                angObj->set(-relHeading);
                                phdg->event(UPDATE_VALUE6, angObj);
                            }
                        }
                    }
                    else {
                        // out of range, so clear the graphical component's visibility flag
                        g->setVisibility(false);
                    }
                }

                // When the symbol visibility flag is false ...
                else {
                    Basic::Pair* p = symbols[i]->getSymbolPair();
                    BasicGL::Graphic* g = (BasicGL::Graphic*)p->object();
                    g->setVisibility(false);
                }
            }
        }

        // ---
        // Let our base class handle the drawing
        // ---
        BaseClass::draw();

        // ---
        // now restore the matrices on all of our graphical components
        // ---
        for (int i = 0; i < MAX_SYMBOLS; i++) {
            if (symbols[i] != 0) {
                Basic::Pair* p = symbols[i]->getSymbolPair();
                BasicGL::Graphic* g = (BasicGL::Graphic*)p->object();
                if (g->isVisible()) g->lcRestoreMatrix();
            }
        }

    }
}