simgear/Math/polar.c
curt 6c9aa9527d Add xgl wrappers for debugging.
Generate terrain normals on the fly.
1997-12-15 23:54:53 +00:00

114 lines
3.4 KiB
C

/**************************************************************************
* polar.c -- routines to deal with polar math and transformations
*
* Written by Curtis Olson, started June 1997.
*
* Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
*
* 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.
*
* $Id$
* (Log is kept at end of this file)
**************************************************************************/
#include <math.h>
#include <stdio.h>
#include "polar.h"
#include "../Include/constants.h"
/* we can save these values between calls for efficiency */
static double st, ct, sp, cp;
/* Convert a polar coordinate to a cartesian coordinate. Lon and Lat
* must be specified in radians. The FG convention is for distances
* to be specified in meters */
struct fgCartesianPoint fgPolarToCart(double lon, double lat, double radius) {
struct fgCartesianPoint pnew;
pnew.x = cos(lon) * cos(lat) * radius;
pnew.y = sin(lon) * cos(lat) * radius;
pnew.z = sin(lat) * radius;
return(pnew);
}
/* Precalculate as much as possible so we can do a batch of transforms
* through the same angles, will rotates a cartesian point about the
* center of the earth by Theta (longitude axis) and Phi (latitude
* axis) */
/* Here are the unoptimized transformation equations
x' = cos(Phi) * cos(Theta) * x + cos(Phi) * sin(Theta) * y +
sin(Phi) * z
y' = -sin(Theta) * x + cos(Theta) * y
z' = -sin(Phi) * sin(Theta) * y - sin(Phi) * cos(Theta) * x +
cos(Phi) * z;
*/
void fgRotateBatchInit(double Theta, double Phi) {
printf("Theta = %.3f, Phi = %.3f\n", Theta, Phi);
st = sin(Theta);
ct = cos(Theta);
sp = sin(-Phi);
cp = cos(-Phi);
}
/* Rotates a cartesian point about the center of the earth by Theta
* (longitude axis) and Phi (latitude axis) */
struct fgCartesianPoint fgRotateCartesianPoint(struct fgCartesianPoint p) {
struct fgCartesianPoint p1, p2;
/* printf("start = %.3f %.3f %.3f\n", p.x, p.y, p.z); */
/* rotate about the z axis */
p1.x = ct * p.x - st * p.y;
p1.y = st * p.x + ct * p.y;
p1.z = p.z;
/* printf("step 1 = %.3f %.3f %.3f\n", p1.x, p1.y, p1.z); */
/* rotate new point about y axis */
p2.x = cp * p1.x + sp * p1.z;
p2.y = p1.y;
p2.z = cp * p1.z - sp * p1.x;
/* printf("cp = %.5f, sp = %.5f\n", cp, sp); */
/* printf("(1) = %.5f, (2) = %.5f\n", cp * p1.z, sp * p1.x); */
/* printf("step 2 = %.3f %.3f %.3f\n", p2.x, p2.y, p2.z); */
return(p2);
}
/* $Log$
/* Revision 1.3 1997/12/15 23:54:54 curt
/* Add xgl wrappers for debugging.
/* Generate terrain normals on the fly.
/*
* Revision 1.2 1997/07/31 22:52:27 curt
* Working on redoing internal coordinate systems & scenery transformations.
*
* Revision 1.1 1997/07/07 21:02:36 curt
* Initial revision.
* */