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/*=====================================================================

QGroundControl Open Source Ground Control Station
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(c) 2009, 2010 QGROUNDCONTROL PROJECT <http://www.qgroundcontrol.org>
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This file is part of the QGROUNDCONTROL project
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    QGROUNDCONTROL is free software: you can redistribute it and/or modify
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    it under the terms of the GNU General Public License as published by
    the Free Software Foundation, either version 3 of the License, or
    (at your option) any later version.

    QGROUNDCONTROL is distributed in the hope that it will be useful,
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    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 QGROUNDCONTROL. If not, see <http://www.gnu.org/licenses/>.
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======================================================================*/

/**
 * @file
 *   @brief Head Up Display (HUD)
 *
 *   @author Lorenz Meier <mavteam@student.ethz.ch>
 *
 */

#include <QContextMenuEvent>
#include <QMenu>
#include <QDesktopServices>
#include <QFileDialog>
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#include <QDebug>
#include <cmath>
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#include <qmath.h>
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#include <limits>
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#include "UASManager.h"
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#include "HUD.h"
#include "MG.h"
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// Fix for some platforms, e.g. windows
#ifndef GL_MULTISAMPLE
#define GL_MULTISAMPLE  0x809D
#endif

/**
 * @warning The HUD widget will not start painting its content automatically
 *          to update the view, start the auto-update by calling HUD::start().
 *
 * @param width
 * @param height
 * @param parent
 */
HUD::HUD(int width, int height, QWidget* parent)
    : QGLWidget(QGLFormat(QGL::SampleBuffers), parent),
      uas(NULL),
      yawInt(0.0f),
      mode(tr("UNKNOWN MODE")),
      state(tr("UNKNOWN STATE")),
      fuelStatus(tr("00.0V (00m:00s)")),
      xCenterOffset(0.0f),
      yCenterOffset(0.0f),
      vwidth(200.0f),
      vheight(150.0f),
      vGaugeSpacing(65.0f),
      vPitchPerDeg(6.0f), ///< 4 mm y translation per degree)
      rawBuffer1(NULL),
      rawBuffer2(NULL),
      rawImage(NULL),
      rawLastIndex(0),
      rawExpectedBytes(0),
      bytesPerLine(1),
      imageStarted(false),
      receivedDepth(8),
      receivedChannels(1),
      receivedWidth(640),
      receivedHeight(480),
      warningBlinkRate(5),
      refreshTimer(new QTimer(this)),
      noCamera(true),
      hardwareAcceleration(true),
      strongStrokeWidth(1.5f),
      normalStrokeWidth(1.0f),
      fineStrokeWidth(0.5f),
      waypointName(""),
      roll(0.0f),
      pitch(0.0f),
      yaw(0.0f),
      rollLP(0.0f),
      pitchLP(0.0f),
      yawLP(0.0f),
      yawDiff(0.0f),
      xPos(0.0),
      yPos(0.0),
      zPos(0.0),
      xSpeed(0.0),
      ySpeed(0.0),
      zSpeed(0.0),
      lastSpeedUpdate(0),
      totalSpeed(0.0),
      totalAcc(0.0),
      lat(0.0),
      lon(0.0),
      alt(0.0),
      load(0.0f),
      offlineDirectory(""),
      nextOfflineImage(""),
      hudInstrumentsEnabled(true),
      videoEnabled(false),
      xImageFactor(1.0),
      imageLoggingEnabled(false),
      imageRequested(false)
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{
    // Set auto fill to false
    setAutoFillBackground(false);

    // Set minimum size
    setMinimumSize(80, 60);
    // Set preferred size
    setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);
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    scalingFactor = this->width()/vwidth;
    // Generate a background image that's dependent on the current color scheme.
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    QImage fill = QImage(width, height, QImage::Format_Indexed8);
    if (((MainWindow*)parent)->getStyle() == MainWindow::QGC_MAINWINDOW_STYLE_LIGHT)
    {
        fill.fill(255);
    }
    else
    {
        fill.fill(0);
    }
    glImage = QGLWidget::convertToGLFormat(fill);

    // Now set the other default colors based on the current color scheme.
    if (((MainWindow*)parent)->getStyle() == MainWindow::QGC_MAINWINDOW_STYLE_LIGHT)
    {
        defaultColor = QColor(0x01, 0x47, 0x01);
        setPointColor = QColor(0x82, 0x17, 0x82);
        warningColor = Qt::darkYellow;
        criticalColor = Qt::darkRed;
        infoColor = QColor(0x07, 0x82, 0x07);
        fuelColor = criticalColor;
    }
    else
    {
        defaultColor = QColor(70, 200, 70);
        setPointColor = QColor(200, 20, 200);
        warningColor = Qt::yellow;
        criticalColor = Qt::red;
        infoColor = QColor(20, 200, 20);
        fuelColor = criticalColor;
    }
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    //QString imagePath = "/Users/user/Desktop/frame0000.png";
    //qDebug() << __FILE__ << __LINE__ << "template image:" << imagePath;
    //fill = QImage(imagePath);
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    // Refresh timer
    refreshTimer->setInterval(updateInterval);
    connect(refreshTimer, SIGNAL(timeout()), this, SLOT(paintHUD()));
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    // Resize to correct size and fill with image
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    resize(this->width(), this->height());
    //glDrawPixels(glImage.width(), glImage.height(), GL_RGBA, GL_UNSIGNED_BYTE, glImage.bits());
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    // Set size once
    //setFixedSize(fill.size());
    //setMinimumSize(fill.size());
    //setMaximumSize(fill.size());
    // Lock down the size
    //setSizePolicy(QSizePolicy(QSizePolicy::Fixed, QSizePolicy::Fixed));

    fontDatabase = QFontDatabase();
    const QString fontFileName = ":/general/vera.ttf"; ///< Font file is part of the QRC file and compiled into the app
    const QString fontFamilyName = "Bitstream Vera Sans";
    if(!QFile::exists(fontFileName)) qDebug() << "ERROR! font file: " << fontFileName << " DOES NOT EXIST!";

    fontDatabase.addApplicationFont(fontFileName);
    font = fontDatabase.font(fontFamilyName, "Roman", qMax(5,(int)(10.0f*scalingFactor*1.2f+0.5f)));
    QFont* fontPtr = &font;
    if (!fontPtr) {
        qDebug() << "ERROR! FONT NOT LOADED!";
        if (font.family() != fontFamilyName) qDebug() << "ERROR! WRONG FONT LOADED: " << fontFamilyName;
    }
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    // Connect with UAS
    connect(UASManager::instance(), SIGNAL(activeUASSet(UASInterface*)), this, SLOT(setActiveUAS(UASInterface*)));

    createActions();

    if (UASManager::instance()->getActiveUAS() != NULL) setActiveUAS(UASManager::instance()->getActiveUAS());
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}

HUD::~HUD()
{
    refreshTimer->stop();
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}

    return QSize(width(), (width()*3.0f)/4);
void HUD::showEvent(QShowEvent* event)
{
    // React only to internal (pre-display)
    // events
    refreshTimer->start(updateInterval);
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    emit visibilityChanged(true);
}

void HUD::hideEvent(QHideEvent* event)
{
    // React only to internal (pre-display)
    // events
    refreshTimer->stop();
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    QGLWidget::hideEvent(event);
    emit visibilityChanged(false);
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}

void HUD::contextMenuEvent (QContextMenuEvent* event)
{
    QMenu menu(this);
    // Update actions
    enableHUDAction->setChecked(hudInstrumentsEnabled);
    enableVideoAction->setChecked(videoEnabled);

    menu.addAction(enableHUDAction);
    //menu.addAction(selectHUDColorAction);
    menu.addAction(enableVideoAction);
    menu.addAction(selectOfflineDirectoryAction);
    menu.addAction(selectSaveDirectoryAction);
    menu.exec(event->globalPos());
}

void HUD::createActions()
{
    enableHUDAction = new QAction(tr("Enable HUD"), this);
    enableHUDAction->setStatusTip(tr("Show the HUD instruments in this window"));
    enableHUDAction->setCheckable(true);
    enableHUDAction->setChecked(hudInstrumentsEnabled);
    connect(enableHUDAction, SIGNAL(triggered(bool)), this, SLOT(enableHUDInstruments(bool)));

    enableVideoAction = new QAction(tr("Enable Video Live feed"), this);
    enableVideoAction->setStatusTip(tr("Show the video live feed"));
    enableVideoAction->setCheckable(true);
    enableVideoAction->setChecked(videoEnabled);
    connect(enableVideoAction, SIGNAL(triggered(bool)), this, SLOT(enableVideo(bool)));

    selectOfflineDirectoryAction = new QAction(tr("Load image log"), this);
    selectOfflineDirectoryAction->setStatusTip(tr("Load previously logged images into simulation / replay"));
    connect(selectOfflineDirectoryAction, SIGNAL(triggered()), this, SLOT(selectOfflineDirectory()));

    selectSaveDirectoryAction = new QAction(tr("Save images to directory"), this);
    selectSaveDirectoryAction->setStatusTip(tr("Save images from image stream to a directory"));
    selectSaveDirectoryAction->setCheckable(true);
    connect(selectSaveDirectoryAction, SIGNAL(triggered(bool)), this, SLOT(saveImages(bool)));
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/**
 *
 * @param uas the UAS/MAV to monitor/display with the HUD
 */
void HUD::setActiveUAS(UASInterface* uas)
{
    if (this->uas != NULL) {
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        // Disconnect any previously connected active MAV
        disconnect(this->uas, SIGNAL(attitudeChanged(UASInterface*,double,double,double,quint64)), this, SLOT(updateAttitude(UASInterface*, double, double, double, quint64)));
        disconnect(this->uas, SIGNAL(attitudeChanged(UASInterface*,int,double,double,double,quint64)), this, SLOT(updateAttitude(UASInterface*,int,double, double, double, quint64)));
        disconnect(this->uas, SIGNAL(batteryChanged(UASInterface*, double, double, int)), this, SLOT(updateBattery(UASInterface*, double, double, int)));
        disconnect(this->uas, SIGNAL(statusChanged(UASInterface*,QString,QString)), this, SLOT(updateState(UASInterface*,QString)));
        disconnect(this->uas, SIGNAL(modeChanged(int,QString,QString)), this, SLOT(updateMode(int,QString,QString)));
        disconnect(this->uas, SIGNAL(heartbeat(UASInterface*)), this, SLOT(receiveHeartbeat(UASInterface*)));
        disconnect(this->uas, SIGNAL(localPositionChanged(UASInterface*,double,double,double,quint64)), this, SLOT(updateLocalPosition(UASInterface*,double,double,double,quint64)));
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        disconnect(this->uas, SIGNAL(globalPositionChanged(UASInterface*,double,double,double,quint64)), this, SLOT(updateGlobalPosition(UASInterface*,double,double,double,quint64)));
        disconnect(this->uas, SIGNAL(speedChanged(UASInterface*,double,double,double,quint64)), this, SLOT(updateSpeed(UASInterface*,double,double,double,quint64)));
        disconnect(this->uas, SIGNAL(waypointSelected(int,int)), this, SLOT(selectWaypoint(int, int)));
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        UAS* u = dynamic_cast<UAS*>(this->uas);
            disconnect(u, SIGNAL(imageStarted(quint64)), this, SLOT(startImage(quint64)));
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            disconnect(u, SIGNAL(imageReady(UASInterface*)), this, SLOT(copyImage()));
        // Now connect the new UAS
        // Setup communication
        connect(uas, SIGNAL(attitudeChanged(UASInterface*,double,double,double,quint64)), this, SLOT(updateAttitude(UASInterface*, double, double, double, quint64)));
        connect(uas, SIGNAL(attitudeChanged(UASInterface*,int,double,double,double,quint64)), this, SLOT(updateAttitude(UASInterface*,int,double, double, double, quint64)));
        connect(uas, SIGNAL(batteryChanged(UASInterface*, double, double, int)), this, SLOT(updateBattery(UASInterface*, double, double, int)));
        connect(uas, SIGNAL(statusChanged(UASInterface*,QString,QString)), this, SLOT(updateState(UASInterface*,QString)));
        connect(uas, SIGNAL(modeChanged(int,QString,QString)), this, SLOT(updateMode(int,QString,QString)));
        connect(uas, SIGNAL(heartbeat(UASInterface*)), this, SLOT(receiveHeartbeat(UASInterface*)));

        connect(uas, SIGNAL(localPositionChanged(UASInterface*,double,double,double,quint64)), this, SLOT(updateLocalPosition(UASInterface*,double,double,double,quint64)));
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        connect(uas, SIGNAL(globalPositionChanged(UASInterface*,double,double,double,quint64)), this, SLOT(updateGlobalPosition(UASInterface*,double,double,double,quint64)));
        connect(uas, SIGNAL(speedChanged(UASInterface*,double,double,double,quint64)), this, SLOT(updateSpeed(UASInterface*,double,double,double,quint64)));
        connect(uas, SIGNAL(waypointSelected(int,int)), this, SLOT(selectWaypoint(int, int)));

        // Try to connect the image link
        UAS* u = dynamic_cast<UAS*>(uas);
            connect(u, SIGNAL(imageStarted(quint64)), this, SLOT(startImage(quint64)));
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            connect(u, SIGNAL(imageReady(UASInterface*)), this, SLOT(copyImage()));
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}

//void HUD::updateAttitudeThrustSetPoint(UASInterface* uas, double rollDesired, double pitchDesired, double yawDesired, double thrustDesired, quint64 msec)
//{
////    updateValue(uas, "roll desired", rollDesired, msec);
////    updateValue(uas, "pitch desired", pitchDesired, msec);
////    updateValue(uas, "yaw desired", yawDesired, msec);
////    updateValue(uas, "thrust desired", thrustDesired, msec);
//}
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void HUD::updateAttitude(UASInterface* uas, double roll, double pitch, double yaw, quint64 timestamp)
{
    Q_UNUSED(uas);
    Q_UNUSED(timestamp);
    if (!isnan(roll) && !isinf(roll) && !isnan(pitch) && !isinf(pitch) && !isnan(yaw) && !isinf(yaw))
    {
        this->roll = roll;
        this->pitch = pitch*3.35f; // Constant here is the 'focal length' of the projection onto the plane
        this->yaw = yaw;
    }
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}

void HUD::updateAttitude(UASInterface* uas, int component, double roll, double pitch, double yaw, quint64 timestamp)
{
    Q_UNUSED(uas);
    Q_UNUSED(timestamp);
    if (!isnan(roll) && !isinf(roll) && !isnan(pitch) && !isinf(pitch) && !isnan(yaw) && !isinf(yaw))
    {
        attitudes.insert(component, QVector3D(roll, pitch*3.35f, yaw)); // Constant here is the 'focal length' of the projection onto the plane
    }
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void HUD::updateBattery(UASInterface* uas, double voltage, double percent, int seconds)
{
    fuelStatus = tr("BAT [%1% | %2V]").arg(percent, 2, 'f', 0, QChar('0')).arg(voltage, 4, 'f', 1, QChar('0'));
    if (percent < 20.0f) {
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        fuelColor = warningColor;
    } else if (percent < 10.0f) {
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        fuelColor = criticalColor;
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        fuelColor = infoColor;
    }
}

void HUD::receiveHeartbeat(UASInterface*)
{
}

void HUD::updateThrust(UASInterface* uas, double thrust)
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{
    Q_UNUSED(uas);
    Q_UNUSED(thrust);
//    updateValue(uas, "thrust", thrust, MG::TIME::getGroundTimeNow());
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}

void HUD::updateLocalPosition(UASInterface* uas,double x,double y,double z,quint64 timestamp)
{
    Q_UNUSED(uas);
    Q_UNUSED(timestamp);
    this->xPos = x;
    this->yPos = y;
    this->zPos = z;
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}

void HUD::updateGlobalPosition(UASInterface* uas,double lat, double lon, double altitude, quint64 timestamp)
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{
    Q_UNUSED(uas);
    Q_UNUSED(timestamp);
    this->lat = lat;
    this->lon = lon;
    this->alt = altitude;
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}

void HUD::updateSpeed(UASInterface* uas,double x,double y,double z,quint64 timestamp)
{
    Q_UNUSED(uas);
    Q_UNUSED(timestamp);
    this->xSpeed = x;
    this->ySpeed = y;
    this->zSpeed = z;
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    double newTotalSpeed = sqrt(xSpeed*xSpeed + ySpeed*ySpeed + zSpeed*zSpeed);
    totalAcc = (newTotalSpeed - totalSpeed) / ((double)(lastSpeedUpdate - timestamp)/1000.0);
    totalSpeed = newTotalSpeed;
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}

/**
 * Updates the current system state, but only if the uas matches the currently monitored uas.
 *
 * @param uas the system the state message originates from
 * @param state short state text, displayed in HUD
 */
void HUD::updateState(UASInterface* uas,QString state)
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{
    // Only one UAS is connected at a time
    Q_UNUSED(uas);
    this->state = state;
}

/**
 * Updates the current system mode, but only if the uas matches the currently monitored uas.
 *
 * @param uas the system the state message originates from
 * @param mode short mode text, displayed in HUD
 */
void HUD::updateMode(int id,QString mode, QString description)
    // Only one UAS is connected at a time
    this->mode = mode;
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}

void HUD::updateLoad(UASInterface* uas, double load)
{
    Q_UNUSED(uas);
    this->load = load;
    //updateValue(uas, "load", load, MG::TIME::getGroundTimeNow());
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}

/**
 * @param y coordinate in pixels to be converted to reference mm units
 * @return the screen coordinate relative to the QGLWindow origin
 */
float HUD::refToScreenX(float x)
{
    //qDebug() << "sX: " << (scalingFactor * x) << "Orig:" << x;
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    return (scalingFactor * x);
}
/**
 * @param x coordinate in pixels to be converted to reference mm units
 * @return the screen coordinate relative to the QGLWindow origin
 */
float HUD::refToScreenY(float y)
{
    //qDebug() << "sY: " << (scalingFactor * y);
    return (scalingFactor * y);
}

/**
 * This functions works in the OpenGL view, which is already translated by
 * the x and y center offsets.
 *
 */
void HUD::paintCenterBackground(float roll, float pitch, float yaw)
{
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    // Center indicator is 100 mm wide
    float referenceWidth = 70.0;
    float referenceHeight = 70.0;

    // HUD is assumed to be 200 x 150 mm
    // so that positions can be hardcoded
    // but can of course be scaled.

    double referencePositionX = vwidth / 2.0 - referenceWidth/2.0;
    double referencePositionY = vheight / 2.0 - referenceHeight/2.0;

    //this->width()/2.0+(xCenterOffset*scalingFactor), this->height()/2.0+(yCenterOffset*scalingFactor);

    setupGLView(referencePositionX, referencePositionY, referenceWidth, referenceHeight);

    // Store current position in the model view
    // the position will be restored after drawing
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();

    // Move to the center of the window
    glTranslatef(referenceWidth/2.0f,referenceHeight/2.0f,0);

    // Move based on the yaw difference
    //glTranslatef(yaw, 0.0f, 0.0f);
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    // Rotate based on the bank
    glRotatef((roll/M_PI)*180.0f, 0.0f, 0.0f, 1.0f);
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    // Translate in the direction of the rotation based
    // on the pitch. On the 777, a pitch of 1 degree = 2 mm
    //glTranslatef(0, ((-pitch/M_PI)*180.0f * vPitchPerDeg), 0);
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    glTranslatef(0.0f, (-pitch * vPitchPerDeg * 16.5f), 0.0f);
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    // Ground
    glColor3ub(179,102,0);

    glBegin(GL_POLYGON);
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    glVertex2f(-300,0);
    glVertex2f(300,0);
    glVertex2f(300,-900);
    glVertex2f(-300,-900);
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    glEnd();

    // Sky
    glColor3ub(0,153,204);

    glBegin(GL_POLYGON);
    glVertex2f(-300,0);
    glVertex2f(-300,900);
    glVertex2f(300,900);
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    glVertex2f(300,0);
    glVertex2f(-300,0);

    glEnd();
}

/**
 * Paint text on top of the image and OpenGL drawings
 *
 * @param text chars to write
 * @param color text color
 * @param fontSize text size in mm
 * @param refX position in reference units (mm of the real instrument). This is relative to the measurement unit position, NOT in pixels.
 * @param refY position in reference units (mm of the real instrument). This is relative to the measurement unit position, NOT in pixels.
 */
void HUD::paintText(QString text, QColor color, float fontSize, float refX, float refY, QPainter* painter)
{
    QPen prevPen = painter->pen();
    float pPositionX = refToScreenX(refX) - (fontSize*scalingFactor*0.072f);
    float pPositionY = refToScreenY(refY) - (fontSize*scalingFactor*0.212f);

    QFont font("Bitstream Vera Sans");
    // Enforce minimum font size of 5 pixels
    int fSize = qMax(5, (int)(fontSize*scalingFactor*1.26f));
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    QFontMetrics metrics = QFontMetrics(font);
    int border = qMax(4, metrics.leading());
    QRect rect = metrics.boundingRect(0, 0, width() - 2*border, int(height()*0.125),
                                      Qt::AlignLeft | Qt::TextWordWrap, text);
    painter->setPen(color);
    painter->setFont(font);
    painter->setRenderHint(QPainter::TextAntialiasing);
    painter->drawText(pPositionX, pPositionY,
                      rect.width(), rect.height(),
                      Qt::AlignCenter | Qt::TextWordWrap, text);
    painter->setPen(prevPen);
}

void HUD::initializeGL()
{
    bool antialiasing = true;

    // Antialiasing setup
    if(antialiasing) {
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        glEnable(GL_MULTISAMPLE);
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        glEnable(GL_BLEND);

        glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);

        glEnable(GL_POINT_SMOOTH);
        glEnable(GL_LINE_SMOOTH);

        glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
        glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
        glDisable(GL_BLEND);
        glDisable(GL_POINT_SMOOTH);
        glDisable(GL_LINE_SMOOTH);
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    }
}

/**
 * @param referencePositionX horizontal position in the reference mm-unit space
 * @param referencePositionY horizontal position in the reference mm-unit space
 * @param referenceWidth width in the reference mm-unit space
 * @param referenceHeight width in the reference mm-unit space
 */
void HUD::setupGLView(float referencePositionX, float referencePositionY, float referenceWidth, float referenceHeight)
{
    int pixelWidth  = (int)(referenceWidth * scalingFactor);
    int pixelHeight = (int)(referenceHeight * scalingFactor);
    // Translate and scale the GL view in the virtual reference coordinate units on the screen
    int pixelPositionX = (int)((referencePositionX * scalingFactor) + xCenterOffset);
    int pixelPositionY = this->height() - (referencePositionY * scalingFactor) + yCenterOffset - pixelHeight;

    //qDebug() << "Pixel x" << pixelPositionX << "pixelY" << pixelPositionY;
    //qDebug() << "xCenterOffset:" << xCenterOffset << "yCenterOffest" << yCenterOffset


    //The viewport is established at the correct pixel position and clips everything
    // out of the desired instrument location
    glViewport(pixelPositionX, pixelPositionY, pixelWidth, pixelHeight);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    // The ortho projection is setup in a way that so that the drawing is done in the
    // reference coordinate space
    glOrtho(0, referenceWidth, 0, referenceHeight, -1, 1);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    //glScalef(scaleX, scaleY, 1.0f);
}

void HUD::paintRollPitchStrips()
{
}


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void HUD::paintEvent(QPaintEvent *event)
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{
    // Event is not needed
    // the event is ignored as this widget
    // is refreshed automatically
    Q_UNUSED(event);
    if (isVisible()) {
        //    static quint64 interval = 0;
        //    qDebug() << "INTERVAL:" << MG::TIME::getGroundTimeNow() - interval << __FILE__ << __LINE__;
        //    interval = MG::TIME::getGroundTimeNow();
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        qDebug() << "EVENTLOOP:" << __FILE__ << __LINE__;
        // Read out most important values to limit hash table lookups
        // Low-pass roll, pitch and yaw
        rollLP = roll;//rollLP * 0.2f + 0.8f * roll;
        pitchLP = pitch;//pitchLP * 0.2f + 0.8f * pitch;
        yawLP = (!isinf(yaw) && !isnan(yaw)) ? yaw : yawLP;//yawLP * 0.2f + 0.8f * yaw;
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        // Translate for yaw
        const float maxYawTrans = 60.0f;
        float newYawDiff = yawDiff;
        if (isinf(newYawDiff)) newYawDiff = yawDiff;
        if (newYawDiff > M_PI) newYawDiff = newYawDiff - M_PI;
        if (newYawDiff < -M_PI) newYawDiff = newYawDiff + M_PI;
        newYawDiff = yawDiff * 0.8 + newYawDiff * 0.2;
        yawDiff = newYawDiff;
        yawInt += newYawDiff;
        if (yawInt > M_PI) yawInt = (float)M_PI;
        if (yawInt < -M_PI) yawInt = (float)-M_PI;
        float yawTrans = yawInt * (float)maxYawTrans;
        yawInt *= 0.6f;
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        if ((yawTrans < 5.0) && (yawTrans > -5.0)) yawTrans = 0;
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        // Negate to correct direction
        yawTrans = -yawTrans;
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        //qDebug() << "yaw translation" << yawTrans << "integral" << yawInt << "difference" << yawDiff << "yaw" << yaw;
        // Update scaling factor
        // adjust scaling to fit both horizontally and vertically
        scalingFactor = this->width()/vwidth;
        double scalingFactorH = this->height()/vheight;
        if (scalingFactorH < scalingFactor) scalingFactor = scalingFactorH;
        // OPEN GL PAINTING
        // Store model view matrix to be able to reset it to the previous state
        makeCurrent();
        glMatrixMode(GL_MODELVIEW);
        glPushMatrix();
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

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        // If video is enabled, get the next frame.
        if (videoEnabled)
        {
            if (nextOfflineImage != "" && QFileInfo(nextOfflineImage).exists())
            {
                qDebug() << __FILE__ << __LINE__ << "template image:" << nextOfflineImage;
                QImage fill = QImage(nextOfflineImage);
                glImage = QGLWidget::convertToGLFormat(fill);
                // Reset to save load efforts
                nextOfflineImage = "";
            }
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        // And if either video or the data stream is enabled, draw the next frame.
        if (dataStreamEnabled || videoEnabled)
        {
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            glRasterPos2i(0, 0);

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            xImageFactor = width() / (float)glImage.width();
            yImageFactor = height() / (float)glImage.height();
            float imageFactor = qMin(xImageFactor, yImageFactor);
            glPixelZoom(imageFactor, imageFactor);
            // Resize to correct size and fill with image
            glDrawPixels(glImage.width(), glImage.height(), GL_RGBA, GL_UNSIGNED_BYTE, glImage.bits());
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            //qDebug() << "DRAWING GL IMAGE";
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        }
        // But if no video frame should be shown, paint the sky/ground background.
        else
        {
            // Blue / brown background
            paintCenterBackground(roll, pitch, yawTrans);
        }

        glMatrixMode(GL_MODELVIEW);
        glPopMatrix();

        // END OF OPENGL PAINTING

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        // Paint all the instrument data using Qt.
        if (hudInstrumentsEnabled)
        {
            //makeCurrent();
            QPainter painter;
            painter.begin(this);
            painter.setRenderHint(QPainter::Antialiasing, true);
            painter.setRenderHint(QPainter::HighQualityAntialiasing, true);
            painter.translate((this->vwidth/2.0+xCenterOffset)*scalingFactor, (this->vheight/2.0+yCenterOffset)*scalingFactor);

            // COORDINATE FRAME IS NOW (0,0) at CENTER OF WIDGET

            // Draw all fixed indicators
            // BATTERY
            paintText(fuelStatus, fuelColor, 6.0f, (-vwidth/2.0) + 10, -vheight/2.0 + 6, &painter);
            paintText(waypointName, defaultColor, 6.0f, (-vwidth/3.0) + 10, +vheight/3.0 + 15, &painter);

            QPen linePen(Qt::SolidLine);
            linePen.setWidth(refLineWidthToPen(1.0f));
            linePen.setColor(defaultColor);
            painter.setBrush(Qt::NoBrush);
            painter.setPen(linePen);
            const float yawIndicatorWidth = 12.0f;
            const float yawIndicatorY = vheight/2.0f - 15.0f;
            QPolygon yawIndicator(4);
            yawIndicator.setPoint(0, QPoint(refToScreenX(0.0f), refToScreenY(yawIndicatorY)));
            yawIndicator.setPoint(1, QPoint(refToScreenX(yawIndicatorWidth/2.0f), refToScreenY(yawIndicatorY+yawIndicatorWidth)));
            yawIndicator.setPoint(2, QPoint(refToScreenX(-yawIndicatorWidth/2.0f), refToScreenY(yawIndicatorY+yawIndicatorWidth)));
            yawIndicator.setPoint(3, QPoint(refToScreenX(0.0f), refToScreenY(yawIndicatorY)));
            painter.drawPolyline(yawIndicator);
            painter.setPen(linePen);
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            const float hIndicatorWidth = 20.0f;
            const float hIndicatorY = -25.0f;
            const float hIndicatorYLow = hIndicatorY + hIndicatorWidth / 6.0f;
            const float hIndicatorSegmentWidth = hIndicatorWidth / 7.0f;
            QPolygon hIndicator(7);
            hIndicator.setPoint(0, QPoint(refToScreenX(0.0f-hIndicatorWidth/2.0f), refToScreenY(hIndicatorY)));
            hIndicator.setPoint(1, QPoint(refToScreenX(0.0f-hIndicatorWidth/2.0f+hIndicatorSegmentWidth*1.75f), refToScreenY(hIndicatorY)));
            hIndicator.setPoint(2, QPoint(refToScreenX(0.0f-hIndicatorSegmentWidth*1.0f), refToScreenY(hIndicatorYLow)));
            hIndicator.setPoint(3, QPoint(refToScreenX(0.0f), refToScreenY(hIndicatorY)));
            hIndicator.setPoint(4, QPoint(refToScreenX(0.0f+hIndicatorSegmentWidth*1.0f), refToScreenY(hIndicatorYLow)));
            hIndicator.setPoint(5, QPoint(refToScreenX(0.0f+hIndicatorWidth/2.0f-hIndicatorSegmentWidth*1.75f), refToScreenY(hIndicatorY)));
            hIndicator.setPoint(6, QPoint(refToScreenX(0.0f+hIndicatorWidth/2.0f), refToScreenY(hIndicatorY)));
            painter.drawPolyline(hIndicator);
            const float centerWidth = 8.0f;
            // TODO
            //painter.drawEllipse(QPointF(refToScreenX(qMin(10.0f, values.value("roll desired", 0.0f) * 10.0f)), refToScreenY(qMin(10.0f, values.value("pitch desired", 0.0f) * 10.0f))), refToScreenX(centerWidth/2.0f), refToScreenX(centerWidth/2.0f));
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            const float centerCrossWidth = 20.0f;
            // left
            painter.drawLine(QPointF(refToScreenX(-centerWidth / 2.0f), refToScreenY(0.0f)), QPointF(refToScreenX(-centerCrossWidth / 2.0f), refToScreenY(0.0f)));
            // right
            painter.drawLine(QPointF(refToScreenX(centerWidth / 2.0f), refToScreenY(0.0f)), QPointF(refToScreenX(centerCrossWidth / 2.0f), refToScreenY(0.0f)));
            // top
            painter.drawLine(QPointF(refToScreenX(0.0f), refToScreenY(-centerWidth / 2.0f)), QPointF(refToScreenX(0.0f), refToScreenY(-centerCrossWidth / 2.0f)));
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            const float compassY = -vheight/2.0f + 6.0f;
            QRectF compassRect(QPointF(refToScreenX(-12.0f), refToScreenY(compassY)), QSizeF(refToScreenX(24.0f), refToScreenY(12.0f)));
            painter.setPen(linePen);
            painter.drawRoundedRect(compassRect, 3, 3);
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            //    const float yawDeg = ((values.value("yaw", 0.0f)/M_PI)*180.0f)+180.f;
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            // YAW is in compass-human readable format, so 0 .. 360 deg.
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            float yawDeg = (yawLP / M_PI) * 180.0f;
            if (yawDeg < 0) yawDeg += 360;
            if (yawDeg > 360) yawDeg -= 360;
            /* final safeguard for really stupid systems */
            int yawCompass = static_cast<int>(yawDeg) % 360;
            yawAngle.sprintf("%03d", yawCompass);
            paintText(yawAngle, defaultColor,8.5f, -9.8f, compassY+ 1.7f, &painter);

            painter.setBrush(Qt::NoBrush);
            painter.setPen(linePen);
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            drawChangeRateStrip(-95.0f, -60.0f, 40.0f, -10.0f, 10.0f, -zSpeed, &painter);
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            drawChangeRateStrip(95.0f, -60.0f, 40.0f, -10.0f, 10.0f, totalAcc, &painter,true);
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            float gaugeAltitude;

            if (this->alt != 0) {
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                gaugeAltitude = alt;
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                gaugeAltitude = -zPos;
            }

            painter.setBrush(Qt::NoBrush);
            painter.setPen(linePen);

            drawChangeIndicatorGauge(-vGaugeSpacing, 35.0f, 15.0f, 10.0f, gaugeAltitude, defaultColor, &painter, false);
            paintText("alt m", defaultColor, 5.5f, -73.0f, 50, &painter);
            drawChangeIndicatorGauge(vGaugeSpacing, 35.0f, 15.0f, 10.0f, totalSpeed, defaultColor, &painter, false);
            paintText("v m/s", defaultColor, 5.5f, 55.0f, 50, &painter);
            // Waypoint name
            if (waypointName != "") paintText(waypointName, defaultColor, 2.0f, (-vwidth/3.0) + 10, +vheight/3.0 + 15, &painter);

            // MOVING PARTS


            painter.translate(refToScreenX(yawTrans), 0);

            // Old single-component pitch drawing
//            // Rotate view and draw all roll-dependent indicators
//            painter.rotate((rollLP/M_PI)* -180.0f);

//            painter.translate(0, (-pitchLP/(float)M_PI)* -180.0f * refToScreenY(1.8f));

//            //qDebug() << "ROLL" << roll << "PITCH" << pitch << "YAW DIFF" << valuesDot.value("roll", 0.0f);
//            paintPitchLines(pitchLP, &painter);
            QColor attColor = painter.pen().color();

            // Draw multi-component attitude
            foreach (QVector3D att, attitudes.values())
            {
                attColor = attColor.darker(200);
                painter.setPen(attColor);
                // Rotate view and draw all roll-dependent indicators
                painter.rotate((att.x()/M_PI)* -180.0f);

                painter.translate(0, (-att.y()/(float)M_PI)* -180.0f * refToScreenY(1.8f));

                //qDebug() << "ROLL" << roll << "PITCH" << pitch << "YAW DIFF" << valuesDot.value("roll", 0.0f);

                // PITCH

                paintPitchLines(att.y(), &painter);
                painter.translate(0, -(-att.y()/(float)M_PI)* -180.0f * refToScreenY(1.8f));
                painter.rotate(-(att.x()/M_PI)* -180.0f);
        //glDisable(GL_MULTISAMPLE);

        //glFlush();
    }
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/**
 * @param pitch pitch angle in degrees (-180 to 180)
 */
void HUD::paintPitchLines(float pitch, QPainter* painter)
{
    QString label;

    const float yDeg = vPitchPerDeg;
    const float lineDistance = 5.0f; ///< One pitch line every 10 degrees
    const float posIncrement = yDeg * lineDistance;
    float posY = posIncrement;
    const float posLimit = sqrt(pow(vwidth, 2.0f) + pow(vheight, 2.0f))*3.0f;
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    const float offsetAbs = pitch * yDeg;

    float offset = pitch;
    if (offset < 0) offset = -offset;
    int offsetCount = 0;
    while (offset > lineDistance) {
        offset -= lineDistance;
        offsetCount++;
    }
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    int iPos = (int)(0.5f + lineDistance); ///< The first line
    int iNeg = (int)(-0.5f - lineDistance); ///< The first line

    offset *= yDeg;


    painter->setPen(defaultColor);

    posY = -offsetAbs + posIncrement; //+ 100;// + lineDistance;

    while (posY < posLimit) {
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        paintPitchLinePos(label.sprintf("%3d", iPos), 0.0f, -posY, painter);
        posY += posIncrement;
        iPos += (int)lineDistance;
    }



    // HORIZON
    //
    //    ------------    ------------
    //
    const float pitchWidth = 30.0f;
    const float pitchGap = pitchWidth / 2.5f;
    const QColor horizonColor = defaultColor;
    const float diagonal = sqrt(pow(vwidth, 2.0f) + pow(vheight, 2.0f));
    const float lineWidth = refLineWidthToPen(0.5f);

    // Left horizon
    drawLine(0.0f-diagonal, offsetAbs, 0.0f-pitchGap/2.0f, offsetAbs, lineWidth, horizonColor, painter);
    // Right horizon
    drawLine(0.0f+pitchGap/2.0f, offsetAbs, 0.0f+diagonal, offsetAbs, lineWidth, horizonColor, painter);



    label.clear();

    posY = offsetAbs  + posIncrement;


    while (posY < posLimit) {
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        paintPitchLineNeg(label.sprintf("%3d", iNeg), 0.0f, posY, painter);
        posY += posIncrement;
        iNeg -= (int)lineDistance;
    }
}

void HUD::paintPitchLinePos(QString text, float refPosX, float refPosY, QPainter* painter)
{
    //painter->setPen(QPen(QBrush, normalStrokeWidth));

    const float pitchWidth = 30.0f;
    const float pitchGap = pitchWidth / 2.5f;
    const float pitchHeight = pitchWidth / 12.0f;
    const float textSize = pitchHeight * 1.6f;
    const float lineWidth = 1.5f;
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