- /*
- cout << "abs view pos = "
- << globals->get_current_view()->get_abs_view_pos()[0] << ","
- << globals->get_current_view()->get_abs_view_pos()[1] << ","
- << globals->get_current_view()->get_abs_view_pos()[2]
- << " view pos = "
- << globals->get_current_view()->get_view_pos()[0] << ","
- << globals->get_current_view()->get_view_pos()[1] << ","
- << globals->get_current_view()->get_view_pos()[2]
- << endl;
- cout << "current_tile = " << current_tile << endl;
- cout << "Scenery center = " << sc[0] << "," << sc[1] << "," << sc[2]
- << endl;
- */
-
- // overridden with actual values if a terrain intersection is
- // found
- double hit_elev = -9999.0;
- double hit_radius = 0.0;
- sgdVec3 hit_normal = { 0.0, 0.0, 0.0 };
-
- bool hit = false;
- if ( fabs(sc[0]) > 1.0 || fabs(sc[1]) > 1.0 || fabs(sc[2]) > 1.0 ) {
- // scenery center has been properly defined so any hit
- // should be valid (and not just luck)
- sgdSetVec3( sc,
- scenery.get_center()[0],
- scenery.get_center()[1],
- scenery.get_center()[2] );
- hit = fgCurrentElev(globals->get_current_view()->get_absolute_view_pos(),
- sc,
- current_tile->get_terra_transform(),
- &hit_list,
- &hit_elev,
- &hit_radius,
- hit_normal);
- }