//
// 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.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
+#ifdef HAVE_CONFIG_H
+# include "config.h"
+#endif
#include <float.h>
#include <simgear/constants.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/sg_geodesy.hxx>
+#include <simgear/scene/material/mat.hxx>
+#include <simgear/scene/material/matlib.hxx>
#include <Main/globals.hxx>
#include <Scenery/scenery.hxx>
{
// FIXME: Do more ...
// Idea: have a get_globals() function which knows about that stuff.
- // Or most propably read that from a configuration file,
+ // Or most probably read that from a configuration file,
// from property tree or whatever ...
// Get ground dependent data.
}
else {
-
// Initialize velocity field.
sgdSetVec3( gp.vel, 0.0, 0.0, 0.0 );
sgdSetVec3( gp.rot, 0.0, 0.0, 0.0 );
sgdSetVec3( gp.pivot, 0.0, 0.0, 0.0 );
- }
-
- // Get the texture name and decide what ground type we have.
- ssgState *st = l->getState();
- if (st != NULL && st->isAKindOf(ssgTypeSimpleState())) {
- ssgSimpleState *ss = (ssgSimpleState*)st;
- SGPath fullPath( ss->getTextureFilename() ? ss->getTextureFilename(): "" );
- string file = fullPath.file();
- SGPath dirPath(fullPath.dir());
- string category = dirPath.file();
-
- if (category == "Runway")
- gp.type = FGInterface::Solid;
- else {
- if (file == "asphault.rgb" || file == "airport.rgb")
- gp.type = FGInterface::Solid;
- else if (file == "water.rgb" || file == "water-lake.rgb")
- gp.type = FGInterface::Water;
- else if (file == "forest.rgb" || file == "cropwood.rgb")
- gp.type = FGInterface::Forest;
- }
+
+ // get some material information for use in the gear model
+ gp.material = globals->get_matlib()->findMaterial(l);
+ if (gp.material)
+ gp.type = gp.material->get_solid() ? FGInterface::Solid : FGInterface::Water;
}
return gp;
for (int i = 0; i < nt; ++i) {
Triangle t;
t.sphere.empty();
+ t.material = gp.material;
short v[3];
l->getTriangle(i, &v[0], &v[1], &v[2]);
for (int k = 0; k < 3; ++k) {
sgdSubVec3(off, isectpoint, tmp);
// Only accept the altitude if the intersection point is below the
// ground cache midpoint
- if (0 < sgdScalarProductVec3( off, down ) || !found_ground) {
+ if (0 < sgdScalarProductVec3( off, down )) {
found_ground = true;
sgdAddVec3(isectpoint, cache_center);
double this_radius = sgdLengthVec3(isectpoint);
sgdCopyVec3(dst.rotation_pivot, src.rotation_pivot);
dst.type = src.type;
+ dst.material = src.material;
if (dt*sgdLengthSquaredVec3(src.velocity) != 0) {
sgdVec3 pivotoff, vel;
if ( e->isAKindOf( ssgTypeBranch() ) ) {
ssgBranch *b = (ssgBranch *)e;
if ( b->isAKindOf( ssgTypeTransform() ) ) {
- // Collect up the transfors required to reach that part of
+ // Collect up the transforms required to reach that part of
// the branch.
sgMat4 xform2;
sgMakeIdentMat4( xform2 );
// This will minimize the number of vertices/triangles in the cache.
else if (e->isAKindOf(ssgTypeLeaf())) {
// Since we reach that leaf if we have an intersection with the
- // most propably bigger wire/catapult cache sphere, we need to check
+ // most probably bigger wire/catapult cache sphere, we need to check
// that here, if the smaller cache for the surface has a chance for hits.
- // Also, if the spheres do not intersect compute a croase agl value
+ // Also, if the spheres do not intersect compute a coarse agl value
// by following the line downwards originating at the aircraft.
bool spIsec = sp->intersects(&esphere);
putSurfaceLeafIntoCache(sp, xform, spIsec, down, (ssgLeaf *)e);
cache_ref_time = ref_time;
// Decide where we put the scenery center.
- Point3D old_cntr = globals->get_scenery()->get_center();
- Point3D cntr(pt[0], pt[1], pt[2]);
- // Only move the cache center if it is unaccaptable far away.
- if (40*40 < old_cntr.distance3Dsquared(cntr))
+ SGVec3d old_cntr = globals->get_scenery()->get_center();
+ SGVec3d cntr(pt[0], pt[1], pt[2]);
+ // Only move the cache center if it is unacceptable far away.
+ if (40*40 < distSqr(old_cntr, cntr))
globals->get_scenery()->set_center(cntr);
else
cntr = old_cntr;
sgdSetVec3(down, -pt[0], -pt[1], -pt[2]);
sgdNormalizeVec3(down);
- // We collaps all transforms we need to reach a particular leaf.
+ // We collapse all transforms we need to reach a particular leaf.
// The leafs itself will be then transformed later.
// So our cache is just flat.
// For leafs which are moving (carriers surface, etc ...)
bool
FGGroundCache::get_agl(double t, const double dpt[3], double max_altoff,
double contact[3], double normal[3], double vel[3],
- int *type, double *loadCapacity,
- double *frictionFactor, double *agl)
+ int *type, const SGMaterial** material, double *agl)
{
bool ret = false;
*type = FGInterface::Unknown;
// *agl = 0.0;
- *loadCapacity = DBL_MAX;
- *frictionFactor = 1.0;
+ if (material)
+ *material = 0;
sgdSetVec3( vel, 0.0, 0.0, 0.0 );
sgdSetVec3( contact, 0.0, 0.0, 0.0 );
sgdSetVec3( normal, 0.0, 0.0, 0.0 );
sgdAddVec3(vel, triangle.velocity);
// Save the ground type.
*type = triangle.type;
- // FIXME: figure out how to get that sign ...
-// *agl = sqrt(sqdist);
- *agl = sgdLengthVec3( dpt ) - sgdLengthVec3( contact );
-// *loadCapacity = DBL_MAX;
-// *frictionFactor = 1.0;
+ sgdVec3 dstToContact;
+ sgdSubVec3(dstToContact, contact, dpt);
+ *agl = sgdScalarProductVec3(dir, dstToContact);
+ if (material)
+ *material = triangle.material;
}
}
}
// The altitude is the distance of the requested point from the
// contact point.
- *agl = sgdLengthVec3( dpt ) - sgdLengthVec3( contact );
+ sgdVec3 dstToContact;
+ sgdSubVec3(dstToContact, contact, dpt);
+ *agl = sgdScalarProductVec3(dir, dstToContact);
*type = FGInterface::Unknown;
- *loadCapacity = DBL_MAX;
- *frictionFactor = 1.0;
return ret;
}
sgdCopyVec3( tri[1][2], pt[3] );
// Intersect the wire lines with each of these triangles.
- // You have cautght a wire if they intersect.
+ // You have caught a wire if they intersect.
for (size_t i = 0; i < sz; ++i) {
sgdVec3 le[2];
for (int k = 0; k < 2; ++k) {