#include <stdio.h>
#include <string.h>
+#include <osgUtil/IntersectVisitor>
+
#include <simgear/debug/logstream.hxx>
#include <simgear/scene/tgdb/userdata.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/scene/model/placementtrans.hxx>
#include <simgear/scene/material/matlib.hxx>
+#include <simgear/scene/util/SGNodeMasks.hxx>
#include <Main/fg_props.hxx>
-#include "hitlist.hxx"
#include "scenery.hxx"
void FGScenery::init() {
// Scene graph root
- scene_graph = new ssgRoot;
+ scene_graph = new osg::Group;
scene_graph->setName( "Scene" );
// Terrain branch
- terrain_branch = new ssgBranch;
+ terrain_branch = new osg::Group;
terrain_branch->setName( "Terrain" );
- scene_graph->addKid( terrain_branch );
+ scene_graph->addChild( terrain_branch.get() );
- models_branch = new ssgBranch;
+ models_branch = new osg::Group;
models_branch->setName( "Models" );
- scene_graph->addKid( models_branch );
+ scene_graph->addChild( models_branch.get() );
- aircraft_branch = new ssgBranch;
+ aircraft_branch = new osg::Group;
aircraft_branch->setName( "Aircraft" );
- scene_graph->addKid( aircraft_branch );
+ scene_graph->addChild( aircraft_branch.get() );
// Lighting
- gnd_lights_root = new ssgRoot;
+ gnd_lights_root = new osg::Group;
gnd_lights_root->setName( "Ground Lighting Root" );
- vasi_lights_root = new ssgRoot;
+ vasi_lights_root = new osg::Group;
vasi_lights_root->setName( "VASI/PAPI Lighting Root" );
- rwy_lights_root = new ssgRoot;
+ rwy_lights_root = new osg::Group;
rwy_lights_root->setName( "Runway Lighting Root" );
- taxi_lights_root = new ssgRoot;
+ taxi_lights_root = new osg::Group;
taxi_lights_root->setName( "Taxi Lighting Root" );
// Initials values needed by the draw-time object loader
center = p;
placement_list_type::iterator it = _placement_list.begin();
while (it != _placement_list.end()) {
- (*it)->setSceneryCenter(center.sg());
+ (*it)->setSceneryCenter(center);
++it;
}
}
-void FGScenery::register_placement_transform(ssgPlacementTransform *trans) {
+void FGScenery::register_placement_transform(SGPlacementTransform *trans) {
_placement_list.push_back(trans);
- trans->setSceneryCenter(center.sg());
+ trans->setSceneryCenter(center);
}
-void FGScenery::unregister_placement_transform(ssgPlacementTransform *trans) {
+void FGScenery::unregister_placement_transform(SGPlacementTransform *trans) {
placement_list_type::iterator it = _placement_list.begin();
while (it != _placement_list.end()) {
if ((*it) == trans) {
}
}
- // overridden with actual values if a terrain intersection is
- // found
- int this_hit;
- double hit_radius = 0.0;
- SGVec3d hit_normal(0, 0, 0);
+
+ SGVec3d start = pos + max_altoff*normalize(pos) - center;
+ SGVec3d end = - center;
- SGVec3d sc = center;
- SGVec3d ncpos = pos;
-
- FGHitList hit_list;
- // scenery center has been properly defined so any hit should
- // be valid (and not just luck)
- bool hit = fgCurrentElev(ncpos.sg(), max_altoff+length(pos), sc.sg(),
- get_scene_graph(), &hit_list, &alt,
- &hit_radius, hit_normal.sg(), this_hit);
-
- if (material) {
- *material = 0;
- if (hit) {
- ssgEntity *entity = hit_list.get_entity( this_hit );
- if (entity && entity->isAKindOf(ssgTypeLeaf())) {
- ssgLeaf* leaf = static_cast<ssgLeaf*>(entity);
- *material = globals->get_matlib()->findMaterial(leaf);
+ osgUtil::IntersectVisitor intersectVisitor;
+ intersectVisitor.setTraversalMask(SG_NODEMASK_TERRAIN_BIT);
+ osg::ref_ptr<osg::LineSegment> lineSegment;
+ lineSegment = new osg::LineSegment(start.osg(), end.osg());
+ intersectVisitor.addLineSegment(lineSegment.get());
+ get_scene_graph()->accept(intersectVisitor);
+ bool hits = intersectVisitor.hits();
+ if (hits) {
+ int nHits = intersectVisitor.getNumHits(lineSegment.get());
+ alt = -SGLimitsd::max();
+ for (int i = 0; i < nHits; ++i) {
+ const osgUtil::Hit& hit
+ = intersectVisitor.getHitList(lineSegment.get())[i];
+ SGVec3d point;
+ point.osg() = hit.getWorldIntersectPoint();
+ point += center;
+ SGGeod geod = SGGeod::fromCart(point);
+ double elevation = geod.getElevationM();
+ if (alt < elevation) {
+ alt = elevation;
+ if (material)
+ *material = globals->get_matlib()->findMaterial(hit.getGeode());
}
}
}
if (replaced_center)
set_center( saved_center );
- return hit;
+ return hits;
}
bool
}
}
- // Not yet found any hit ...
- bool result = false;
-
// Make really sure the direction is normalized, is really cheap compared to
// computation of ground intersection.
- SGVec3d normalizedDir = normalize(dir);
- SGVec3d relativePos = pos - center;
-
- // At the moment only intersection with the terrain?
- FGHitList hit_list;
- hit_list.Intersect(globals->get_scenery()->get_terrain_branch(),
- relativePos.sg(), normalizedDir.sg());
-
- double dist = DBL_MAX;
- int hitcount = hit_list.num_hits();
- for (int i = 0; i < hitcount; ++i) {
- // Check for the nearest hit
- SGVec3d diff = SGVec3d(hit_list.get_point(i)) - relativePos;
-
- // We only want hits in front of us ...
- if (dot(normalizedDir, diff) < 0)
- continue;
-
- // find the nearest hit
- double nDist = dot(diff, diff);
- if (dist < nDist)
- continue;
-
- // Store the hit point
- dist = nDist;
- nearestHit = SGVec3d(hit_list.get_point(i)) + center;
- result = true;
+ SGVec3d start = pos - center;
+ SGVec3d end = start + 1e5*dir;
+
+ osgUtil::IntersectVisitor intersectVisitor;
+ intersectVisitor.setTraversalMask(SG_NODEMASK_TERRAIN_BIT);
+ osg::ref_ptr<osg::LineSegment> lineSegment;
+ lineSegment = new osg::LineSegment(start.osg(), end.osg());
+ intersectVisitor.addLineSegment(lineSegment.get());
+ get_scene_graph()->accept(intersectVisitor);
+ bool hits = intersectVisitor.hits();
+ if (hits) {
+ int nHits = intersectVisitor.getNumHits(lineSegment.get());
+ double dist = SGLimitsd::max();
+ for (int i = 0; i < nHits; ++i) {
+ const osgUtil::Hit& hit
+ = intersectVisitor.getHitList(lineSegment.get())[i];
+ SGVec3d point;
+ point.osg() = hit.getWorldIntersectPoint();
+ double newdist = length(start - point);
+ if (newdist < dist) {
+ dist = newdist;
+ nearestHit = point + center;
+ }
+ }
}
if (replaced_center)
set_center( saved_center );
- return result;
+ return hits;
}