};
// Scenery Management system
-FGScenery::FGScenery() :
- center(0, 0, 0)
+FGScenery::FGScenery()
{
SG_LOG( SG_TERRAIN, SG_INFO, "Initializing scenery subsystem" );
}
void FGScenery::unbind() {
}
-void FGScenery::set_center( const SGVec3d& p ) {
- if (center == p)
- return;
- center = p;
- placement_list_type::iterator it = _placement_list.begin();
- while (it != _placement_list.end()) {
- (*it)->setSceneryCenter(center);
- ++it;
- }
-}
-
-void FGScenery::register_placement_transform(SGPlacementTransform *trans) {
- _placement_list.push_back(trans);
- trans->setSceneryCenter(center);
-}
-
-void FGScenery::unregister_placement_transform(SGPlacementTransform *trans) {
- placement_list_type::iterator it = _placement_list.begin();
- while (it != _placement_list.end()) {
- if ((*it) == trans) {
- it = _placement_list.erase(it);
- } else
- ++it;
- }
-}
-
bool
FGScenery::get_elevation_m(double lat, double lon, double max_alt,
double& alt, const SGMaterial** material,
if ( norm1(pos) < 1 )
return false;
- SGVec3d saved_center = center;
- bool replaced_center = false;
- if (exact) {
- if (30*30 < distSqr(pos, center)) {
- set_center( pos );
- replaced_center = true;
- }
- }
-
-
- SGVec3d start = pos + max_altoff*normalize(pos) - center;
- SGVec3d end = - center;
+ SGVec3d start = pos + max_altoff*normalize(pos);
+ SGVec3d end(0, 0, 0);
osgUtil::IntersectVisitor intersectVisitor;
intersectVisitor.setTraversalMask(SG_NODEMASK_TERRAIN_BIT);
= 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) {
}
}
- if (replaced_center)
- set_center( saved_center );
-
return hits;
}
if ( norm1(pos) < 1 )
return false;
- // Well that 'exactness' is somehow problematic, but makes at least sure
- // that we don't compute that with a cenery center at the other side of
- // the world ...
- SGVec3d saved_center = center;
- bool replaced_center = false;
- if (exact) {
- if (30*30 < distSqr(pos, center)) {
- set_center( pos );
- replaced_center = true;
- }
- }
-
// Make really sure the direction is normalized, is really cheap compared to
// computation of ground intersection.
- SGVec3d start = pos - center;
+ SGVec3d start = pos;
SGVec3d end = start + 1e5*normalize(dir); // FIXME visibility ???
osgUtil::IntersectVisitor intersectVisitor;
double newdist = length(start - point);
if (newdist < dist) {
dist = newdist;
- nearestHit = point + center;
+ nearestHit = point;
}
}
}
- if (replaced_center)
- set_center( saved_center );
-
return hits;
}