int FGTileMgr::update( double lon, double lat, double visibility_meters ) {
sgdVec3 abs_pos_vector;
sgdCopyVec3(abs_pos_vector , globals->get_current_view()->get_absolute_view_pos());
- return update( lon, lat, visibility_meters, abs_pos_vector, current_bucket, previous_bucket );
+ return update( lon, lat, visibility_meters, abs_pos_vector,
+ current_bucket, previous_bucket,
+ globals->get_scenery()->get_center() );
}
-int FGTileMgr::update( double lon, double lat, double visibility_meters, sgdVec3 abs_pos_vector, SGBucket p_current, SGBucket p_previous ) {
+int FGTileMgr::update( double lon, double lat, double visibility_meters,
+ sgdVec3 abs_pos_vector, SGBucket p_current,
+ SGBucket p_previous, Point3D center ) {
// SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update() for "
// << lon << " " << lat );
}
// no reason to update this if we haven't moved...
- if ( longitude != last_longitude || latitude == last_latitude ) {
+ if ( longitude != last_longitude || latitude != last_latitude ) {
// update current elevation...
- updateCurrentElevAtPos(abs_pos_vector);
+ if (updateCurrentElevAtPos(abs_pos_vector, center)) {
+ last_longitude = longitude;
+ last_latitude = latitude;
+ }
}
- last_longitude = longitude;
- last_latitude = latitude;
-
#if 0
}
#endif
}
}
-void FGTileMgr::updateCurrentElevAtPos(sgdVec3 abs_pos_vector) {
+int FGTileMgr::updateCurrentElevAtPos(sgdVec3 abs_pos_vector, Point3D center) {
sgdVec3 sc;
+
sgdSetVec3( sc,
- globals->get_scenery()->get_center()[0],
- globals->get_scenery()->get_center()[1],
- globals->get_scenery()->get_center()[2] );
+ center[0],
+ center[1],
+ center[2]);
// 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,
- globals->get_scenery()->get_center()[0],
- globals->get_scenery()->get_center()[1],
- globals->get_scenery()->get_center()[2] );
hit = fgCurrentElev(abs_pos_vector,
sc,
current_tile->get_terra_transform(),
globals->get_scenery()->set_cur_radius( 0.0 );
globals->get_scenery()->set_cur_normal( hit_normal );
}
-
+ return hit;
}
void FGTileMgr::prep_ssg_nodes(float vis) {
-// float vis = 0.0;
-// vis = fgGetDouble("/environment/visibility-m");
+ // traverse the potentially viewable tile list and update range
+ // selector and transform
+
+ // just setup and call new function...
+
+ sgVec3 up;
+ sgCopyVec3( up, globals->get_current_view()->get_world_up() );
+
+ Point3D center;
+ center = globals->get_scenery()->get_center();
+ prep_ssg_nodes( vis, up, center );
+
+}
+
+void FGTileMgr::prep_ssg_nodes(float vis, sgVec3 up, Point3D center) {
// traverse the potentially viewable tile list and update range
// selector and transform
FGTileEntry *e;
tile_cache.reset_traversal();
- sgVec3 up;
- sgCopyVec3( up, globals->get_current_view()->get_world_up() );
-
while ( ! tile_cache.at_end() ) {
// cout << "processing a tile" << endl;
if ( (e = tile_cache.get_current()) ) {
- e->prep_ssg_node( globals->get_scenery()->get_center(), up, vis);
+ e->prep_ssg_node( center, up, vis);
} else {
SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache");
}