#endif
#include <GL/glut.h>
-#include <XGL/xgl.h>
+#include <simgear/xgl/xgl.h>
-#include <Aircraft/aircraft.hxx>
+#include <simgear/constants.h>
+#include <simgear/debug/logstream.hxx>
+#include <simgear/math/fg_geodesy.hxx>
+#include <simgear/math/mat3.h>
+#include <simgear/math/point3d.hxx>
+#include <simgear/math/polar3d.hxx>
+#include <simgear/math/vector.hxx>
-#include <Debug/logstream.hxx>
-// #include <Bucket/bucketutils.hxx>
-#include <Include/fg_constants.h>
+#include <Aircraft/aircraft.hxx>
#include <Main/options.hxx>
#include <Main/views.hxx>
-#include <Math/fg_geodesy.hxx>
-#include <Math/mat3.h>
-#include <Math/point3d.hxx>
-#include <Math/polar3d.hxx>
-#include <Math/vector.hxx>
#include <Objects/materialmgr.hxx>
#include <Objects/obj.hxx>
return a < b ? fg_max(b, c) : fg_max(a, c);
}
-
// check for an instersection with the individual triangles of a leaf
-static bool my_ssg_instersect_leaf( string s, ssgLeaf *leaf, sgMat4 m,
- const sgVec3 p, const sgVec3 dir,
- sgVec3 result )
+static bool my_ssg_instersect_leaf( string s, ssgLeaf *leaf, sgdMat4 m,
+ const sgdVec3 p, const sgdVec3 dir,
+ sgdVec3 result )
{
- sgVec3 v1, v2, n;
- sgVec3 p1, p2, p3;
+ sgdVec3 v1, v2, n;
+ sgdVec3 p1, p2, p3;
double x, y, z; // temporary holding spot for result
double a, b, c, d;
double x0, y0, z0, x1, y1, z1, a1, b1, c1;
double t1, t2, t3;
double xmin, xmax, ymin, ymax, zmin, zmax;
double dx, dy, dz, min_dim, x2, y2, x3, y3, rx, ry;
- float *tmp;
+ sgdVec3 tmp;
+ float *ftmp;
int side1, side2;
short i1, i2, i3;
- cout << s << "Intersecting" << endl;
+ // cout << s << "Intersecting" << endl;
// traverse the triangle list for this leaf
for ( int i = 0; i < leaf->getNumTriangles(); ++i ) {
// get triangle vertex coordinates
- tmp = leaf->getVertex( i1 );
+ ftmp = leaf->getVertex( i1 );
+ sgdSetVec3( tmp, ftmp );
// cout << s << "orig point 1 = " << tmp[0] << " " << tmp[1]
// << " " << tmp[2] << endl;
- sgXformPnt3( p1, tmp, m ) ;
+ sgdXformPnt3( p1, tmp, m ) ;
- tmp = leaf->getVertex( i2 );
+ ftmp = leaf->getVertex( i2 );
+ sgdSetVec3( tmp, ftmp );
// cout << s << "orig point 2 = " << tmp[0] << " " << tmp[1]
// << " " << tmp[2] << endl;
- sgXformPnt3( p2, tmp, m ) ;
+ sgdXformPnt3( p2, tmp, m ) ;
- tmp = leaf->getVertex( i3 );
+ ftmp = leaf->getVertex( i3 );
+ sgdSetVec3( tmp, ftmp );
// cout << s << "orig point 3 = " << tmp[0] << " " << tmp[1]
// << " " << tmp[2] << endl;
- sgXformPnt3( p3, tmp, m ) ;
+ sgdXformPnt3( p3, tmp, m ) ;
// cout << s << "point 1 = " << p1[0] << " " << p1[1] << " " << p1[2]
// << endl;
// << endl;
// calculate two edge vectors, and the face normal
- sgSubVec3(v1, p2, p1);
- sgSubVec3(v2, p3, p1);
- sgVectorProductVec3(n, v1, v2);
+ sgdSubVec3(v1, p2, p1);
+ sgdSubVec3(v2, p3, p1);
+ sgdVectorProductVec3(n, v1, v2);
// calculate the plane coefficients for the plane defined by
// this face. If n is the normal vector, n = (a, b, c) and p1
// everything is too close together to tell the difference
// so the current intersection point should work as good
// as any
- sgSetVec3( result, x, y, z );
+ sgdSetVec3( result, x, y, z );
return true;
}
side1 = fg_sign (t1 - t2);
} else {
// all dimensions are really small so lets call it close
// enough and return a successful match
- sgSetVec3( result, x, y, z );
+ sgdSetVec3( result, x, y, z );
return true;
}
}
// printf( "intersection point = %.2f %.2f %.2f\n", x, y, z);
- sgSetVec3( result, x, y, z );
+ sgdSetVec3( result, x, y, z );
return true;
}
}
-void FGTileMgr::my_ssg_los( string s, ssgBranch *branch, sgMat4 m,
- const sgVec3 p, const sgVec3 dir )
+void FGTileMgr::my_ssg_los( string s, ssgBranch *branch, sgdMat4 m,
+ const sgdVec3 p, const sgdVec3 dir )
{
sgSphere *bsphere;
for ( ssgEntity *kid = branch->getKid( 0 );
{
if ( kid->getTraversalMask() & SSGTRAV_HOT ) {
bsphere = kid->getBSphere();
- sgVec3 center;
- sgCopyVec3( center, bsphere->getCenter() );
- sgXformPnt3( center, m ) ;
+ sgVec3 fcenter;
+ sgCopyVec3( fcenter, bsphere->getCenter() );
+ sgdVec3 center;
+ center[0] = fcenter[0];
+ center[1] = fcenter[1];
+ center[2] = fcenter[2];
+ sgdXformPnt3( center, m ) ;
// cout << s << "entity bounding sphere:" << endl;
// cout << s << "center = " << center[0] << " "
- // << center[1] << " " << center[2] << endl;
+ // << center[1] << " " << center[2] << endl;
// cout << s << "radius = " << bsphere->getRadius() << endl;
double radius_sqd = bsphere->getRadius() * bsphere->getRadius();
- if ( sgPointLineDistSquared( center, p, dir ) < radius_sqd ) {
+ if ( sgdPointLineDistSquared( center, p, dir ) < radius_sqd ) {
// possible intersections
if ( kid->isAKindOf ( ssgTypeBranch() ) ) {
- sgMat4 m_new;
- sgCopyMat4(m_new, m);
+ sgdMat4 m_new;
+ sgdCopyMat4(m_new, m);
if ( kid->isA( ssgTypeTransform() ) ) {
- sgMat4 xform;
- ((ssgTransform *)kid)->getTransform( xform );
- sgPreMultMat4( m_new, xform );
+ sgMat4 fxform;
+ ((ssgTransform *)kid)->getTransform( fxform );
+ sgdMat4 xform;
+ sgdSetMat4( xform, fxform );
+ sgdPreMultMat4( m_new, xform );
}
my_ssg_los( s + " ", (ssgBranch *)kid, m_new, p, dir );
} else if ( kid->isAKindOf ( ssgTypeLeaf() ) ) {
- sgVec3 result;
+ sgdVec3 result;
if ( my_ssg_instersect_leaf( s, (ssgLeaf *)kid, m, p, dir,
result ) )
- {
- cout << "sgLOS hit: " << result[0] << ","
- << result[1] << "," << result[2] << endl;
+ {
+ // cout << "sgLOS hit: " << result[0] << ","
+ // << result[1] << "," << result[2] << endl;
+ for (int i=0; i < 3; i++) {
+ hit_pts[hitcount][i] = result[i];
}
+ hitcount++;
+ }
}
} else {
// end of the line for this branch
{
hitcount = 0;
- sgMat4 m;
- sgMakeIdentMat4 ( m ) ;
+ sgdMat4 m;
+ sgdMakeIdentMat4 ( m ) ;
- sgVec3 sgavp, sgvp;
- sgSetVec3(sgavp, abs_view_pos.x(), abs_view_pos.y(), abs_view_pos.z() );
- sgSetVec3(sgvp, view_pos.x(), view_pos.y(), view_pos.z() );
+ sgdVec3 sgavp, sgvp;
+ sgdSetVec3(sgavp, abs_view_pos.x(), abs_view_pos.y(), abs_view_pos.z() );
+ sgdSetVec3(sgvp, view_pos.x(), view_pos.y(), view_pos.z() );
- cout << "starting ssg_los, view pos = " << view_pos[0] << " "
- << view_pos[1] << " " << view_pos[2] << endl;
+ // cout << "starting ssg_los, abs view pos = " << abs_view_pos[0] << " "
+ // << abs_view_pos[1] << " " << abs_view_pos[2] << endl;
+ // cout << "starting ssg_los, view pos = " << view_pos[0] << " "
+ // << view_pos[1] << " " << view_pos[2] << endl;
my_ssg_los( "", scene, m, sgvp, sgavp );
+
+ double result = -9999;
+
+ for ( int i = 0; i < hitcount; ++i ) {
+ Point3D rel_cart( hit_pts[i][0], hit_pts[i][1], hit_pts[i][2] );
+ Point3D abs_cart = rel_cart + scenery.center;
+ Point3D pp = fgCartToPolar3d( abs_cart );
+ FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp );
+ // convert to geodetic coordinates
+ double lat_geod, alt, sea_level_r;
+ fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod,
+ &alt, &sea_level_r);
+
+ // printf("alt = %.2f\n", alt);
+ // exit since we found an intersection
+ if ( alt > result && alt < 10000 ) {
+ // printf("returning alt\n");
+ result = alt;
+ }
+ }
+
+ if ( result > -9000 ) {
+ return result;
+ } else {
+ FG_LOG( FG_TERRAIN, FG_INFO, "no terrain intersection" );
+ return 0.0;
+ }
}
int FGTileMgr::update( void ) {
FGTileCache *c;
FGInterface *f;
- FGBucket p2;
+ FGTileEntry *t;
+ FGBucket p2;
static FGBucket p_last(false);
static double last_lon = -1000.0; // in degrees
static double last_lat = -1000.0; // in degrees
FGBucket p1( f->get_Longitude() * RAD_TO_DEG,
f->get_Latitude() * RAD_TO_DEG );
+
+ long int index = c->exists(p1);
+ if ( index >= 0 ) {
+ t = c->get_tile(index);
+ scenery.next_center = t->center;
+ } else {
+ FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" );
+ }
+
dw = tile_diameter / 2;
dh = tile_diameter / 2;
0, 0 );
sched_tile( p2 );
+ // prime scenery center calculations
+ Point3D geod_view_center( p2.get_center_lon(),
+ p2.get_center_lat(),
+ cur_fdm_state->get_Altitude()*FEET_TO_METER +
+ 3 );
+ current_view.abs_view_pos = fgGeodToCart( geod_view_center );
+ current_view.view_pos = current_view.abs_view_pos - scenery.next_center;
+
for ( i = 3; i <= tile_diameter; i = i + 2 ) {
int span = i / 2;
Point3D geod_pos = Point3D( f->get_Longitude(), f->get_Latitude(), 0.0);
Point3D tmp_abs_view_pos = fgGeodToCart(geod_pos);
- scenery.cur_elev =
- current_elev( f->get_Longitude(), f->get_Latitude(), tmp_abs_view_pos );
- cout << "current elevation == " << scenery.cur_elev << endl;
- double junk = current_elev_ssg( current_view.abs_view_pos,
- current_view.view_pos );
- cout << "current elevation (ssg) == " << junk << endl;
+ // cout << "current elevation (old) == "
+ // << current_elev( f->get_Longitude(), f->get_Latitude(),
+ // tmp_abs_view_pos )
+ // << endl;
+ scenery.cur_elev = current_elev_ssg( current_view.abs_view_pos,
+ current_view.view_pos );
+ // cout << "current elevation (ssg) == " << scenery.cur_elev << endl;
p_last = p1;
last_lon = f->get_Longitude() * RAD_TO_DEG;