double alt_m = alt_ft * SG_FEET_TO_METER;
set_Longitude( lon );
set_Latitude( lat );
+ SG_LOG( SG_FLIGHT, SG_INFO, "Checking for lon = "
+ << lon*SGD_RADIANS_TO_DEGREES << "deg, lat = "
+ << lat*SGD_RADIANS_TO_DEGREES << "deg, alt = "
+ << alt_ft << "ft");
double ground_elev_m = get_groundlevel_m(lat, lon, alt_m);
double ground_elev_ft = ground_elev_m * SG_METER_TO_FEET;
double
FGInterface::get_groundlevel_m(double lat, double lon, double alt)
{
- // First compute the sea level radius,
sgdVec3 pos, cpos;
- sgGeodToCart(lat, lon, 0, pos);
- double slr = sgdLengthVec3(pos);
- // .. then the cartesian position of the given lat/lon/alt.
+ // Compute the cartesian position of the given lat/lon/alt.
sgGeodToCart(lat, lon, alt, pos);
// FIXME: how to handle t - ref_time differences ???
double ref_time, radius;
// Prepare the ground cache for that position.
- if (!is_valid_m(&ref_time, cpos, &radius))
- prepare_ground_cache_m(ref_time, pos, 10);
- else if (radius*radius <= sgdDistanceSquaredVec3(pos, cpos))
- prepare_ground_cache_m(ref_time, pos, radius);
+ if (!is_valid_m(&ref_time, cpos, &radius)) {
+ bool ok = prepare_ground_cache_m(ref_time, pos, 10);
+ /// This is most likely the case when the given altitude is
+ /// too low, try with a new altitude of 10000m, that should be
+ /// sufficient to find a ground level below everywhere on our planet
+ if (!ok) {
+ sgGeodToCart(lat, lon, 10000, pos);
+ /// If there is still no ground, return sea level radius
+ if (!prepare_ground_cache_m(ref_time, pos, 10))
+ return 0;
+ }
+ } else if (radius*radius <= sgdDistanceSquaredVec3(pos, cpos)) {
+ /// We reuse the old radius value, but only if it is at least 10 Meters ..
+ if (!(10 < radius)) // Well this strange compare is nan safe
+ radius = 10;
+
+ bool ok = prepare_ground_cache_m(ref_time, pos, radius);
+ /// This is most likely the case when the given altitude is
+ /// too low, try with a new altitude of 10000m, that should be
+ /// sufficient to find a ground level below everywhere on our planet
+ if (!ok) {
+ sgGeodToCart(lat, lon, 10000, pos);
+ /// If there is still no ground, return sea level radius
+ if (!prepare_ground_cache_m(ref_time, pos, radius))
+ return 0;
+ }
+ }
double contact[3], normal[3], vel[3], lc, ff, agl;
int type;
+ // Ignore the return value here, since it just tells us if
+ // the returns stem from the groundcache or from the coarse
+ // computations below the groundcache. The contact point is still something
+ // valid, the normals and the other returns just contain some defaults.
get_agl_m(ref_time, pos, 2.0, contact, normal, vel, &type, &lc, &ff, &agl);
-
- return sgdLengthVec3(contact) - slr;
+ Point3D geodPos = sgCartToGeod(Point3D(contact[0], contact[1], contact[2]));
+ return geodPos.elev();
}
bool
{
// 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.
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);
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);
// 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.
+ // Only move the cache center if it is unacceptable far away.
if (40*40 < old_cntr.distance3Dsquared(cntr))
globals->get_scenery()->set_center(cntr);
else
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 ...)
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) {