{
setTraversalMask(SG_NODEMASK_TERRAIN_BIT);
mDown = down;
+ mLocalDown = down;
sphIsec = true;
mBackfaceCulling = false;
mCacheReference = cacheReference;
+ mLocalCacheReference = cacheReference;
mCacheRadius = cacheRadius;
mWireCacheRadius = wireCacheRadius;
break;
}
// Copy the velocity from the carrier class.
- ud->carrier->getVelocityWrtEarth( gp.vel, gp.rot, gp.pivot );
+ ud->carrier->getVelocityWrtEarth(gp.vel, gp.rot, gp.pivot);
return true;
}
FGGroundCache::GroundProperty oldGp = mGroundProperty;
/// transform the caches center to local coords
osg::Matrix oldLocalToGlobal = mLocalToGlobal;
+ osg::Matrix oldGlobalToLocal = mGlobalToLocal;
transform.computeLocalToWorldMatrix(mLocalToGlobal, this);
+ transform.computeWorldToLocalMatrix(mGlobalToLocal, this);
+
+ SGVec3d oldLocalCacheReference = mLocalCacheReference;
+ mLocalCacheReference.osg() = mCacheReference.osg()*mGlobalToLocal;
+ SGVec3d oldLocalDown = mLocalDown;
+ mLocalDown.osg() = osg::Matrixd::transform3x3(mDown.osg(), mGlobalToLocal);
// walk the children
traverse(transform);
// Restore that one
+ mLocalDown = oldLocalDown;
+ mLocalCacheReference = oldLocalCacheReference;
mLocalToGlobal = oldLocalToGlobal;
+ mGlobalToLocal = oldGlobalToLocal;
sphIsec = oldSphIsec;
mBackfaceCulling = oldBackfaceCulling;
mGroundProperty = oldGp;
void addTriangle(const osg::Vec3& v1, const osg::Vec3& v2,
const osg::Vec3& v3)
{
- FGGroundCache::Triangle t;
- osg::Vec3d gv1 = osg::Vec3d(v1)*mLocalToGlobal;
- osg::Vec3d gv2 = osg::Vec3d(v2)*mLocalToGlobal;
- osg::Vec3d gv3 = osg::Vec3d(v3)*mLocalToGlobal;
- for (unsigned i = 0; i < 3; ++i) {
- t.vertices[0][i] = gv1[i];
- t.vertices[1][i] = gv2[i];
- t.vertices[2][i] = gv3[i];
- }
- // FIXME: can do better ...
- t.boundCenter = (1.0/3)*(t.vertices[0] + t.vertices[1] + t.vertices[2]);
- t.boundRadius = std::max(length(t.vertices[0] - t.boundCenter),
- length(t.vertices[1] - t.boundCenter));
- t.boundRadius = std::max(t.boundRadius,
- length(t.vertices[2] - t.boundCenter));
-
- sgdMakePlane(t.plane.sg(), t.vertices[0].sg(), t.vertices[1].sg(),
- t.vertices[2].sg());
- double d = sgdScalarProductVec3(mDown.sg(), t.plane.sg());
- if (d > 0) {
+ SGVec3d v[3] = {
+ SGVec3d(v1),
+ SGVec3d(v2),
+ SGVec3d(v3)
+ };
+
+ // a bounding sphere in the node local system
+ SGVec3d boundCenter = (1.0/3)*(v[0] + v[1] + v[2]);
+#if 0
+ double boundRadius = std::max(norm1(v[0] - boundCenter),
+ norm1(v[1] - boundCenter));
+ boundRadius = std::max(boundRadius, norm1(v[2] - boundCenter));
+ // Ok, we take the 1-norm instead of the expensive 2 norm.
+ // Therefore we need that scaling factor - roughly sqrt(3)
+ boundRadius = 1.733*boundRadius;
+#else
+ double boundRadius = std::max(distSqr(v[0], boundCenter),
+ distSqr(v[1], boundCenter));
+ boundRadius = std::max(boundRadius, distSqr(v[2], boundCenter));
+ boundRadius = sqrt(boundRadius);
+#endif
+
+ // if we are not in the downward cylinder bail out
+ if (!fgdIsectSphereInfLine(boundCenter, boundRadius + mCacheRadius,
+ mLocalCacheReference, mLocalDown))
+ return;
+
+
+ // The normal and plane in the node local coordinate system
+ SGVec3d n = normalize(cross(v[1] - v[0], v[2] - v[0]));
+ if (0 < dot(mLocalDown, n)) {
if (mBackfaceCulling) {
// Surface points downwards, ignore for altitude computations.
return;
} else
- t.plane = -t.plane;
+ n = -n;
}
-
- // Check if the sphere around the vehicle intersects the sphere
- // around that triangle. If so, put that triangle into the cache.
- if (sphIsec &&
- distSqr(t.boundCenter, mCacheReference)
- < (t.boundRadius + mCacheRadius)*(t.boundRadius + mCacheRadius) ) {
- t.velocity = mGroundProperty.vel;
- t.rotation = mGroundProperty.rot;
- t.rotation_pivot = mGroundProperty.pivot - mGroundCache->cache_center;
- t.type = mGroundProperty.type;
- mGroundCache->triangles.push_back(t);
+
+ // Only check if the triangle is in the cache sphere if the plane
+ // containing the triangle is near enough
+ if (sphIsec && fabs(dot(n, v[0] - mLocalCacheReference)) < mCacheRadius) {
+ // Check if the sphere around the vehicle intersects the sphere
+ // around that triangle. If so, put that triangle into the cache.
+ double r2 = boundRadius + mCacheRadius;
+ if (distSqr(boundCenter, mLocalCacheReference) < r2*r2) {
+ FGGroundCache::Triangle t;
+ for (unsigned i = 0; i < 3; ++i)
+ t.vertices[i].osg() = v[i].osg()*mLocalToGlobal;
+ t.boundCenter.osg() = boundCenter.osg()*mLocalToGlobal;
+ t.boundRadius = boundRadius;
+
+ SGVec3d tmp;
+ tmp.osg() = osg::Matrixd::transform3x3(n.osg(), mLocalToGlobal);
+ t.plane = SGVec4d(tmp[0], tmp[1], tmp[2], -dot(tmp, t.vertices[0]));
+ t.velocity = mGroundProperty.vel;
+ t.rotation = mGroundProperty.rot;
+ t.rotation_pivot = mGroundProperty.pivot - mGroundCache->cache_center;
+ t.type = mGroundProperty.type;
+ mGroundCache->triangles.push_back(t);
+ }
}
// In case the cache is empty, we still provide agl computations.
// But then we use the old way of having a fixed elevation value for
// the whole lifetime of this cache.
- if ( fgdIsectSphereInfLine(t.boundCenter, t.boundRadius,
- mCacheReference, mDown) ) {
- SGVec3d isectpoint;
- if ( sgdIsectInfLinePlane( isectpoint.sg(), mCacheReference.sg(),
- mDown.sg(), t.plane.sg() ) &&
- fgdPointInTriangle( isectpoint, t.vertices ) ) {
+ SGVec4d plane = SGVec4d(n[0], n[1], n[2], -dot(n, v[0]));
+ SGVec3d isectpoint;
+ if ( sgdIsectInfLinePlane( isectpoint.sg(), mLocalCacheReference.sg(),
+ mLocalDown.sg(), plane.sg() ) ) {
+ if (fgdPointInTriangle(isectpoint, v)) {
// Only accept the altitude if the intersection point is below the
// ground cache midpoint
- if (0 < dot(isectpoint - mCacheReference, mDown)) {
+ if (0 < dot(isectpoint - mLocalCacheReference, mLocalDown)) {
mGroundCache->found_ground = true;
+ isectpoint.osg() = isectpoint.osg()*mLocalToGlobal;
isectpoint += mGroundCache->cache_center;
double this_radius = length(isectpoint);
if (mGroundCache->ground_radius < this_radius)
}
}
}
-
+
void addLine(const osg::Vec3& v1, const osg::Vec3& v2)
{
- SGVec3d gv1 = SGVec3d(osg::Vec3d(v1)*mLocalToGlobal);
- SGVec3d gv2 = SGVec3d(osg::Vec3d(v2)*mLocalToGlobal);
+ SGVec3d gv1(osg::Vec3d(v1)*mLocalToGlobal);
+ SGVec3d gv2(osg::Vec3d(v2)*mLocalToGlobal);
SGVec3d boundCenter = 0.5*(gv1 + gv2);
double boundRadius = length(gv1 - boundCenter);
double mCacheRadius;
double mWireCacheRadius;
osg::Matrix mLocalToGlobal;
+ osg::Matrix mGlobalToLocal;
SGVec3d mDown;
+ SGVec3d mLocalDown;
+ SGVec3d mLocalCacheReference;
bool sphIsec;
bool mBackfaceCulling;
FGGroundCache::GroundProperty mGroundProperty;