+++ /dev/null
-// hitlist.cxx -
-// Height Over Terrain and Assosciated Routines for FlightGear based Scenery
-// Written by Norman Vine, started 2000.
-
-#ifdef HAVE_CONFIG_H
-# include <config.h>
-#endif
-
-#include <float.h>
-#include <math.h>
-
-#include <plib/sg.h>
-
-#include <simgear/sg_inlines.h>
-#include <simgear/debug/logstream.hxx>
-#include <simgear/math/point3d.hxx>
-#include <simgear/math/polar3d.hxx>
-#include <simgear/math/sg_geodesy.hxx>
-#include <simgear/math/vector.hxx>
-#include <simgear/timing/timestamp.hxx>
-
-#include <Main/globals.hxx>
-#include <Main/viewer.hxx>
-#include <Scenery/scenery.hxx>
-
-#include "hitlist.hxx"
-
-// Specialized version of sgMultMat4 needed because of mixed matrix
-// types
-static inline void sgMultMat4(sgdMat4 dst, sgdMat4 m1, sgMat4 m2) {
- for ( int j = 0 ; j < 4 ; j++ ) {
- dst[0][j] = m2[0][0] * m1[0][j] +
- m2[0][1] * m1[1][j] +
- m2[0][2] * m1[2][j] +
- m2[0][3] * m1[3][j] ;
-
- dst[1][j] = m2[1][0] * m1[0][j] +
- m2[1][1] * m1[1][j] +
- m2[1][2] * m1[2][j] +
- m2[1][3] * m1[3][j] ;
-
- dst[2][j] = m2[2][0] * m1[0][j] +
- m2[2][1] * m1[1][j] +
- m2[2][2] * m1[2][j] +
- m2[2][3] * m1[3][j] ;
-
- dst[3][j] = m2[3][0] * m1[0][j] +
- m2[3][1] * m1[1][j] +
- m2[3][2] * m1[2][j] +
- m2[3][3] * m1[3][j] ;
- }
-}
-
-
-/*
- * Walk backwards up the tree, transforming the vertex by all the
- * matrices along the way.
- *
- * Upwards recursion hurts my head.
- */
-static void ssgGetEntityTransform(ssgEntity *entity, sgMat4 m ) {
- sgMat4 mat ;
-
- // If this node has a parent - get the composite matrix for the
- // parent.
- if ( entity->getNumParents() > 0 )
- ssgGetEntityTransform ( entity->getParent(0), mat ) ;
- else
- sgMakeIdentMat4 ( mat ) ;
-
- // If this node has a transform - then concatenate it.
- if ( entity -> isAKindOf ( ssgTypeTransform () ) ) {
- sgMat4 this_mat ;
- ((ssgTransform *) entity) -> getTransform ( this_mat ) ;
- sgPostMultMat4 ( mat, this_mat ) ;
- }
-
- sgCopyMat4 ( m, mat ) ;
-}
-
-
-// return the passed entitity's bsphere's center point radius and
-// fully formed current model matrix for entity
-static inline void ssgGetCurrentBSphere( ssgEntity *entity, sgVec3 center,
- float *radius, sgMat4 m )
-{
- sgSphere *bsphere = entity->getBSphere();
- *radius = (double)bsphere->getRadius();
- sgCopyVec3( center, bsphere->getCenter() );
- sgMakeIdentMat4 ( m ) ;
- ssgGetEntityTransform( entity, m );
-}
-
-
-// This is same as PLib's sgdIsectInfLinePlane() and can be replaced
-// by it after the next PLib release
-static inline bool fgdIsectInfLinePlane( sgdVec3 dst,
- const sgdVec3 l_org,
- const sgdVec3 l_vec,
- const sgdVec4 plane )
-{
- SGDfloat tmp = sgdScalarProductVec3 ( l_vec, plane ) ;
-
- /* Is line parallel to plane? */
-
- if ( fabs ( tmp ) < FLT_EPSILON )
- return false ;
-
- sgdScaleVec3 ( dst, l_vec, -( sgdScalarProductVec3 ( l_org, plane )
- + plane[3] ) / tmp ) ;
- sgdAddVec3 ( dst, l_org ) ;
-
- return true ;
-}
-
-/*
- * Given a point and a triangle lying on the same plane check to see
- * if the point is inside the triangle
- *
- * This is same as PLib's sgdPointInTriangle() and can be replaced by
- * it after the next PLib release
- */
-static inline bool fgdPointInTriangle( sgdVec3 point, sgdVec3 tri[3] )
-{
- sgdVec3 dif;
-
- // Some tolerance in meters we accept a point to be outside of the triangle
- // and still return that it is inside.
- SGDfloat eps = 1e-4;
- SGDfloat min, max;
- // punt if outside bouding cube
- SG_MIN_MAX3 ( min, max, tri[0][0], tri[1][0], tri[2][0] );
- if( (point[0] < min - eps) || (point[0] > max + eps) )
- return false;
- dif[0] = max - min;
-
- SG_MIN_MAX3 ( min, max, tri[0][1], tri[1][1], tri[2][1] );
- if( (point[1] < min - eps) || (point[1] > max + eps) )
- return false;
- dif[1] = max - min;
-
- SG_MIN_MAX3 ( min, max, tri[0][2], tri[1][2], tri[2][2] );
- if( (point[2] < min - eps) || (point[2] > max + eps) )
- return false;
- dif[2] = max - min;
-
- // drop the smallest dimension so we only have to work in 2d.
- SGDfloat min_dim = SG_MIN3 (dif[0], dif[1], dif[2]);
- SGDfloat x1, y1, x2, y2, x3, y3, rx, ry;
- if ( fabs(min_dim-dif[0]) <= DBL_EPSILON ) {
- // x is the smallest dimension
- x1 = point[1];
- y1 = point[2];
- x2 = tri[0][1];
- y2 = tri[0][2];
- x3 = tri[1][1];
- y3 = tri[1][2];
- rx = tri[2][1];
- ry = tri[2][2];
- } else if ( fabs(min_dim-dif[1]) <= DBL_EPSILON ) {
- // y is the smallest dimension
- x1 = point[0];
- y1 = point[2];
- x2 = tri[0][0];
- y2 = tri[0][2];
- x3 = tri[1][0];
- y3 = tri[1][2];
- rx = tri[2][0];
- ry = tri[2][2];
- } else if ( fabs(min_dim-dif[2]) <= DBL_EPSILON ) {
- // z is the smallest dimension
- x1 = point[0];
- y1 = point[1];
- x2 = tri[0][0];
- y2 = tri[0][1];
- x3 = tri[1][0];
- y3 = tri[1][1];
- rx = tri[2][0];
- ry = tri[2][1];
- } else {
- // all dimensions are really small so lets call it close
- // enough and return a successful match
- return true;
- }
-
- // check if intersection point is on the same side of p1 <-> p2 as p3
- SGDfloat tmp = (y2 - y3);
- SGDfloat tmpn = (x2 - x3);
- int side1 = SG_SIGN (tmp * (rx - x3) + (y3 - ry) * tmpn);
- int side2 = SG_SIGN (tmp * (x1 - x3) + (y3 - y1) * tmpn
- + side1 * eps * fabs(tmpn));
- if ( side1 != side2 ) {
- // printf("failed side 1 check\n");
- return false;
- }
-
- // check if intersection point is on correct side of p2 <-> p3 as p1
- tmp = (y3 - ry);
- tmpn = (x3 - rx);
- side1 = SG_SIGN (tmp * (x2 - rx) + (ry - y2) * tmpn);
- side2 = SG_SIGN (tmp * (x1 - rx) + (ry - y1) * tmpn
- + side1 * eps * fabs(tmpn));
- if ( side1 != side2 ) {
- // printf("failed side 2 check\n");
- return false;
- }
-
- // check if intersection point is on correct side of p1 <-> p3 as p2
- tmp = (y2 - ry);
- tmpn = (x2 - rx);
- side1 = SG_SIGN (tmp * (x3 - rx) + (ry - y3) * tmpn);
- side2 = SG_SIGN (tmp * (x1 - rx) + (ry - y1) * tmpn
- + side1 * eps * fabs(tmpn));
- if ( side1 != side2 ) {
- // printf("failed side 3 check\n");
- return false;
- }
-
- return true;
-}
-
-
-// Check if all three vertices are the same point (or close enough)
-static inline int isZeroAreaTri( sgdVec3 tri[3] )
-{
- return( sgdEqualVec3(tri[0], tri[1]) ||
- sgdEqualVec3(tri[1], tri[2]) ||
- sgdEqualVec3(tri[2], tri[0]) );
-}
-
-
-// Constructor
-FGHitList::FGHitList() :
- last(NULL), test_dist(DBL_MAX)
-{
-}
-
-
-// Destructor
-FGHitList::~FGHitList() {}
-
-
-// http://www.cs.lth.se/home/Tomas_Akenine_Moller/raytri/raytri.c
-// http://little3d.free.fr/ressources/jgt%20Fast,%20Minumum%20Storage%20Ray-Triangle%20Intersection.htm
-// http://www.acm.org/jgt/papers/MollerTrumbore97/
-
-/* Ray-Triangle Intersection Test Routines */
-/* Different optimizations of my and Ben Trumbore's */
-/* code from journals of graphics tools (JGT) */
-/* http://www.acm.org/jgt/ */
-/* by Tomas Moller, May 2000 */
-
-/* code rewritten to do tests on the sign of the determinant */
-/* the division is at the end in the code */
-// cosmetics change by H.J :
-// make u & v locals since we don't use them, use sg functions
-static bool intersect_triangle(const double orig[3], const double dir[3],
- const double vert0[3], const double vert1[3], const double vert2[3],
- double *t)
-{
- double u, v;
- double edge1[3], edge2[3], tvec[3], pvec[3], qvec[3];
-
- const SGDfloat eps = 1e-4;
-
- /* find vectors for two edges sharing vert0 */
- sgdSubVec3(edge1, vert1, vert0);
- sgdSubVec3(edge2, vert2, vert0);
-
- /* begin calculating determinant - also used to calculate U parameter */
- sgdVectorProductVec3(pvec, dir, edge2);
-
- /* if determinant is near zero, ray lies in plane of triangle */
- double det = sgdScalarProductVec3(edge1, pvec);
-
- if (det > eps)
- {
- /* calculate distance from vert0 to ray origin */
- sgdSubVec3(tvec, orig, vert0);
-
- /* calculate U parameter and test bounds */
- u = sgdScalarProductVec3(tvec, pvec);
- if (u < 0.0 || u > det)
- return false;
-
- /* prepare to test V parameter */
- sgdVectorProductVec3(qvec, tvec, edge1);
-
- /* calculate V parameter and test bounds */
- v = sgdScalarProductVec3(dir, qvec);
- if (v < 0.0 || u + v > det)
- return false;
-
- }
- else if(det < -eps)
- {
- /* calculate distance from vert0 to ray origin */
- sgdSubVec3(tvec, orig, vert0);
-
- /* calculate U parameter and test bounds */
- u = sgdScalarProductVec3(tvec, pvec);
- if (u > 0.0 || u < det)
- return false;
-
- /* prepare to test V parameter */
- sgdVectorProductVec3(qvec, tvec, edge1);
-
- /* calculate V parameter and test bounds */
- v = sgdScalarProductVec3(dir, qvec) ;
- if (v > 0.0 || u + v < det)
- return false;
- }
- else return false; /* ray is parallell to the plane of the triangle */
-
- /* calculate t, ray intersects triangle */
- *t = sgdScalarProductVec3(edge2, qvec) / det;
-
- return true;
-}
-
-
-/*
-Find the intersection of an infinite line with a leaf the line being
-defined by a point and direction.
-
-Variables
-In:
-ssgLeaf pointer -- leaf
-qualified matrix -- m
-line origin -- orig
-line direction -- dir
-Out:
-result -- intersection point
-normal -- intersected tri's normal
-
-Returns:
-true if intersection found
-false otherwise
-
-!!! WARNING !!!
-
-If you need an exhaustive list of hitpoints YOU MUST use the generic
-version of this function as the specialized versions will do an early
-out of expensive tests if the point can not be the closest one found
-
-!!! WARNING !!!
-*/
-int FGHitList::IntersectLeaf( ssgLeaf *leaf, sgdMat4 m,
- sgdVec3 orig, sgdVec3 dir )
-{
- int num_hits = 0;
- int i = 0;
-
- for ( ; i < leaf->getNumTriangles(); ++i ) {
- short i1, i2, i3;
- leaf->getTriangle( i, &i1, &i2, &i3 );
-
- sgdVec3 tri[3];
- sgdSetVec3( tri[0], leaf->getVertex( i1 ) );
- sgdSetVec3( tri[1], leaf->getVertex( i2 ) );
- sgdSetVec3( tri[2], leaf->getVertex( i3 ) );
-#if 1
- sgdFloat t;
- if( intersect_triangle( orig, dir, tri[0], tri[1], tri[2], &t) ) {
- sgdVec4 plane;
- sgdMakePlane( plane, tri[0], tri[1], tri[2] );
- // t is the distance to the triangle plane
- // so P = Orig + t*dir
- sgdVec3 point;
- sgdAddScaledVec3( point, orig, dir, t );
- sgdXformPnt3( point, point, m );
- sgdXformPnt4(plane,plane,m);
- add(leaf,i,point,plane);
- num_hits++;
- }
-#else
- if( isZeroAreaTri( tri ) )
- continue;
-
- sgdVec4 plane;
- sgdMakePlane( plane, tri[0], tri[1], tri[2] );
-
- sgdVec3 point;
- if( fgdIsectInfLinePlane( point, orig, dir, plane ) ) {
- if( fgdPointInTriangle( point, tri ) ) {
- // transform point into passed into desired coordinate frame
- sgdXformPnt3( point, point, m );
- sgdXformPnt4(plane,plane,m);
- add(leaf,i,point,plane);
- num_hits++;
- }
- }
-#endif
- }
- return num_hits;
-}
-
-
-// Short circuit/slightly optimized version of the full IntersectLeaf()
-int FGHitList::IntersectLeaf( ssgLeaf *leaf, sgdMat4 m,
- sgdVec3 orig, sgdVec3 dir,
- GLenum primType )
-{
- double tmp_dist;
-
- // number of hits but there could be more that
- // were not found because of short circut switch !
- // so you may want to use the unspecialized IntersectLeaf()
- int n, num_hits = 0;
-
- int ntri = leaf->getNumTriangles();
- for ( n = 0; n < ntri; ++n )
- {
- sgdVec3 tri[3];
-
- switch ( primType )
- {
- case GL_POLYGON :
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "WARNING: dubiously handled GL_POLYGON" );
- case GL_TRIANGLE_FAN :
- /* SG_LOG( SG_TERRAIN, SG_ALERT,
- "IntersectLeaf: GL_TRIANGLE_FAN" ); */
- if ( !n ) {
- sgdSetVec3( tri[0], leaf->getVertex( short(0) ) );
- sgdSetVec3( tri[1], leaf->getVertex( short(1) ) );
- sgdSetVec3( tri[2], leaf->getVertex( short(2) ) );
- } else {
- sgdCopyVec3( tri[1], tri[2] );
- sgdSetVec3( tri[2], leaf->getVertex( short(n+2) ) );
- }
- break;
- case GL_TRIANGLES :
- /* SG_LOG( SG_TERRAIN, SG_DEBUG,
- "IntersectLeaf: GL_TRIANGLES" ); */
- sgdSetVec3( tri[0], leaf->getVertex( short(n*3) ) );
- sgdSetVec3( tri[1], leaf->getVertex( short(n*3+1) ) );
- sgdSetVec3( tri[2], leaf->getVertex( short(n*3+2) ) );
- break;
- case GL_QUAD_STRIP :
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "WARNING: dubiously handled GL_QUAD_STRIP" );
- case GL_TRIANGLE_STRIP :
- /* SG_LOG( SG_TERRAIN, SG_ALERT,
- "IntersectLeaf: GL_TRIANGLE_STRIP" ); */
- if ( !n ) {
- sgdSetVec3( tri[0], leaf->getVertex( short(0) ) );
- sgdSetVec3( tri[1], leaf->getVertex( short(1) ) );
- sgdSetVec3( tri[2], leaf->getVertex( short(2) ) );
- } else {
- if ( n & 1 ) {
- sgdCopyVec3( tri[0], tri[2] );
- sgdSetVec3( tri[2], leaf->getVertex( short(n+2) ) );
- } else {
- sgdCopyVec3( tri[1], tri[2] );
- sgdSetVec3( tri[2], leaf->getVertex( short(n+2) ) );
- }
- }
- break;
- case GL_QUADS :
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "WARNING: dubiously handled GL_QUADS" );
- sgdSetVec3( tri[0], leaf->getVertex( short(n*2) ) );
- sgdSetVec3( tri[1], leaf->getVertex( short(n*2+1) ) );
- sgdSetVec3( tri[2], leaf->getVertex( short(n*2 + 2 - (n&1)*4) ) );
- break;
- default:
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "WARNING: not-handled structure: " << primType );
- return IntersectLeaf( leaf, m, orig, dir);
- }
-
- if( isZeroAreaTri( tri ) )
- continue;
-
- sgdVec4 plane;
- sgdMakePlane( plane, tri[0], tri[1], tri[2] );
-
- sgdVec3 point;
-
- // find point of intersection of line from point org
- // in direction dir with triangle's plane
- SGDfloat tmp = sgdScalarProductVec3 ( dir, plane ) ;
- /* Is line parallel to plane? */
- if ( sgdAbs ( tmp ) < FLT_EPSILON /*DBL_EPSILON*/ )
- continue ;
-
- // find parametric point
- sgdScaleVec3 ( point, dir,
- -( sgdScalarProductVec3 ( orig, plane ) + plane[3] )
- / tmp ) ;
-
- // short circut if this point is further away then a previous hit
- tmp_dist = sgdDistanceSquaredVec3(point, orig );
- if( tmp_dist > test_dist )
- continue;
-
- // place parametric point in world
- sgdAddVec3 ( point, orig ) ;
-
- if( fgdPointInTriangle( point, tri ) ) {
- // transform point into passed coordinate frame
- sgdXformPnt3( point, point, m );
- sgdXformPnt4(plane,plane,m);
- add(leaf,n,point,plane);
- test_dist = tmp_dist;
- num_hits++;
- }
- }
- return num_hits;
-}
-
-
-
-inline static bool IN_RANGE( sgdVec3 v, double radius ) {
- return ( sgdScalarProductVec3(v, v) < (radius*radius) );
-}
-
-
-void FGHitList::IntersectBranch( ssgBranch *branch, sgdMat4 m,
- sgdVec3 orig, sgdVec3 dir )
-{
- /* the lookat vector and matrix in branch's coordinate frame but
- * we won't determine these unless needed, This 'lazy evaluation'
- * is a result of profiling data */
- sgdVec3 orig_leaf, dir_leaf;
- sgdMat4 m_leaf;
-
- // 'lazy evaluation' flag
- int first_time = 1;
-
- for ( ssgEntity *kid = branch->getKid( 0 );
- kid != NULL;
- kid = branch->getNextKid() )
- {
- if ( kid->getTraversalMask() & SSGTRAV_HOT
- && !kid->getBSphere()->isEmpty() )
- {
- sgdVec3 center;
- const sgFloat *BSCenter = kid->getBSphere()->getCenter();
- sgdSetVec3( center,
- BSCenter[0],
- BSCenter[1],
- BSCenter[2] );
- sgdXformPnt3( center, m ) ;
-
- // sgdClosestPointToLineDistSquared( center, orig, dir )
- // inlined here because because of profiling results
- sgdVec3 u, u1, v;
- sgdSubVec3(u, center, orig);
- sgdScaleVec3( u1, dir, sgdScalarProductVec3(u,dir) );
- sgdSubVec3(v, u, u1);
-
- // double because of possible overflow
- if ( IN_RANGE( v, double(kid->getBSphere()->getRadius()) ) )
- {
- if ( kid->isAKindOf ( ssgTypeBranch() ) )
- {
- sgdMat4 m_new;
- if ( kid->isA( ssgTypeTransform() ) )
- {
- sgMat4 fxform;
- ((ssgTransform *)kid)->getTransform( fxform );
- sgMultMat4(m_new, m, fxform);
- } else {
- sgdCopyMat4(m_new, m);
- }
- IntersectBranch( (ssgBranch *)kid, m_new, orig, dir );
- }
- else if ( kid->isAKindOf( ssgTypeLeaf() ) )
- {
- if ( first_time ) {
- sgdTransposeNegateMat4( m_leaf, m );
- sgdXformPnt3( orig_leaf, orig, m_leaf );
- sgdXformVec3( dir_leaf, dir, m_leaf );
- first_time = 0;
- }
- // GLenum primType = ((ssgLeaf *)kid)->getPrimitiveType();
- // IntersectLeaf( (ssgLeaf *)kid, m, orig_leaf, dir_leaf,
- // primType );
- IntersectLeaf( (ssgLeaf *)kid, m, orig_leaf, dir_leaf );
- }
- } // Out of range
- } // branch not requested to be traversed
- } // end for loop
-}
-
-
-// a temporary hack until we get everything rewritten with sgdVec3
-static inline Point3D operator + (const Point3D& a, const sgdVec3 b)
-{
- return Point3D(a.x()+b[0], a.y()+b[1], a.z()+b[2]);
-}
-
-
-void FGHitList::Intersect( ssgBranch *scene, sgdVec3 orig, sgdVec3 dir ) {
- sgdMat4 m;
- clear();
- sgdMakeIdentMat4 ( m ) ;
- IntersectBranch( scene, m, orig, dir );
-}
-
-
-void FGHitList::Intersect( ssgBranch *scene, sgdMat4 m, sgdVec3 orig, sgdVec3 dir )
-{
- clear();
- IntersectBranch( scene, m, orig, dir );
-}
-
-
-// Determine scenery altitude via ssg.
-// returned results are in meters
-// static double hitlist1_time = 0.0;
-
-bool fgCurrentElev( sgdVec3 abs_view_pos, double max_alt_m,
- sgdVec3 scenery_center,
- FGHitList *hit_list,
- double *terrain_elev, double *radius, double *normal)
-{
- // SGTimeStamp start; start.stamp();
-
- bool result;
- sgdVec3 view_pos;
- sgdSubVec3( view_pos, abs_view_pos, scenery_center );
-
- sgdVec3 orig, dir;
- sgdCopyVec3(orig, view_pos );
- sgdCopyVec3(dir, abs_view_pos );
-
- sgdNormaliseVec3( dir );
- hit_list->Intersect( globals->get_scenery()->get_terrain_branch(),
- orig, dir );
-
- int this_hit = -1;
- int max_hit = -1;
- double hit_elev = -9999;
- double max_elev = -9999;
- Point3D sc(scenery_center[0], scenery_center[1], scenery_center[2]) ;
-
- int hitcount = hit_list->num_hits();
- // cout << "hits = " << hitcount << endl;
- for ( int i = 0; i < hitcount; ++i ) {
- // FIXME: sgCartToGeod is slow. Call it just once for the
- // "sc" point, and then handle the rest with a geodetic "up"
- // vector approximation. Across one tile, this will be
- // acceptable.
- double alt = sgCartToGeod( sc + hit_list->get_point(i) ).elev();
- // cout << "hit " << i << " lon = " << geoc.lon() << " lat = "
- // << lat_geod << " alt = " << alt << " max alt = " << max_alt_m
- // << endl;
- if ( alt > hit_elev && alt < max_alt_m ) {
- // cout << " it's a keeper" << endl;
- hit_elev = alt;
- this_hit = i;
- }
- if ( alt > hit_elev ) {
- max_elev = alt;
- max_hit = i;
- }
- }
-
- if ( this_hit < 0 ) {
- // no hits below us, take the max hit
- this_hit = max_hit;
- hit_elev = max_elev;
- }
-
- if ( hit_elev > -9000 ) {
- *terrain_elev = hit_elev;
- *radius = sgCartToPolar3d(sc + hit_list->get_point(this_hit)).radius();
- sgVec3 tmp;
- sgSetVec3(tmp, hit_list->get_normal(this_hit));
- // cout << "cur_normal: " << tmp[0] << " " << tmp[1] << " " << tmp[2] << endl;
- sgdSetVec3( normal, tmp );
- // float *up = globals->get_current_view()->get_world_up();
- // cout << "world_up : " << up[0] << " " << up[1] << " " << up[2] << endl;
- /* ssgState *IntersectedLeafState =
- ((ssgLeaf*)hit_list->get_entity(this_hit))->getState(); */
- result = true;
- } else {
- SG_LOG( SG_TERRAIN, SG_INFO, "no terrain intersection" );
- *terrain_elev = 0.0;
- float *up = globals->get_current_view()->get_world_up();
- sgdSetVec3(normal, up[0], up[1], up[2]);
- result = false;
- }
-
- // SGTimeStamp finish; finish.stamp();
- // hitlist1_time = ( 29.0 * hitlist1_time + (finish - start) ) / 30.0;
- // cout << " time per call = " << hitlist1_time << endl;
-
- return result;
-}
-
-
-// static double hitlist2_time = 0.0;
-
-// Determine scenery altitude via ssg.
-// returned results are in meters
-bool fgCurrentElev( sgdVec3 abs_view_pos, double max_alt_m,
- sgdVec3 scenery_center,
- ssgBranch *branch,
- FGHitList *hit_list,
- double *terrain_elev, double *radius, double *normal,
- int & this_hit )
-{
- // SGTimeStamp start; start.stamp();
-
- bool result;
- sgdVec3 view_pos;
- sgdSubVec3( view_pos, abs_view_pos, scenery_center );
-
- sgdVec3 orig, dir;
- sgdCopyVec3(orig, view_pos );
-
- sgdCopyVec3(dir, abs_view_pos );
- sgdNormalizeVec3(dir);
-
- sgMat4 fxform;
- sgMakeIdentMat4 ( fxform ) ;
- ssgGetEntityTransform( branch, fxform );
-
- sgdMat4 xform;
- sgdSetMat4(xform,fxform);
- hit_list->Intersect( branch, xform, orig, dir );
-
- this_hit = -1;
- int max_hit = -1;
- double hit_elev = -9999;
- double max_elev = -9999;
- Point3D sc(scenery_center[0], scenery_center[1], scenery_center[2]) ;
-
- int hitcount = hit_list->num_hits();
- // cout << "hits = " << hitcount << endl;
- for ( int i = 0; i < hitcount; ++i ) {
- // FIXME: sgCartToGeod is slow. Call it just once for the
- // "sc" point, and then handle the rest with a geodetic "up"
- // vector approximation. Across one tile, this will be
- // acceptable.
- double alt = sgCartToGeod( sc + hit_list->get_point(i) ).elev();
- // cout << "hit " << i << " lon = " << geoc.lon() << " lat = "
- // << lat_geod << " alt = " << alt << " max alt = " << max_alt_m
- // << endl;
- if ( alt > hit_elev && alt < max_alt_m ) {
- hit_elev = alt;
- this_hit = i;
- // cout << " it's a keeper" << endl;
- }
- if ( alt > hit_elev ) {
- max_elev = alt;
- max_hit = i;
- }
- }
-
-
- if ( this_hit < 0 ) {
- // no hits below us, take the max hit
- this_hit = max_hit;
- hit_elev = max_elev;
- }
-
- if ( hit_elev > -9000 ) {
- *terrain_elev = hit_elev;
- *radius = sgCartToPolar3d(sc + hit_list->get_point(this_hit)).radius();
-
- sgVec3 tmp;
- sgSetVec3(tmp, hit_list->get_normal(this_hit));
- // cout << "cur_normal: " << tmp[0] << " " << tmp[1] << " " << tmp[2] << endl;
- sgdSetVec3( normal, tmp );
- // float *up = globals->get_current_view()->get_world_up();
- // cout << "world_up : " << up[0] << " " << up[1] << " " << up[2] << endl;
- /* ssgState *IntersectedLeafState =
- ((ssgLeaf*)hit_list->get_entity(this_hit))->getState(); */
- result = true;
- } else {
- SG_LOG( SG_TERRAIN, SG_DEBUG, "DOING FULL TERRAIN INTERSECTION" );
- result = fgCurrentElev( abs_view_pos, max_alt_m, scenery_center,
- hit_list, terrain_elev, radius, normal);
- }
-
- // SGTimeStamp finish; finish.stamp();
- // hitlist2_time = ( 29.0 * hitlist2_time + (finish - start) ) / 30.0;
- // cout << "time per call 2 = " << hitlist2_time << endl;
-
- return result;
-}
-