Tweaks to ssg LOS routines and the use of it for height above ground
calculations.
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54fa3ae512
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0b181d91c8
2 changed files with 90 additions and 59 deletions
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@ -391,21 +391,37 @@ inline double fg_max3 (const double a, const double b, const double c ) {
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return a < b ? fg_max(b, c) : fg_max(a, c);
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}
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inline void sgdSetVec3 ( sgdVec3 dst, sgVec3 src )
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{
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dst [ 0 ] = src [ 0 ] ;
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dst [ 1 ] = src [ 1 ] ;
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dst [ 2 ] = src [ 2 ] ;
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}
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inline void sgdSetMat4 ( sgdMat4 dst, sgMat4 src )
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{
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for ( int i = 0; i < 4; ++i ) {
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for ( int j = 0; j < 4; ++j ) {
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dst [ i ] [ j ] = src [ i ] [ j ];
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}
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}
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}
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// check for an instersection with the individual triangles of a leaf
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static bool my_ssg_instersect_leaf( string s, ssgLeaf *leaf, sgMat4 m,
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const sgVec3 p, const sgVec3 dir,
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sgVec3 result )
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static bool my_ssg_instersect_leaf( string s, ssgLeaf *leaf, sgdMat4 m,
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const sgdVec3 p, const sgdVec3 dir,
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sgdVec3 result )
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{
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sgVec3 v1, v2, n;
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sgVec3 p1, p2, p3;
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sgdVec3 v1, v2, n;
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sgdVec3 p1, p2, p3;
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double x, y, z; // temporary holding spot for result
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double a, b, c, d;
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double x0, y0, z0, x1, y1, z1, a1, b1, c1;
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double t1, t2, t3;
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double xmin, xmax, ymin, ymax, zmin, zmax;
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double dx, dy, dz, min_dim, x2, y2, x3, y3, rx, ry;
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float *tmp;
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sgdVec3 tmp;
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float *ftmp;
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int side1, side2;
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short i1, i2, i3;
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@ -419,20 +435,23 @@ static bool my_ssg_instersect_leaf( string s, ssgLeaf *leaf, sgMat4 m,
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// get triangle vertex coordinates
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tmp = leaf->getVertex( i1 );
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ftmp = leaf->getVertex( i1 );
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sgdSetVec3( tmp, ftmp );
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// cout << s << "orig point 1 = " << tmp[0] << " " << tmp[1]
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// << " " << tmp[2] << endl;
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sgXformPnt3( p1, tmp, m ) ;
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sgdXformPnt3( p1, tmp, m ) ;
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tmp = leaf->getVertex( i2 );
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ftmp = leaf->getVertex( i2 );
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sgdSetVec3( tmp, ftmp );
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// cout << s << "orig point 2 = " << tmp[0] << " " << tmp[1]
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// << " " << tmp[2] << endl;
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sgXformPnt3( p2, tmp, m ) ;
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sgdXformPnt3( p2, tmp, m ) ;
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tmp = leaf->getVertex( i3 );
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ftmp = leaf->getVertex( i3 );
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sgdSetVec3( tmp, ftmp );
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// cout << s << "orig point 3 = " << tmp[0] << " " << tmp[1]
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// << " " << tmp[2] << endl;
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sgXformPnt3( p3, tmp, m ) ;
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sgdXformPnt3( p3, tmp, m ) ;
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// cout << s << "point 1 = " << p1[0] << " " << p1[1] << " " << p1[2]
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// << endl;
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@ -442,9 +461,9 @@ static bool my_ssg_instersect_leaf( string s, ssgLeaf *leaf, sgMat4 m,
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// << endl;
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// calculate two edge vectors, and the face normal
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sgSubVec3(v1, p2, p1);
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sgSubVec3(v2, p3, p1);
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sgVectorProductVec3(n, v1, v2);
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sgdSubVec3(v1, p2, p1);
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sgdSubVec3(v2, p3, p1);
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sgdVectorProductVec3(n, v1, v2);
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// calculate the plane coefficients for the plane defined by
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// this face. If n is the normal vector, n = (a, b, c) and p1
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@ -511,7 +530,7 @@ static bool my_ssg_instersect_leaf( string s, ssgLeaf *leaf, sgMat4 m,
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// everything is too close together to tell the difference
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// so the current intersection point should work as good
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// as any
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sgSetVec3( result, x, y, z );
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sgdSetVec3( result, x, y, z );
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return true;
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}
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side1 = fg_sign (t1 - t2);
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@ -592,7 +611,7 @@ static bool my_ssg_instersect_leaf( string s, ssgLeaf *leaf, sgMat4 m,
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} else {
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// all dimensions are really small so lets call it close
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// enough and return a successful match
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sgSetVec3( result, x, y, z );
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sgdSetVec3( result, x, y, z );
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return true;
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}
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@ -624,7 +643,7 @@ static bool my_ssg_instersect_leaf( string s, ssgLeaf *leaf, sgMat4 m,
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}
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// printf( "intersection point = %.2f %.2f %.2f\n", x, y, z);
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sgSetVec3( result, x, y, z );
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sgdSetVec3( result, x, y, z );
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return true;
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}
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@ -634,8 +653,8 @@ static bool my_ssg_instersect_leaf( string s, ssgLeaf *leaf, sgMat4 m,
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}
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void FGTileMgr::my_ssg_los( string s, ssgBranch *branch, sgMat4 m,
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const sgVec3 p, const sgVec3 dir )
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void FGTileMgr::my_ssg_los( string s, ssgBranch *branch, sgdMat4 m,
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const sgdVec3 p, const sgdVec3 dir )
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{
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sgSphere *bsphere;
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for ( ssgEntity *kid = branch->getKid( 0 );
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@ -644,32 +663,38 @@ void FGTileMgr::my_ssg_los( string s, ssgBranch *branch, sgMat4 m,
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{
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if ( kid->getTraversalMask() & SSGTRAV_HOT ) {
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bsphere = kid->getBSphere();
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sgVec3 center;
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sgCopyVec3( center, bsphere->getCenter() );
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sgXformPnt3( center, m ) ;
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sgVec3 fcenter;
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sgCopyVec3( fcenter, bsphere->getCenter() );
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sgdVec3 center;
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center[0] = fcenter[0];
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center[1] = fcenter[1];
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center[2] = fcenter[2];
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sgdXformPnt3( center, m ) ;
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// cout << s << "entity bounding sphere:" << endl;
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// cout << s << "center = " << center[0] << " "
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// << center[1] << " " << center[2] << endl;
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// cout << s << "radius = " << bsphere->getRadius() << endl;
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double radius_sqd = bsphere->getRadius() * bsphere->getRadius();
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if ( sgPointLineDistSquared( center, p, dir ) < radius_sqd ) {
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if ( sgdPointLineDistSquared( center, p, dir ) < radius_sqd ) {
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// possible intersections
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if ( kid->isAKindOf ( ssgTypeBranch() ) ) {
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sgMat4 m_new;
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sgCopyMat4(m_new, m);
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sgdMat4 m_new;
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sgdCopyMat4(m_new, m);
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if ( kid->isA( ssgTypeTransform() ) ) {
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sgMat4 xform;
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((ssgTransform *)kid)->getTransform( xform );
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sgPreMultMat4( m_new, xform );
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sgMat4 fxform;
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((ssgTransform *)kid)->getTransform( fxform );
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sgdMat4 xform;
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sgdSetMat4( xform, fxform );
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sgdPreMultMat4( m_new, xform );
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}
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my_ssg_los( s + " ", (ssgBranch *)kid, m_new, p, dir );
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} else if ( kid->isAKindOf ( ssgTypeLeaf() ) ) {
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sgVec3 result;
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sgdVec3 result;
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if ( my_ssg_instersect_leaf( s, (ssgLeaf *)kid, m, p, dir,
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result ) )
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{
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cout << "sgLOS hit: " << result[0] << ","
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<< result[1] << "," << result[2] << endl;
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// cout << "sgLOS hit: " << result[0] << ","
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// << result[1] << "," << result[2] << endl;
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hit_pts[hitcount] = result;
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hitcount++;
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}
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@ -695,26 +720,26 @@ FGTileMgr::current_elev_ssg( const Point3D& abs_view_pos,
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{
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hitcount = 0;
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sgMat4 m;
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sgMakeIdentMat4 ( m ) ;
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sgdMat4 m;
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sgdMakeIdentMat4 ( m ) ;
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sgVec3 sgavp, sgvp;
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sgSetVec3(sgavp, abs_view_pos.x(), abs_view_pos.y(), abs_view_pos.z() );
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sgSetVec3(sgvp, view_pos.x(), view_pos.y(), view_pos.z() );
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sgdVec3 sgavp, sgvp;
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sgdSetVec3(sgavp, abs_view_pos.x(), abs_view_pos.y(), abs_view_pos.z() );
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sgdSetVec3(sgvp, view_pos.x(), view_pos.y(), view_pos.z() );
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cout << "starting ssg_los, abs view pos = " << abs_view_pos[0] << " "
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<< abs_view_pos[1] << " " << abs_view_pos[2] << endl;
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cout << "starting ssg_los, view pos = " << view_pos[0] << " "
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<< view_pos[1] << " " << view_pos[2] << endl;
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// cout << "starting ssg_los, abs view pos = " << abs_view_pos[0] << " "
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// << abs_view_pos[1] << " " << abs_view_pos[2] << endl;
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// cout << "starting ssg_los, view pos = " << view_pos[0] << " "
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// << view_pos[1] << " " << view_pos[2] << endl;
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my_ssg_los( "", scene, m, sgvp, sgavp );
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double result = -9999;
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for ( int i = 0; i < hitcount; ++i ) {
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Point3D rel_cart( hit_pts[i][0], hit_pts[i][1], hit_pts[i][2] );
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Point3D abs_cart = rel_cart + scenery.center;
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Point3D pp = fgCartToPolar3d( abs_cart );
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FG_LOG( FG_TERRAIN, FG_INFO, " polar form = " << pp );
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FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp );
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// convert to geodetic coordinates
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double lat_geod, alt, sea_level_r;
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fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod,
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@ -742,7 +767,8 @@ FGTileMgr::current_elev_ssg( const Point3D& abs_view_pos,
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int FGTileMgr::update( void ) {
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FGTileCache *c;
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FGInterface *f;
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FGBucket p2;
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FGTileEntry *t;
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FGBucket p2;
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static FGBucket p_last(false);
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static double last_lon = -1000.0; // in degrees
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static double last_lat = -1000.0; // in degrees
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@ -756,6 +782,15 @@ int FGTileMgr::update( void ) {
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FGBucket p1( f->get_Longitude() * RAD_TO_DEG,
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f->get_Latitude() * RAD_TO_DEG );
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long int index = c->exists(p1);
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if ( index >= 0 ) {
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t = c->get_tile(index);
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scenery.next_center = t->center;
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} else {
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FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" );
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}
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dw = tile_diameter / 2;
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dh = tile_diameter / 2;
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@ -789,16 +824,12 @@ int FGTileMgr::update( void ) {
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sched_tile( p2 );
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// prime scenery center calculations
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Point3D geod_center( p2.get_center_lon() * RAD_TO_DEG,
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p2.get_center_lat() * RAD_TO_DEG, 0.0 );
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scenery.center = scenery.next_center = fgGeodToCart( geod_center );
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Point3D geod_view_center( p2.get_center_lon() * RAD_TO_DEG,
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p2.get_center_lat() * RAD_TO_DEG,
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Point3D geod_view_center( p2.get_center_lon(),
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p2.get_center_lat(),
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cur_fdm_state->get_Altitude()*FEET_TO_METER +
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3 );
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current_view.abs_view_pos = fgGeodToCart( geod_view_center );
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current_view.view_pos = current_view.abs_view_pos - scenery.center;
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current_view.view_pos = current_view.abs_view_pos - scenery.next_center;
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for ( i = 3; i <= tile_diameter; i = i + 2 ) {
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int span = i / 2;
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@ -939,13 +970,13 @@ int FGTileMgr::update( void ) {
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Point3D geod_pos = Point3D( f->get_Longitude(), f->get_Latitude(), 0.0);
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Point3D tmp_abs_view_pos = fgGeodToCart(geod_pos);
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cout << "current elevation (old) == "
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<< current_elev( f->get_Longitude(), f->get_Latitude(),
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tmp_abs_view_pos )
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<< endl;
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// cout << "current elevation (old) == "
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// << current_elev( f->get_Longitude(), f->get_Latitude(),
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// tmp_abs_view_pos )
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// << endl;
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scenery.cur_elev = current_elev_ssg( current_view.abs_view_pos,
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current_view.view_pos );
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cout << "current elevation (ssg) == " << scenery.cur_elev << endl;
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// cout << "current elevation (ssg) == " << scenery.cur_elev << endl;
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p_last = p1;
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last_lon = f->get_Longitude() * RAD_TO_DEG;
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@ -85,7 +85,7 @@ private:
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void load_tile( const FGBucket& b, int cache_index );
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int hitcount;
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sgVec3 hit_pts [ MAX_HITS ] ;
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sgdVec3 hit_pts [ MAX_HITS ] ;
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public:
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@ -108,8 +108,8 @@ public:
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// explicitely. lat & lon are in radians. abs_view_pos in
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// meters. Returns result in meters.
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double current_elev( double lon, double lat, const Point3D& abs_view_pos );
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void my_ssg_los( string s, ssgBranch *branch, sgMat4 m,
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const sgVec3 p, const sgVec3 dir );
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void my_ssg_los( string s, ssgBranch *branch, sgdMat4 m,
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const sgdVec3 p, const sgdVec3 dir );
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double current_elev_ssg( const Point3D& abs_view_pos,
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const Point3D& view_pos );
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double current_elev_new( const FGBucket& p );
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