Patch from Norman Vine:
Yikes -- Looks like I broke the scenery.current_normal when I last reworked the hitlist code. I guess this is proof that no one has been using it.
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1 changed files with 10 additions and 9 deletions
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@ -212,6 +212,7 @@ int FGHitList::IntersectLeaf( ssgLeaf *leaf, sgdMat4 m,
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if( fgdPointInTriangle( point, tri ) ) {
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// transform point into passed into desired coordinate frame
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sgdXformPnt3( point, point, m );
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sgdXformPnt4(plane,plane,m);
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add(leaf,i,point,plane);
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num_hits++;
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}
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@ -315,6 +316,7 @@ int FGHitList::IntersectLeaf( ssgLeaf *leaf, sgdMat4 m,
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if( fgdPointInTriangle( point, tri ) ) {
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// transform point into passed coordinate frame
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sgdXformPnt3( point, point, m );
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sgdXformPnt4(plane,plane,m);
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add(leaf,n,point,plane);
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test_dist = tmp_dist;
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num_hits++;
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@ -535,12 +537,10 @@ bool fgCurrentElev( sgdVec3 abs_view_pos, sgdVec3 scenery_center,
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sgVec3 tmp;
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sgMat4 TMP;
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sgSetVec3(tmp, hit_list->get_normal(this_hit));
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// cout << "cur_normal: " << tmp[0] << " " << tmp[1] << " "
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// << tmp[2] << endl;
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sgTransposeNegateMat4 ( TMP, globals->get_current_view()->get_UP() ) ;
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sgXformVec3(tmp, tmp, TMP);
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// cout << "NED: " << tmp[0] << " " << tmp[1] << " " << tmp[2] << endl;
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sgdSetVec3( normal, tmp[2], tmp[1], tmp[0] );
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// cout << "cur_normal: " << tmp[0] << " " << tmp[1] << " " << tmp[2] << endl;
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sgdSetVec3( normal, tmp );
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// float *up = globals->get_current_view()->get_world_up();
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// cout << "world_up : " << up[0] << " " << up[1] << " " << up[2] << endl;
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/* ssgState *IntersectedLeafState =
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((ssgLeaf*)hit_list->get_entity(this_hit))->getState(); */
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return true;
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@ -602,9 +602,10 @@ bool fgCurrentElev( sgdVec3 abs_view_pos, sgdVec3 scenery_center,
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sgVec3 tmp;
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sgMat4 TMP;
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sgSetVec3(tmp, hit_list->get_normal(this_hit));
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sgTransposeNegateMat4 ( TMP, globals->get_current_view()->get_UP() ) ;
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sgXformVec3(tmp, tmp, TMP);
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sgdSetVec3( normal, tmp[2], tmp[1], tmp[0] );
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// cout << "cur_normal: " << tmp[0] << " " << tmp[1] << " " << tmp[2] << endl;
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sgdSetVec3( normal, tmp );
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// float *up = globals->get_current_view()->get_world_up();
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// cout << "world_up : " << up[0] << " " << up[1] << " " << up[2] << endl;
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/* ssgState *IntersectedLeafState =
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((ssgLeaf*)hit_list->get_entity(this_hit))->getState(); */
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return true;
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