Modified Files:
groundcache.hxx groundcache.cxx: Make use of the collision library now available in simgear
This commit is contained in:
parent
3dd9e4ca5e
commit
64b9f93589
2 changed files with 87 additions and 294 deletions
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@ -26,7 +26,6 @@
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#include <float.h>
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#include <plib/sg.h>
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#include <osg/CullFace>
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#include <osg/Drawable>
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#include <osg/Geode>
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@ -49,180 +48,15 @@
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#include "flight.hxx"
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#include "groundcache.hxx"
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/// Ok, variant that uses a infinite line istead of the ray.
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/// also not that this only works if the ray direction is normalized.
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static inline bool
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fgdRayTriangle(SGVec3d& x, const SGVec3d& point, const SGVec3d& dir,
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const SGVec3d v[3])
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intersectsInf(const SGRayd& ray, const SGSphered& sphere)
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{
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double eps = 1e-4;
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// Method based on the observation that we are looking for a
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// point x that can be expressed in terms of the triangle points
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// x = p_0 + \mu_1*(p_1 - p_0) + \mu_2*(p_2 - p_0)
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// with 0 <= \mu_1, \mu_2 and \mu_1 + \mu_2 <= 1.
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// OTOH it could be expressed in terms of the ray
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// x = point + \lambda*dir
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// Now we can compute \mu_i and \lambda.
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// define
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SGVec3d d1 = v[1] - v[0];
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SGVec3d d2 = v[2] - v[0];
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SGVec3d b = point - v[0];
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// the vector in normal direction, but not normalized
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SGVec3d d1crossd2 = cross(d1, d2);
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double denom = -dot(dir, d1crossd2);
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double signDenom = copysign(1, denom);
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// return if paralell ??? FIXME what if paralell and in plane?
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// may be we are ok below than anyway??
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// if (SGMiscd::abs(denom) <= SGLimitsd::min())
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// return false;
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// Now \lambda would read
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// lambda = 1/denom*dot(b, d1crossd2);
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// To avoid an expensive division we multiply by |denom|
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double lambdaDenom = signDenom*dot(b, d1crossd2);
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if (lambdaDenom < 0)
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return false;
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// For line segment we would test against
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// if (1 < lambda)
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// return false;
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// with the original lambda. The multiplied test would read
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// if (absDenom < lambdaDenom)
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// return false;
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double absDenom = fabs(denom);
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double absDenomEps = absDenom*eps;
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SGVec3d bcrossr = cross(b, dir);
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// double mu1 = 1/denom*dot(d2, bcrossr);
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double mu1 = signDenom*dot(d2, bcrossr);
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if (mu1 < -absDenomEps)
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return false;
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// double mu2 = -1/denom*dot(d1, bcrossr);
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// if (mu2 < -eps)
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// return false;
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double mmu2 = signDenom*dot(d1, bcrossr);
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if (mmu2 > absDenomEps)
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return false;
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if (mu1 - mmu2 > absDenom + absDenomEps)
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return false;
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x = point;
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// if we have survived here it could only happen with denom == 0
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// that the point is already in plane. Then return the origin ...
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if (SGLimitsd::min() < absDenom)
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x += (lambdaDenom/absDenom)*dir;
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return true;
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}
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static inline bool
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fgdPointInTriangle( const SGVec3d& point, const SGVec3d tri[3] )
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{
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SGVec3d dif;
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// Some tolerance in meters we accept a point to be outside of the triangle
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// and still return that it is inside.
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SGDfloat min, max;
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// punt if outside bouding cube
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SG_MIN_MAX3 ( min, max, tri[0][0], tri[1][0], tri[2][0] );
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if( (point[0] < min) || (point[0] > max) )
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return false;
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dif[0] = max - min;
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SG_MIN_MAX3 ( min, max, tri[0][1], tri[1][1], tri[2][1] );
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if( (point[1] < min) || (point[1] > max) )
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return false;
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dif[1] = max - min;
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SG_MIN_MAX3 ( min, max, tri[0][2], tri[1][2], tri[2][2] );
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if( (point[2] < min) || (point[2] > max) )
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return false;
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dif[2] = max - min;
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// drop the smallest dimension so we only have to work in 2d.
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SGDfloat min_dim = SG_MIN3 (dif[0], dif[1], dif[2]);
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SGDfloat x1, y1, x2, y2, x3, y3, rx, ry;
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if ( fabs(min_dim-dif[0]) <= DBL_EPSILON ) {
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// x is the smallest dimension
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x1 = point[1];
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y1 = point[2];
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x2 = tri[0][1];
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y2 = tri[0][2];
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x3 = tri[1][1];
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y3 = tri[1][2];
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rx = tri[2][1];
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ry = tri[2][2];
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} else if ( fabs(min_dim-dif[1]) <= DBL_EPSILON ) {
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// y is the smallest dimension
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x1 = point[0];
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y1 = point[2];
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x2 = tri[0][0];
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y2 = tri[0][2];
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x3 = tri[1][0];
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y3 = tri[1][2];
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rx = tri[2][0];
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ry = tri[2][2];
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} else if ( fabs(min_dim-dif[2]) <= DBL_EPSILON ) {
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// z is the smallest dimension
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x1 = point[0];
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y1 = point[1];
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x2 = tri[0][0];
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y2 = tri[0][1];
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x3 = tri[1][0];
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y3 = tri[1][1];
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rx = tri[2][0];
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ry = tri[2][1];
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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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return true;
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}
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// check if intersection point is on the same side of p1 <-> p2 as p3
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SGDfloat tmp = (y2 - y3);
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SGDfloat tmpn = (x2 - x3);
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int side1 = SG_SIGN (tmp * (rx - x3) + (y3 - ry) * tmpn);
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int side2 = SG_SIGN (tmp * (x1 - x3) + (y3 - y1) * tmpn);
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if ( side1 != side2 ) {
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// printf("failed side 1 check\n");
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return false;
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}
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// check if intersection point is on correct side of p2 <-> p3 as p1
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tmp = (y3 - ry);
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tmpn = (x3 - rx);
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side1 = SG_SIGN (tmp * (x2 - rx) + (ry - y2) * tmpn);
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side2 = SG_SIGN (tmp * (x1 - rx) + (ry - y1) * tmpn);
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if ( side1 != side2 ) {
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// printf("failed side 2 check\n");
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return false;
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}
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// check if intersection point is on correct side of p1 <-> p3 as p2
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tmp = (y2 - ry);
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tmpn = (x2 - rx);
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side1 = SG_SIGN (tmp * (x3 - rx) + (ry - y3) * tmpn);
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side2 = SG_SIGN (tmp * (x1 - rx) + (ry - y1) * tmpn);
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if ( side1 != side2 ) {
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// printf("failed side 3 check\n");
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return false;
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}
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return true;
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}
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// Test if the line given by the point on the line pt_on_line and the
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// line direction dir intersects the sphere sp.
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// Adapted from plib.
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static inline bool
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fgdIsectSphereInfLine(const SGVec3d& sphereCenter, double radius,
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const SGVec3d& pt_on_line, const SGVec3d& dir)
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{
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SGVec3d r = sphereCenter - pt_on_line;
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double projectedDistance = dot(r, dir);
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SGVec3d r = sphere.getCenter() - ray.getOrigin();
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double projectedDistance = dot(r, ray.getDirection());
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double dist = dot(r, r) - projectedDistance * projectedDistance;
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return dist < radius*radius;
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return dist < sphere.getRadius2();
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}
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template<typename T>
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@ -311,6 +145,12 @@ public:
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mGroundProperty.pivot = SGVec3d(0, 0, 0);
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}
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void setSceneryCenter(const SGVec3d& cntr)
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{
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mLocalToGlobal.makeTranslate(cntr.osg());
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mGlobalToLocal.makeTranslate(-cntr.osg());
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}
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void updateCullMode(osg::StateSet* stateSet)
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{
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if (!stateSet)
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@ -342,7 +182,8 @@ public:
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// cats or wires
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double rw = bs.radius() + mWireCacheRadius;
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if (rw*rw < centerDist2 &&
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!fgdIsectSphereInfLine(cntr, bs.radius(), mCacheReference, mDown))
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!intersectsInf(SGRayd(mCacheReference, mDown),
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SGSphered(cntr, bs.radius())))
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return false;
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sphIsec = false;
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}
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@ -476,73 +317,64 @@ public:
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// a bounding sphere in the node local system
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SGVec3d boundCenter = (1.0/3)*(v[0] + v[1] + v[2]);
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#if 0
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double boundRadius = std::max(norm1(v[0] - boundCenter),
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norm1(v[1] - boundCenter));
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boundRadius = std::max(boundRadius, norm1(v[2] - boundCenter));
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// Ok, we take the 1-norm instead of the expensive 2 norm.
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// Therefore we need that scaling factor - roughly sqrt(3)
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boundRadius = 1.733*boundRadius;
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#else
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double boundRadius = std::max(distSqr(v[0], boundCenter),
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distSqr(v[1], boundCenter));
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boundRadius = std::max(boundRadius, distSqr(v[2], boundCenter));
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boundRadius = sqrt(boundRadius);
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#endif
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SGRayd ray(mLocalCacheReference, mLocalDown);
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// if we are not in the downward cylinder bail out
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if (!fgdIsectSphereInfLine(boundCenter, boundRadius + mCacheRadius,
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mLocalCacheReference, mLocalDown))
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if (!intersectsInf(ray, SGSphered(boundCenter, boundRadius + mCacheRadius)))
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return;
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SGTriangled triangle(v);
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// The normal and plane in the node local coordinate system
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SGVec3d n = normalize(cross(v[1] - v[0], v[2] - v[0]));
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SGVec3d n = cross(triangle.getEdge(0), triangle.getEdge(1));
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if (0 < dot(mLocalDown, n)) {
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if (mBackfaceCulling) {
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// Surface points downwards, ignore for altitude computations.
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return;
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} else {
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n = -n;
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std::swap(v[1], v[2]);
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triangle.flip();
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}
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}
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// Only check if the triangle is in the cache sphere if the plane
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// containing the triangle is near enough
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if (sphIsec && fabs(dot(n, v[0] - mLocalCacheReference)) < mCacheRadius) {
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if (sphIsec) {
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double d = dot(n, v[0] - mLocalCacheReference);
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if (d*d < mCacheRadius*dot(n, n)) {
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// Check if the sphere around the vehicle intersects the sphere
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// around that triangle. If so, put that triangle into the cache.
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double r2 = boundRadius + mCacheRadius;
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if (distSqr(boundCenter, mLocalCacheReference) < r2*r2) {
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FGGroundCache::Triangle t;
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for (unsigned i = 0; i < 3; ++i)
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t.vertices[i].osg() = v[i].osg()*mLocalToGlobal;
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t.boundCenter.osg() = boundCenter.osg()*mLocalToGlobal;
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t.boundRadius = boundRadius;
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t.triangle.setBaseVertex(SGVec3d(v[0].osg()*mLocalToGlobal));
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t.triangle.setEdge(0, SGVec3d(osg::Matrixd::transform3x3(triangle.getEdge(0).osg(), mLocalToGlobal)));
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t.triangle.setEdge(1, SGVec3d(osg::Matrixd::transform3x3(triangle.getEdge(1).osg(), mLocalToGlobal)));
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t.sphere.setCenter(SGVec3d(boundCenter.osg()*mLocalToGlobal));
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t.sphere.setRadius(boundRadius);
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SGVec3d tmp;
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tmp.osg() = osg::Matrixd::transform3x3(n.osg(), mLocalToGlobal);
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t.plane = SGVec4d(tmp[0], tmp[1], tmp[2], -dot(tmp, t.vertices[0]));
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t.velocity = mGroundProperty.vel;
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t.rotation = mGroundProperty.rot;
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t.rotation_pivot = mGroundProperty.pivot - mGroundCache->cache_center;
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t.rotation_pivot = mGroundProperty.pivot;
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t.type = mGroundProperty.type;
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t.material = mGroundProperty.material;
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mGroundCache->triangles.push_back(t);
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}
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}
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}
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// In case the cache is empty, we still provide agl computations.
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// But then we use the old way of having a fixed elevation value for
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// the whole lifetime of this cache.
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SGVec4d plane = SGVec4d(n[0], n[1], n[2], -dot(n, v[0]));
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SGVec3d isectpoint;
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if (fgdRayTriangle(isectpoint, mLocalCacheReference, mLocalDown, v)) {
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if (intersects(isectpoint, triangle, ray, 1e-4)) {
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mGroundCache->found_ground = true;
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isectpoint.osg() = isectpoint.osg()*mLocalToGlobal;
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isectpoint += mGroundCache->cache_center;
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double this_radius = length(isectpoint);
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if (mGroundCache->ground_radius < this_radius) {
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mGroundCache->ground_radius = this_radius;
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wire.ends[1] = gv2;
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wire.velocity = mGroundProperty.vel;
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wire.rotation = mGroundProperty.rot;
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wire.rotation_pivot = mGroundProperty.pivot - mGroundCache->cache_center;
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wire.rotation_pivot = mGroundProperty.pivot;
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wire.wire_id = mGroundProperty.wire_id;
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mGroundCache->wires.push_back(wire);
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}
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cat.velocity = mGroundProperty.vel;
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cat.rotation = mGroundProperty.rot;
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cat.rotation_pivot = mGroundProperty.pivot - mGroundCache->cache_center;
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cat.rotation_pivot = mGroundProperty.pivot;
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mGroundCache->catapults.push_back(cat);
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}
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FGGroundCache::FGGroundCache()
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{
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cache_center = SGVec3d(0, 0, 0);
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ground_radius = 0.0;
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cache_ref_time = 0.0;
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wire_id = 0;
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inline void
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FGGroundCache::velocityTransformTriangle(double dt,
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FGGroundCache::Triangle& dst,
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SGTriangled& dst, SGSphered& sdst,
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const FGGroundCache::Triangle& src)
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{
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dst = src;
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dst = src.triangle;
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sdst = src.sphere;
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if (fabs(dt*dot(src.velocity, src.velocity)) < SGLimitsd::epsilon())
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if (dt*dt*dot(src.velocity, src.velocity) < SGLimitsd::epsilon())
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return;
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for (int i = 0; i < 3; ++i) {
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SGVec3d pivotoff = src.vertices[i] - src.rotation_pivot;
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dst.vertices[i] += dt*(src.velocity + cross(src.rotation, pivotoff));
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}
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// Transform the plane equation
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SGVec3d pivotoff, vel;
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sgdSubVec3(pivotoff.sg(), dst.plane.sg(), src.rotation_pivot.sg());
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vel = src.velocity + cross(src.rotation, pivotoff);
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dst.plane[3] += dt*sgdScalarProductVec3(dst.plane.sg(), vel.sg());
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dst.boundCenter += dt*src.velocity;
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SGVec3d baseVert = dst.getBaseVertex();
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SGVec3d pivotoff = baseVert - src.rotation_pivot;
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baseVert += dt*(src.velocity + cross(src.rotation, pivotoff));
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dst.setBaseVertex(baseVert);
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dst.setEdge(0, dst.getEdge(0) + dt*cross(src.rotation, dst.getEdge(0)));
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dst.setEdge(1, dst.getEdge(1) + dt*cross(src.rotation, dst.getEdge(1)));
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}
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bool
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FGGroundCache::prepare_ground_cache(double ref_time, const SGVec3d& pt,
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double rad)
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@ -669,20 +496,7 @@ FGGroundCache::prepare_ground_cache(double ref_time, const SGVec3d& pt,
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SGQuatd hlToEc = SGQuatd::fromLonLat(SGGeod::fromCart(pt));
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down = hlToEc.rotate(SGVec3d(0, 0, 1));
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// Decide where we put the scenery center.
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SGVec3d old_cntr = globals->get_scenery()->get_center();
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SGVec3d cntr(pt);
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// Only move the cache center if it is unacceptable far away.
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if (40*40 < distSqr(old_cntr, cntr))
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globals->get_scenery()->set_center(cntr);
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else
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cntr = old_cntr;
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// The center of the cache.
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cache_center = cntr;
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// Prepare sphere around the aircraft.
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SGVec3d ptoff = pt - cache_center;
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double cacheRadius = rad;
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// Prepare bigger sphere around the aircraft.
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@ -692,7 +506,8 @@ FGGroundCache::prepare_ground_cache(double ref_time, const SGVec3d& pt,
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double wireCacheRadius = max_wire_dist < rad ? rad : max_wire_dist;
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// Walk the scene graph and extract solid ground triangles and carrier data.
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GroundCacheFillVisitor gcfv(this, down, ptoff, cacheRadius, wireCacheRadius);
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GroundCacheFillVisitor gcfv(this, down, pt, cacheRadius, wireCacheRadius);
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gcfv.setSceneryCenter(globals->get_scenery()->get_center());
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globals->get_scenery()->get_scene_graph()->accept(gcfv);
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// some stats
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@ -709,9 +524,6 @@ FGGroundCache::prepare_ground_cache(double ref_time, const SGVec3d& pt,
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SG_LOG(SG_FLIGHT, SG_WARN, "prepare_ground_cache(): trying to build cache "
|
||||
"without any scenery below the aircraft" );
|
||||
|
||||
if (cntr != old_cntr)
|
||||
globals->get_scenery()->set_center(old_cntr);
|
||||
|
||||
return found_ground;
|
||||
}
|
||||
|
||||
|
@ -743,14 +555,10 @@ FGGroundCache::get_cat(double t, const SGVec3d& dpt,
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|||
rvel[1] = catapults[i].velocity + cross(catapults[i].rotation, pivotoff);
|
||||
|
||||
SGVec3d thisEnd[2];
|
||||
thisEnd[0] = cache_center + catapults[i].start + t*rvel[0];
|
||||
thisEnd[1] = cache_center + catapults[i].end + t*rvel[1];
|
||||
|
||||
sgdLineSegment3 ls;
|
||||
sgdCopyVec3(ls.a, thisEnd[0].sg());
|
||||
sgdCopyVec3(ls.b, thisEnd[1].sg());
|
||||
double this_dist = sgdDistSquaredToLineSegmentVec3( ls, dpt.sg() );
|
||||
thisEnd[0] = catapults[i].start + t*rvel[0];
|
||||
thisEnd[1] = catapults[i].end + t*rvel[1];
|
||||
|
||||
double this_dist = distSqr(SGLineSegmentd(thisEnd[0], thisEnd[1]), dpt);
|
||||
if (this_dist < dist) {
|
||||
SG_LOG(SG_FLIGHT,SG_INFO, "Found catapult "
|
||||
<< this_dist << " meters away");
|
||||
|
@ -786,28 +594,28 @@ FGGroundCache::get_agl(double t, const SGVec3d& dpt, double max_altoff,
|
|||
t -= cache_ref_time;
|
||||
|
||||
// The double valued point we start to search for intersection.
|
||||
SGVec3d pt = dpt - cache_center;
|
||||
SGVec3d pt = dpt;
|
||||
// shift the start of our ray by maxaltoff upwards
|
||||
SGVec3d raystart = pt - max_altoff*down;
|
||||
SGRayd ray(pt - max_altoff*down, down);
|
||||
|
||||
// Initialize to something sensible
|
||||
double current_radius = 0.0;
|
||||
|
||||
size_t sz = triangles.size();
|
||||
for (size_t i = 0; i < sz; ++i) {
|
||||
Triangle triangle;
|
||||
velocityTransformTriangle(t, triangle, triangles[i]);
|
||||
if (!fgdIsectSphereInfLine(triangle.boundCenter, triangle.boundRadius, pt, down))
|
||||
SGSphered sphere;
|
||||
SGTriangled triangle;
|
||||
velocityTransformTriangle(t, triangle, sphere, triangles[i]);
|
||||
if (!intersectsInf(ray, sphere))
|
||||
continue;
|
||||
|
||||
// Check for intersection.
|
||||
SGVec3d isecpoint;
|
||||
if (fgdRayTriangle(isecpoint, raystart, down, triangle.vertices)) {
|
||||
if (intersects(isecpoint, triangle, ray, 1e-4)) {
|
||||
// Compute the vector from pt to the intersection point ...
|
||||
SGVec3d off = isecpoint - pt;
|
||||
// ... and check if it is too high or not
|
||||
// Transform to the wgs system
|
||||
isecpoint += cache_center;
|
||||
|
||||
// compute the radius, good enough approximation to take the geocentric radius
|
||||
double radius = dot(isecpoint, isecpoint);
|
||||
if (current_radius < radius) {
|
||||
|
@ -816,15 +624,15 @@ FGGroundCache::get_agl(double t, const SGVec3d& dpt, double max_altoff,
|
|||
// Save the new potential intersection point.
|
||||
contact = isecpoint;
|
||||
// The first three values in the vector are the plane normal.
|
||||
sgdCopyVec3( normal.sg(), triangle.plane.sg() );
|
||||
normal = triangle.getNormal();
|
||||
// The velocity wrt earth.
|
||||
SGVec3d pivotoff = pt - triangle.rotation_pivot;
|
||||
vel = triangle.velocity + cross(triangle.rotation, pivotoff);
|
||||
SGVec3d pivotoff = pt - triangles[i].rotation_pivot;
|
||||
vel = triangles[i].velocity + cross(triangles[i].rotation, pivotoff);
|
||||
// Save the ground type.
|
||||
*type = triangle.type;
|
||||
*type = triangles[i].type;
|
||||
*agl = dot(down, contact - dpt);
|
||||
if (material)
|
||||
*material = triangle.material;
|
||||
*material = triangles[i].material;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -862,16 +670,9 @@ bool FGGroundCache::caught_wire(double t, const SGVec3d pt[4])
|
|||
|
||||
// Build the two triangles spanning the area where the hook has moved
|
||||
// during the past step.
|
||||
SGVec4d plane[2];
|
||||
SGVec3d tri[2][3];
|
||||
sgdMakePlane( plane[0].sg(), pt[0].sg(), pt[1].sg(), pt[2].sg() );
|
||||
tri[0][0] = pt[0];
|
||||
tri[0][1] = pt[1];
|
||||
tri[0][2] = pt[2];
|
||||
sgdMakePlane( plane[1].sg(), pt[0].sg(), pt[2].sg(), pt[3].sg() );
|
||||
tri[1][0] = pt[0];
|
||||
tri[1][1] = pt[2];
|
||||
tri[1][2] = pt[3];
|
||||
SGTriangled triangle[2];
|
||||
triangle[0].set(pt[0], pt[1], pt[2]);
|
||||
triangle[1].set(pt[0], pt[2], pt[3]);
|
||||
|
||||
// Intersect the wire lines with each of these triangles.
|
||||
// You have caught a wire if they intersect.
|
||||
|
@ -881,15 +682,12 @@ bool FGGroundCache::caught_wire(double t, const SGVec3d pt[4])
|
|||
le[k] = wires[i].ends[k];
|
||||
SGVec3d pivotoff = le[k] - wires[i].rotation_pivot;
|
||||
SGVec3d vel = wires[i].velocity + cross(wires[i].rotation, pivotoff);
|
||||
le[k] += t*vel + cache_center;
|
||||
le[k] += t*vel;
|
||||
}
|
||||
SGLineSegmentd lineSegment(le[0], le[1]);
|
||||
|
||||
for (int k=0; k<2; ++k) {
|
||||
SGVec3d isecpoint;
|
||||
double isecval = sgdIsectLinesegPlane(isecpoint.sg(), le[0].sg(),
|
||||
le[1].sg(), plane[k].sg());
|
||||
if ( 0.0 <= isecval && isecval <= 1.0 &&
|
||||
fgdPointInTriangle( isecpoint, tri[k] ) ) {
|
||||
if (intersects(triangle[k], lineSegment)) {
|
||||
SG_LOG(SG_FLIGHT,SG_INFO, "Caught wire");
|
||||
// Store the wire id.
|
||||
wire_id = wires[i].wire_id;
|
||||
|
@ -917,7 +715,7 @@ bool FGGroundCache::get_wire_ends(double t, SGVec3d end[2], SGVec3d vel[2])
|
|||
for (size_t k = 0; k < 2; ++k) {
|
||||
SGVec3d pivotoff = end[k] - wires[i].rotation_pivot;
|
||||
vel[k] = wires[i].velocity + cross(wires[i].rotation, pivotoff);
|
||||
end[k] = cache_center + wires[i].ends[k] + t*vel[k];
|
||||
end[k] = wires[i].ends[k] + t*vel[k];
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -26,6 +26,7 @@
|
|||
#include <simgear/compiler.h>
|
||||
#include <simgear/constants.h>
|
||||
#include <simgear/math/SGMath.hxx>
|
||||
#include <simgear/math/SGGeometry.hxx>
|
||||
|
||||
class SGMaterial;
|
||||
class GroundCacheFillVisitor;
|
||||
|
@ -85,13 +86,9 @@ private:
|
|||
|
||||
struct Triangle {
|
||||
Triangle() : material(0) {}
|
||||
// The edge vertices.
|
||||
SGVec3d vertices[3];
|
||||
// The surface normal.
|
||||
SGVec4d plane;
|
||||
// The bounding shpere.
|
||||
SGVec3d boundCenter;
|
||||
double boundRadius;
|
||||
// The triangle we represent
|
||||
SGTriangled triangle;
|
||||
SGSphered sphere;
|
||||
// The linear and angular velocity.
|
||||
SGVec3d velocity;
|
||||
SGVec3d rotation;
|
||||
|
@ -117,8 +114,6 @@ private:
|
|||
};
|
||||
|
||||
|
||||
// The center of the cache.
|
||||
SGVec3d cache_center;
|
||||
// Approximate ground radius.
|
||||
// In case the aircraft is too high above ground.
|
||||
double ground_radius;
|
||||
|
@ -156,8 +151,8 @@ private:
|
|||
const SGMaterial* material;
|
||||
};
|
||||
|
||||
static void velocityTransformTriangle(double dt, Triangle& dst,
|
||||
const Triangle& src);
|
||||
static void velocityTransformTriangle(double dt, SGTriangled& dst,
|
||||
SGSphered& sdst, const Triangle& src);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue