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Testing/playing -- placed objects randomly across the entire terrain.

This commit is contained in:
curt 1997-07-14 16:26:03 +00:00
parent f612f210fc
commit bf40d877a1
6 changed files with 81 additions and 31 deletions

View file

@ -30,6 +30,8 @@
#include <GL/glut.h>
#include <stdlib.h> /* for random(), srandom() */
#include "../constants.h"
#include "../Scenery/mesh.h"
#include "../Scenery/scenery.h"
@ -59,15 +61,23 @@ void mesh_make_test_object(double lon, double lat) {
origin = fgRotateCartesianPoint(origin);
printf("Center of structure is: (%.4f, %.4f\n", origin.y, origin.z);
glBegin(GL_TRIANGLE_STRIP);
glBegin(GL_TRIANGLES);
glVertex3d(origin.y - b, origin.z - b, elev);
glVertex3d(origin.y + b, origin.z - b, elev);
glVertex3d(origin.y, origin.z, elev+h);
glVertex3d(origin.y + b, origin.z - b, elev);
glVertex3d(origin.y + b, origin.z + b, elev);
glVertex3d(origin.y, origin.z, elev+h);
glVertex3d(origin.y + b, origin.z + b, elev);
glVertex3d(origin.y - b, origin.z + b, elev);
glVertex3d(origin.y, origin.z, elev+h);
glVertex3d(origin.y - b, origin.z + b, elev);
glVertex3d(origin.y - b, origin.z - b, elev);
glVertex3d(origin.y, origin.z, elev+h);
glVertex3d(origin.y - b, origin.z+b, elev);
glVertex3d(origin.y + b, origin.z+b, elev);
glVertex3d(origin.y + b, origin.z-b, elev);
glEnd();
}
/* walk through mesh and make ogl calls */
@ -166,7 +176,19 @@ GLint mesh2GL(struct mesh *m) {
}
/* this will go, it's only here for testing/debugging */
mesh_make_test_object(-398391.28, 120070.41);
/*
for ( i = m->originy; i < m->originy + (m->row_step * iend); i += 120 ) {
for ( j = m->originx; j < m->originx + (m->col_step * jend); j += 120) {
mesh_make_test_object(j, i);
}
}
*/
for ( i = 0; i < 800; i++ ) {
mesh_make_test_object(m->originx + (random() * 3600.0 / RAND_MAX) ,
m->originy + (random() * 3600.0 / RAND_MAX) );
}
glEndList();
@ -176,9 +198,12 @@ GLint mesh2GL(struct mesh *m) {
/* $Log$
/* Revision 1.32 1997/07/12 03:50:21 curt
/* Added an #include <Windows32/Base.h> to help compiling for Win32
/* Revision 1.33 1997/07/14 16:26:04 curt
/* Testing/playing -- placed objects randomly across the entire terrain.
/*
* Revision 1.32 1997/07/12 03:50:21 curt
* Added an #include <Windows32/Base.h> to help compiling for Win32
*
* Revision 1.31 1997/07/12 02:27:07 curt
* Looking at potential scenery transformation/coordinate system problems.
*

View file

@ -1,6 +1,6 @@
common.o: common.c common.h
geometry.o: geometry.c geometry.h mesh.h
mesh.o: mesh.c scenery.h mesh.h common.h
mesh.o: mesh.c ../constants.h scenery.h mesh.h common.h
parser.o: parser.c parsevrml.h geometry.h common.h mesh.h scenery.h
scanner.o: scanner.c parser.h
scenery.o: scenery.c scenery.h parsevrml.h

View file

@ -38,6 +38,7 @@
#include <GL/glut.h>
#include "../constants.h"
#include "scenery.h"
#include "mesh.h"
#include "common.h"
@ -196,7 +197,7 @@ double mesh_altitude(double lon, double lat) {
if ( dx > dy ) {
/* lower triangle */
/* printf(" Lower triangle\n"); */
printf(" Lower triangle\n");
x1 = xindex;
y1 = yindex;
@ -210,20 +211,24 @@ double mesh_altitude(double lon, double lat) {
y3 = yindex + skip;
z3 = eg.mesh_data[y3 * eg.cols + x3];
/* printf(" dx = %.2f dy = %.2f\n", dx, dy);
printf(" dx = %.2f dy = %.2f\n", dx, dy);
printf(" (x1,y1,z1) = (%d,%d,%d)\n", x1, y1, z1);
printf(" (x2,y2,z2) = (%d,%d,%d)\n", x2, y2, z2);
printf(" (x3,y3,z3) = (%d,%d,%d)\n", x3, y3, z3); */
printf(" (x3,y3,z3) = (%d,%d,%d)\n", x3, y3, z3);
zA = dx * (z2 - z1) / skip + z1;
zB = dx * (z3 - z1) / skip + z1;
/* printf(" zA = %.2f zB = %.2f\n", zA, zB); */
printf(" zA = %.2f zB = %.2f\n", zA, zB);
if ( dx > EPSILON ) {
elev = dy * (zB - zA) / dx + zA;
} else {
elev = zA;
}
} else {
/* upper triangle */
/* printf(" Upper triangle\n"); */
printf(" Upper triangle\n");
x1 = xindex;
y1 = yindex;
@ -237,18 +242,22 @@ double mesh_altitude(double lon, double lat) {
y3 = yindex + skip;
z3 = eg.mesh_data[y3 * eg.cols + x3];
/* printf(" dx = %.2f dy = %.2f\n", dx, dy);
printf(" dx = %.2f dy = %.2f\n", dx, dy);
printf(" (x1,y1,z1) = (%d,%d,%d)\n", x1, y1, z1);
printf(" (x2,y2,z2) = (%d,%d,%d)\n", x2, y2, z2);
printf(" (x3,y3,z3) = (%d,%d,%d)\n", x3, y3, z3); */
printf(" (x3,y3,z3) = (%d,%d,%d)\n", x3, y3, z3);
zA = dy * (z2 - z1) / skip + z1;
zB = dy * (z3 - z1) / skip + z1;
/* printf(" zA = %.2f zB = %.2f\n", zA, zB );
printf(" xB - xA = %.2f\n", eg.col_step * dy / eg.row_step); */
printf(" zA = %.2f zB = %.2f\n", zA, zB );
printf(" xB - xA = %.2f\n", eg.col_step * dy / eg.row_step);
if ( dy > EPSILON ) {
elev = dx * (zB - zA) / dy + zA;
} else {
elev = zA;
}
}
return(elev);
@ -256,9 +265,12 @@ double mesh_altitude(double lon, double lat) {
/* $Log$
/* Revision 1.14 1997/07/12 04:01:14 curt
/* Added #include <Windows32/Base.h> to help Win32 compiling.
/* Revision 1.15 1997/07/14 16:26:04 curt
/* Testing/playing -- placed objects randomly across the entire terrain.
/*
* Revision 1.14 1997/07/12 04:01:14 curt
* Added #include <Windows32/Base.h> to help Win32 compiling.
*
* Revision 1.13 1997/07/12 02:27:11 curt
* Looking at potential scenery transformation/coordinate system problems.
*

View file

@ -41,7 +41,7 @@ struct scenery_params cur_scenery_params;
/* Initialize the Scenery Management system */
void fgSceneryInit() {
/* set the default terrain detail level */
cur_scenery_params.terrain_skip = 4;
cur_scenery_params.terrain_skip = 5;
}
@ -65,10 +65,13 @@ void fgSceneryRender() {
/* $Log$
/* Revision 1.5 1997/07/11 03:23:19 curt
/* Solved some scenery display/orientation problems. Still have a positioning
/* (or transformation?) problem.
/* Revision 1.6 1997/07/14 16:26:05 curt
/* Testing/playing -- placed objects randomly across the entire terrain.
/*
* Revision 1.5 1997/07/11 03:23:19 curt
* Solved some scenery display/orientation problems. Still have a positioning
* (or transformation?) problem.
*
* Revision 1.4 1997/07/11 01:30:03 curt
* More tweaking of terrian floor.
*

View file

@ -49,13 +49,20 @@
#define METER_TO_FEET 3.28083989501312335958
/* For divide by zero avoidance, this will be close enough to zero */
#define EPSILON 0.000001
#endif CONSTANTS_H
/* $Log$
/* Revision 1.2 1997/07/08 18:20:11 curt
/* Working on establishing a hard ground.
/* Revision 1.3 1997/07/14 16:26:03 curt
/* Testing/playing -- placed objects randomly across the entire terrain.
/*
* Revision 1.2 1997/07/08 18:20:11 curt
* Working on establishing a hard ground.
*
* Revision 1.1 1997/07/07 21:02:36 curt
* Initial revision.
* */

View file

@ -58,11 +58,14 @@ clean:
include depend
fg_timer.o:
$(CC) $(CFLAGS) $(INCLUDES) -c fg_timer.c
$(CC) $(CFLAGS) -c fg_timer.c
#---------------------------------------------------------------------------
# $Log$
# Revision 1.8 1997/07/14 16:26:05 curt
# Testing/playing -- placed objects randomly across the entire terrain.
#
# Revision 1.7 1997/07/12 02:24:48 curt
# Added ranlib.
#