Started laying out the infrastructure for handling lighting.
Started experimenting with ground lighting.
This commit is contained in:
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bb108c7917
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5 changed files with 192 additions and 96 deletions
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@ -36,21 +36,26 @@
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#include <simgear/bucket/newbucket.hxx>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/math/sg_random.h>
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#include <simgear/misc/fgstream.hxx>
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#include <simgear/misc/fgpath.hxx>
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#include <Main/globals.hxx>
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#include <Objects/matlib.hxx>
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#include <Objects/newmat.hxx>
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#include <Objects/obj.hxx>
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#include <Scenery/scenery.hxx> // for scenery.center
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#include "newcache.hxx"
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#include "tileentry.hxx"
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#include "tilemgr.hxx" // temp, need to delete later
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FG_USING_NAMESPACE(std);
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// a cheesy hack (to be fixed later)
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extern ssgBranch *terrain;
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extern ssgEntity *penguin;
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extern ssgBranch *ground;
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// the tile cache
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@ -128,6 +133,70 @@ static void print_refs( ssgSelector *sel, ssgTransform *trans,
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#endif
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static ssgLeaf *gen_lights( const FGBucket &b ) {
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FGTileEntry *t = global_tile_cache.get_tile( b );
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Point3D center = t->get_offset() + scenery.center;
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double lon, lat, elev;
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double w = b.get_width();
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double h = b.get_height();
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double area = b.get_width_m() * b.get_height_m();
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int num = (int)(area / 1000000); // number of point lights to create
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cout << "generating " << num << " lights" << endl;
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if ( num <= 0 ) {
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return NULL;
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}
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// Allocate ssg structure
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ssgVertexArray *vl = new ssgVertexArray( num );
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ssgNormalArray *nl = NULL;
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ssgTexCoordArray *tl = NULL;
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ssgColourArray *cl = new ssgColourArray( 1 );
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// default to white lights for now
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sgVec4 color;
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sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
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cl->add( color );
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for ( int i = 0; i < num; ++i ) {
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lon = b.get_center_lon() - w * 0.5 + sg_random() * w;
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lat = b.get_center_lat() - h * 0.5 + sg_random() * h;
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Point3D geod = Point3D( lon * DEG_TO_RAD, lat * DEG_TO_RAD, 0.0);
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Point3D tmp = sgGeodToCart( geod );
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sgdVec3 cart;
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sgdSetVec3( cart, tmp.x(), tmp.y(), tmp.z() );
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if ( ! global_tile_mgr.current_elev_ssg( cart, &elev ) ) {
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elev = 0.0;
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}
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// cout << " lon = " << lon << " lat = " << lat << " elev = " << elev
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// << endl;
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geod.setz( elev + 8.0 + sg_random() * 4);
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tmp = sgGeodToCart( geod ) - center;
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sgVec3 p;
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sgSetVec3( p, tmp.x(), tmp.y(), tmp.z() );
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// cout << " x = " << cart[0] << " y = " << cart[1]
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// << " z = " << cart[2] << endl;
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vl->add( p );
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}
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// create ssg leaf
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ssgLeaf *leaf =
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new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
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// assign state
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FGNewMat *newmat = material_lib.find( "LIGHTS" );
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leaf->setState( newmat->get_state() );
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return leaf;
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}
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// Fill in a tile cache entry with real data for the specified bucket
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void FGNewCache::fill_in( const FGBucket& b ) {
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FG_LOG( FG_TERRAIN, FG_INFO, "FILL IN CACHE ENTRY = " << b.gen_index() );
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@ -151,9 +220,10 @@ void FGNewCache::fill_in( const FGBucket& b ) {
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exit(-1);
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}
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e->select_ptr = new ssgSelector;
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e->transform_ptr = new ssgTransform;
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e->range_ptr = new ssgRangeSelector;
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e->terra_transform = new ssgTransform;
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e->terra_range = new ssgRangeSelector;
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e->lights_transform = new ssgTransform;
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e->lights_range = new ssgRangeSelector;
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e->tile_bucket = b;
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FGPath tile_path;
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@ -171,7 +241,7 @@ void FGNewCache::fill_in( const FGBucket& b ) {
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ssgBranch *new_tile = fgObjLoad( tile_base.str(), e, true );
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if ( new_tile != NULL ) {
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e->range_ptr->addKid( new_tile );
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e->terra_range->addKid( new_tile );
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}
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// load custom objects
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@ -207,7 +277,7 @@ void FGNewCache::fill_in( const FGBucket& b ) {
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}
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}
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e->transform_ptr->addKid( e->range_ptr );
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e->terra_transform->addKid( e->terra_range );
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// calculate initial tile offset
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e->SetOffset( scenery.center );
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@ -215,12 +285,19 @@ void FGNewCache::fill_in( const FGBucket& b ) {
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sgSetCoord( &sgcoord,
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e->offset.x(), e->offset.y(), e->offset.z(),
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0.0, 0.0, 0.0 );
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e->transform_ptr->setTransform( &sgcoord );
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e->terra_transform->setTransform( &sgcoord );
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terrain->addKid( e->terra_transform );
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e->select_ptr->addKid( e->transform_ptr );
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terrain->addKid( e->select_ptr );
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e->select_ptr->select(1);
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e->lights_transform = NULL;
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/* uncomment this section for testing ground lights
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ssgLeaf *lights = gen_lights( b );
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if ( lights ) {
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e->lights_range->addKid( lights );
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e->lights_transform->addKid( e->lights_range );
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e->lights_transform->setTransform( &sgcoord );
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ground->addKid( e->lights_transform );
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}
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*/
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}
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@ -33,6 +33,10 @@
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#include <simgear/bucket/newbucket.hxx>
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#include <simgear/debug/logstream.hxx>
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#include <Aircraft/aircraft.hxx>
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#include <Main/globals.hxx>
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#include <Scenery/scenery.hxx>
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#include "tileentry.hxx"
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FG_USING_STD(for_each);
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@ -44,7 +48,6 @@ FGTileEntry::FGTileEntry ()
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: ncount(0)
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{
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nodes.clear();
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select_ptr = NULL;
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}
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@ -112,16 +115,15 @@ void FGTileEntry::free_tile() {
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}
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index_ptrs.clear();
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// delete the ssg branch
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int pcount = select_ptr->getNumParents();
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// delete the terrain branch
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int pcount = terra_transform->getNumParents();
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if ( pcount > 0 ) {
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// find the first parent (should only be one)
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ssgBranch *parent = select_ptr->getParent( 0 ) ;
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ssgBranch *parent = terra_transform->getParent( 0 ) ;
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if( parent ) {
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// my_remove_branch( select_ptr );
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parent->removeKid( select_ptr );
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select_ptr = NULL;
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parent->removeKid( terra_transform );
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terra_transform = NULL;
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} else {
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FG_LOG( FG_TERRAIN, FG_ALERT,
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"parent pointer is NULL! Dying" );
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@ -132,12 +134,77 @@ void FGTileEntry::free_tile() {
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"Parent count is zero for an ssg tile! Dying" );
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exit(-1);
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}
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if ( lights_transform ) {
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// delete the terrain lighting branch
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pcount = lights_transform->getNumParents();
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if ( pcount > 0 ) {
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// find the first parent (should only be one)
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ssgBranch *parent = lights_transform->getParent( 0 ) ;
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if( parent ) {
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parent->removeKid( lights_transform );
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lights_transform = NULL;
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} else {
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FG_LOG( FG_TERRAIN, FG_ALERT,
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"parent pointer is NULL! Dying" );
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exit(-1);
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}
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} else {
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FG_LOG( FG_TERRAIN, FG_ALERT,
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"Parent count is zero for an ssg light tile! Dying" );
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exit(-1);
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}
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}
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}
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// when a tile is still in the cache, but not in the immediate draw
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// list, it can still remain in the scene graph, but we use a range
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// selector to disable it from ever being drawn.
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void FGTileEntry::ssg_disable() {
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select_ptr->select(0);
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// Update the ssg transform node for this tile so it can be
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// properly drawn relative to our (0,0,0) point
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void FGTileEntry::prep_ssg_node( const Point3D& p, float vis) {
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SetOffset( p );
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// #define USE_UP_AND_COMING_PLIB_FEATURE
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#ifdef USE_UP_AND_COMING_PLIB_FEATURE
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terra_range->setRange( 0, SG_ZERO );
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terra_range->setRange( 1, vis + bounding_radius );
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lights_range->setRange( 0, SG_ZERO );
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lights_range->setRange( 1, vis + bounding_radius );
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#else
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float ranges[2];
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ranges[0] = SG_ZERO;
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ranges[1] = vis + bounding_radius;
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terra_range->setRanges( ranges, 2 );
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lights_range->setRanges( ranges, 2 );
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#endif
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sgVec3 sgTrans;
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sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
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terra_transform->setTransform( sgTrans );
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if ( lights_transform ) {
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// we need to lift the lights above the terrain to avoid
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// z-buffer fighting. We do this based on our altitude and
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// the distance this tile is away from scenery center.
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sgVec3 up;
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sgCopyVec3( up, globals->get_current_view()->get_world_up() );
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double agl;
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if ( current_aircraft.fdm_state ) {
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agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER
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- scenery.cur_elev;
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} else {
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agl = 0.0;
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}
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// sgTrans just happens to be the
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// vector from scenery center to the center of this tile which
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// is what we want to calculate the distance of
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sgVec3 to;
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sgCopyVec3( to, sgTrans );
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double dist = sgLengthVec3( to );
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sgScaleVec3( up, agl / 20.0 + dist / 10000 );
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sgAddVec3( sgTrans, up );
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lights_transform->setTransform( sgTrans );
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}
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}
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// ssg tree structure for this tile is as follows:
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// ssgRoot(scene)
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// - ssgBranch(terrain)
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// - ssgSelector(tile)
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// - ssgTransform(tile)
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// - ssgRangeSelector(tile)
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// - ssgEntity(tile)
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// ...
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// - kidn(fan)
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// selector (turn tile on/off)
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ssgSelector *select_ptr;
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// pointer to ssg transform for this tile
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ssgTransform *transform_ptr;
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ssgTransform *terra_transform;
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ssgTransform *lights_transform;
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// pointer to ssg range selector for this tile
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ssgRangeSelector *range_ptr;
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ssgRangeSelector *terra_range;
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ssgRangeSelector *lights_range;
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public:
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// Update the ssg transform node for this tile so it can be
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// properly drawn relative to our (0,0,0) point
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inline void prep_ssg_node( const Point3D& p, float vis) {
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SetOffset( p );
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// #define USE_UP_AND_COMING_PLIB_FEATURE
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#ifdef USE_UP_AND_COMING_PLIB_FEATURE
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range_ptr->setRange( 0, SG_ZERO );
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range_ptr->setRange( 1, vis + bounding_radius );
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#else
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float ranges[2];
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ranges[0] = SG_ZERO;
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ranges[1] = vis + bounding_radius;
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range_ptr->setRanges( ranges, 2 );
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#endif
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sgVec3 sgTrans;
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sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
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transform_ptr->setTransform( sgTrans );
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}
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// when a tile is still in the cache, but not in the immediate
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// draw l ist, it can still remain in the scene graph, but we use
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// a range selector to disable it from ever being drawn.
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void ssg_disable();
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void prep_ssg_node( const Point3D& p, float vis);
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};
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#endif
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#include <GL/glut.h>
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#include <simgear/xgl/xgl.h>
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#include <plib/ssg.h>
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#include <simgear/constants.h>
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#include <simgear/debug/logstream.hxx>
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// Constructor
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FGTileMgr::FGTileMgr():
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state( Start )
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state( Start ),
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vis( 16000 )
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{
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}
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// see if tile already exists in the cache
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FGTileEntry *t = global_tile_cache.get_tile( b );
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if ( t != NULL ) {
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// tile exists in cache, reenable it.
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// cout << "REENABLING DISABLED TILE" << endl;
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t->select_ptr->select( 1 );
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} else {
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if ( t == NULL ) {
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// register a load request
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load_queue.push_back( b );
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}
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if ( t == NULL ) {
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FG_LOG( FG_TERRAIN, FG_DEBUG, "Loading tile " << b );
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global_tile_cache.fill_in( b );
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FGTileEntry *t = global_tile_cache.get_tile( b );
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t->prep_ssg_node( scenery.center, vis);
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} else {
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FG_LOG( FG_TERRAIN, FG_DEBUG, "Tile already in cache " << b );
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}
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// explicitely. lat & lon are in radians. view_pos in current world
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// coordinate translated near (0,0,0) (in meters.) Returns result in
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// meters.
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bool FGTileMgr::current_elev_ssg( sgdVec3 abs_view_pos, sgVec3 view_pos,
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double *terrain_elev ) {
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sgdVec3 orig, dir;
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bool FGTileMgr::current_elev_ssg( sgdVec3 abs_view_pos, double *terrain_elev ) {
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sgdVec3 view_pos;
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sgdVec3 sc;
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sgdSetVec3( sc, scenery.center.x(), scenery.center.y(), scenery.center.z());
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sgdSubVec3( view_pos, abs_view_pos, sc );
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sgdSetVec3(orig, view_pos );
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sgdVec3 orig, dir;
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sgdCopyVec3(orig, view_pos );
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sgdCopyVec3(dir, abs_view_pos );
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hit_list.Intersect( terrain, orig, dir );
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// schedule a needed buckets for loading
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void FGTileMgr::schedule_needed() {
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double vis;
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#ifndef FG_OLD_WEATHER
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if ( WeatherDatabase != NULL ) {
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vis = WeatherDatabase->getWeatherVisibility();
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#endif
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cout << "visibility = " << vis << endl;
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double clat = (int)current_bucket.get_center_lat();
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if ( clat > 0 ) {
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clat = (int)clat + 0.5;
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} else {
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clat = (int)clat - 0.5;
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}
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double clat_rad = clat * DEG_TO_RAD;
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double cos_lat = cos( clat_rad );
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double local_radius = cos_lat * EQUATORIAL_RADIUS_M;
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double local_perimeter = 2.0 * local_radius * FG_PI;
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double degree_width = local_perimeter / 360.0;
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// cout << "clat = " << clat << endl;
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// cout << "clat (radians) = " << clat_rad << endl;
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// cout << "cos(lat) = " << cos_lat << endl;
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// cout << "local_radius = " << local_radius << endl;
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// cout << "local_perimeter = " << local_perimeter << endl;
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cout << "degree_width = " << degree_width << endl;
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double perimeter = 2.0 * EQUATORIAL_RADIUS_M * FG_PI;
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double degree_height = perimeter / 360.0;
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cout << "degree_height = " << degree_height << endl;
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double tile_width = current_bucket.get_width() * degree_width;
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double tile_height = current_bucket.get_height() * degree_height;
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double tile_width = current_bucket.get_width_m();
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double tile_height = current_bucket.get_height_m();
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cout << "tile width = " << tile_width << " tile_height = " << tile_height
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<< endl;
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@ -371,7 +349,7 @@ int FGTileMgr::update( double lon, double lat ) {
|
|||
prep_ssg_nodes();
|
||||
sgSetVec3( tmp_view_pos, 0.0, 0.0, 0.0 );
|
||||
double tmp_elev;
|
||||
if ( current_elev_ssg(tmp_abs_view_pos, tmp_view_pos, &tmp_elev) ) {
|
||||
if ( current_elev_ssg(tmp_abs_view_pos, &tmp_elev) ) {
|
||||
scenery.cur_elev = tmp_elev;
|
||||
} else {
|
||||
scenery.cur_elev = 0.0;
|
||||
|
@ -381,7 +359,6 @@ int FGTileMgr::update( double lon, double lat ) {
|
|||
// << " view pos = " << current_view.view_pos << endl;
|
||||
double tmp_elev;
|
||||
if ( current_elev_ssg(globals->get_current_view()->get_abs_view_pos(),
|
||||
globals->get_current_view()->get_view_pos(),
|
||||
&tmp_elev) )
|
||||
{
|
||||
scenery.cur_elev = tmp_elev;
|
||||
|
@ -418,13 +395,12 @@ void FGTileMgr::prep_ssg_nodes() {
|
|||
// selector and transform
|
||||
|
||||
FGTileEntry *e;
|
||||
Point3D p = scenery.center;
|
||||
global_tile_cache.reset_traversal();
|
||||
|
||||
while ( ! global_tile_cache.at_end() ) {
|
||||
// cout << "processing a tile" << endl;
|
||||
if ( (e = global_tile_cache.get_current()) ) {
|
||||
e->prep_ssg_node( p, vis);
|
||||
e->prep_ssg_node( scenery.center, vis);
|
||||
} else {
|
||||
cout << "warning ... empty tile in cache" << endl;
|
||||
}
|
||||
|
|
|
@ -102,6 +102,7 @@ private:
|
|||
FGTileEntry *current_tile;
|
||||
|
||||
// x and y distance of tiles to load/draw
|
||||
float vis;
|
||||
int xrange, yrange;
|
||||
|
||||
// current longitude latitude
|
||||
|
@ -137,9 +138,7 @@ public:
|
|||
const sgdVec3 p, const sgdVec3 dir,
|
||||
FGHitList *list );
|
||||
|
||||
bool current_elev_ssg( sgdVec3 abs_view_pos,
|
||||
sgVec3 view_pos,
|
||||
double *terrain_elev );
|
||||
bool current_elev_ssg( sgdVec3 abs_view_pos, double *terrain_elev );
|
||||
|
||||
// Prepare the ssg nodes ... for each tile, set it's proper
|
||||
// transform and update it's range selector based on current
|
||||
|
|
Loading…
Add table
Reference in a new issue