Tweaks and massages to the ground intersection code. Most of the changes
are cosmetic, but we now have a combination of code that seems to work very robustly. I was able to land the yf23 at about 130 kts on the lower level of the bay bridge and then taxi the entire length.
This commit is contained in:
parent
ca6067cbc0
commit
f6fad7f000
2 changed files with 153 additions and 132 deletions
|
@ -9,6 +9,9 @@
|
|||
#include <float.h>
|
||||
#include <math.h>
|
||||
|
||||
#include <plib/sg.h>
|
||||
#include <plib/ssg.h>
|
||||
|
||||
#include <simgear/sg_inlines.h>
|
||||
#include <simgear/debug/logstream.hxx>
|
||||
#include <simgear/math/point3d.hxx>
|
||||
|
@ -21,17 +24,79 @@
|
|||
|
||||
#include "hitlist.hxx"
|
||||
|
||||
// forward declaration of our helper/convenience functions
|
||||
static void sgMultMat4(sgdMat4 dst, sgdMat4 m1, sgMat4 m2);
|
||||
static void ssgGetEntityTransform(ssgEntity *entity, sgMat4 m );
|
||||
static void ssgGetCurrentBSphere( ssgEntity *entity, sgVec3 center, float *radius, sgMat4 m );
|
||||
// Specialized version of sgMultMat4 needed because of mixed matrix
|
||||
// types
|
||||
static inline void sgMultMat4(sgdMat4 dst, sgdMat4 m1, sgMat4 m2) {
|
||||
for ( int j = 0 ; j < 4 ; j++ ) {
|
||||
dst[0][j] = m2[0][0] * m1[0][j] +
|
||||
m2[0][1] * m1[1][j] +
|
||||
m2[0][2] * m1[2][j] +
|
||||
m2[0][3] * m1[3][j] ;
|
||||
|
||||
dst[1][j] = m2[1][0] * m1[0][j] +
|
||||
m2[1][1] * m1[1][j] +
|
||||
m2[1][2] * m1[2][j] +
|
||||
m2[1][3] * m1[3][j] ;
|
||||
|
||||
dst[2][j] = m2[2][0] * m1[0][j] +
|
||||
m2[2][1] * m1[1][j] +
|
||||
m2[2][2] * m1[2][j] +
|
||||
m2[2][3] * m1[3][j] ;
|
||||
|
||||
dst[3][j] = m2[3][0] * m1[0][j] +
|
||||
m2[3][1] * m1[1][j] +
|
||||
m2[3][2] * m1[2][j] +
|
||||
m2[3][3] * m1[3][j] ;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// ======================
|
||||
// This is same as PLib's sgdIsectInfLinePlane()
|
||||
// and can be replaced by it after the next PLib release
|
||||
static int fgdIsectInfLinePlane( sgdVec3 dst, const sgdVec3 l_org,
|
||||
const sgdVec3 l_vec, const sgdVec4 plane )
|
||||
/*
|
||||
* Walk backwards up the tree, transforming the vertex by all the
|
||||
* matrices along the way.
|
||||
*
|
||||
* Upwards recursion hurts my head.
|
||||
*/
|
||||
static void ssgGetEntityTransform(ssgEntity *entity, sgMat4 m ) {
|
||||
sgMat4 mat ;
|
||||
|
||||
// If this node has a parent - get the composite matrix for the
|
||||
// parent.
|
||||
if ( entity->getNumParents() > 0 )
|
||||
ssgGetEntityTransform ( entity->getParent(0), mat ) ;
|
||||
else
|
||||
sgMakeIdentMat4 ( mat ) ;
|
||||
|
||||
// If this node has a transform - then concatenate it.
|
||||
if ( entity -> isAKindOf ( ssgTypeTransform () ) ) {
|
||||
sgMat4 this_mat ;
|
||||
((ssgTransform *) entity) -> getTransform ( this_mat ) ;
|
||||
sgPostMultMat4 ( mat, this_mat ) ;
|
||||
}
|
||||
|
||||
sgCopyMat4 ( m, mat ) ;
|
||||
}
|
||||
|
||||
|
||||
// return the passed entitity's bsphere's center point radius and
|
||||
// fully formed current model matrix for entity
|
||||
static inline void ssgGetCurrentBSphere( ssgEntity *entity, sgVec3 center,
|
||||
float *radius, sgMat4 m )
|
||||
{
|
||||
sgSphere *bsphere = entity->getBSphere();
|
||||
*radius = (double)bsphere->getRadius();
|
||||
sgCopyVec3( center, bsphere->getCenter() );
|
||||
sgMakeIdentMat4 ( m ) ;
|
||||
ssgGetEntityTransform( entity, m );
|
||||
}
|
||||
|
||||
|
||||
// This is same as PLib's sgdIsectInfLinePlane() and can be replaced
|
||||
// by it after the next PLib release
|
||||
static inline bool fgdIsectInfLinePlane( sgdVec3 dst,
|
||||
const sgdVec3 l_org,
|
||||
const sgdVec3 l_vec,
|
||||
const sgdVec4 plane )
|
||||
{
|
||||
SGDfloat tmp = sgdScalarProductVec3 ( l_vec, plane ) ;
|
||||
|
||||
|
@ -47,15 +112,14 @@ static int fgdIsectInfLinePlane( sgdVec3 dst, const sgdVec3 l_org,
|
|||
return true ;
|
||||
}
|
||||
|
||||
// ======================
|
||||
|
||||
/*
|
||||
* Given a point and a triangle lying on the same plane
|
||||
* check to see if the point is inside the triangle
|
||||
* Given a point and a triangle lying on the same plane check to see
|
||||
* if the point is inside the triangle
|
||||
*
|
||||
* This is same as PLib's sgdPointInTriangle() and can be replaced by
|
||||
* it after the next PLib release
|
||||
*/
|
||||
// This is same as PLib's sgdPointInTriangle()
|
||||
// and can be replaced by it after the next PLib release
|
||||
static bool fgdPointInTriangle( sgdVec3 point, sgdVec3 tri[3] )
|
||||
static inline bool fgdPointInTriangle( sgdVec3 point, sgdVec3 tri[3] )
|
||||
{
|
||||
sgdVec3 dif;
|
||||
|
||||
|
@ -145,26 +209,30 @@ static bool fgdPointInTriangle( sgdVec3 point, sgdVec3 tri[3] )
|
|||
return true;
|
||||
}
|
||||
|
||||
// ======================
|
||||
|
||||
inline static int isZeroAreaTri( sgdVec3 tri[3] )
|
||||
// Check if all three vertices are the same point (or close enough)
|
||||
static inline int isZeroAreaTri( sgdVec3 tri[3] )
|
||||
{
|
||||
return( sgdEqualVec3(tri[0], tri[1]) ||
|
||||
sgdEqualVec3(tri[1], tri[2]) ||
|
||||
sgdEqualVec3(tri[2], tri[0]) );
|
||||
}
|
||||
|
||||
|
||||
// Constructor
|
||||
FGHitList::FGHitList() :
|
||||
last(NULL), test_dist(DBL_MAX)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
// Destructor
|
||||
FGHitList::~FGHitList() {}
|
||||
|
||||
|
||||
/*
|
||||
Find the intersection of an infinite line with a leaf
|
||||
the line being defined by a point and direction.
|
||||
Find the intersection of an infinite line with a leaf the line being
|
||||
defined by a point and direction.
|
||||
|
||||
Variables
|
||||
In:
|
||||
|
@ -181,10 +249,11 @@ true if intersection found
|
|||
false otherwise
|
||||
|
||||
!!! WARNING !!!
|
||||
If you need an exhaustive list of hitpoints YOU MUST use
|
||||
the generic version of this function as the specialized
|
||||
versions will do an early out of expensive tests if the point
|
||||
can not be the closest one found
|
||||
|
||||
If you need an exhaustive list of hitpoints YOU MUST use the generic
|
||||
version of this function as the specialized versions will do an early
|
||||
out of expensive tests if the point can not be the closest one found
|
||||
|
||||
!!! WARNING !!!
|
||||
*/
|
||||
int FGHitList::IntersectLeaf( ssgLeaf *leaf, sgdMat4 m,
|
||||
|
@ -222,8 +291,8 @@ int FGHitList::IntersectLeaf( ssgLeaf *leaf, sgdMat4 m,
|
|||
return num_hits;
|
||||
}
|
||||
|
||||
// ======================
|
||||
|
||||
// Short circuit/slightly optimized version of the full IntersectLeaf()
|
||||
int FGHitList::IntersectLeaf( ssgLeaf *leaf, sgdMat4 m,
|
||||
sgdVec3 orig, sgdVec3 dir,
|
||||
GLenum primType )
|
||||
|
@ -279,7 +348,7 @@ int FGHitList::IntersectLeaf( ssgLeaf *leaf, sgdMat4 m,
|
|||
sgdCopyVec3( tri[0], tri[2] );
|
||||
sgdSetVec3( tri[2], leaf->getVertex( short(n+2) ) );
|
||||
} else {
|
||||
sgdCopyVec3( tri[2], tri[1] );
|
||||
sgdCopyVec3( tri[1], tri[2] );
|
||||
sgdSetVec3( tri[2], leaf->getVertex( short(n+2) ) );
|
||||
}
|
||||
}
|
||||
|
@ -337,18 +406,19 @@ int FGHitList::IntersectLeaf( ssgLeaf *leaf, sgdMat4 m,
|
|||
return num_hits;
|
||||
}
|
||||
|
||||
// ======================
|
||||
|
||||
|
||||
inline static bool IN_RANGE( sgdVec3 v, double radius ) {
|
||||
return ( sgdScalarProductVec3(v, v) < (radius*radius) );
|
||||
}
|
||||
|
||||
// ======================
|
||||
|
||||
void FGHitList::IntersectBranch( ssgBranch *branch, sgdMat4 m,
|
||||
sgdVec3 orig, sgdVec3 dir )
|
||||
{
|
||||
/* the lookat vector and matrix in branch's coordinate frame
|
||||
* but we won't determine these unless needed,
|
||||
* This 'lazy evaluation' is a result of profiling data */
|
||||
/* the lookat vector and matrix in branch's coordinate frame but
|
||||
* we won't determine these unless needed, This 'lazy evaluation'
|
||||
* is a result of profiling data */
|
||||
sgdVec3 orig_leaf, dir_leaf;
|
||||
sgdMat4 m_leaf;
|
||||
|
||||
|
@ -401,8 +471,10 @@ void FGHitList::IntersectBranch( ssgBranch *branch, sgdMat4 m,
|
|||
sgdXformPnt3( dir_leaf, dir, m_leaf );
|
||||
first_time = 0;
|
||||
}
|
||||
GLenum primType = ((ssgLeaf *)kid)->getPrimitiveType();
|
||||
IntersectLeaf( (ssgLeaf *)kid, m, orig_leaf, dir_leaf, primType );
|
||||
// GLenum primType = ((ssgLeaf *)kid)->getPrimitiveType();
|
||||
// IntersectLeaf( (ssgLeaf *)kid, m, orig_leaf, dir_leaf,
|
||||
// primType );
|
||||
IntersectLeaf( (ssgLeaf *)kid, m, orig_leaf, dir_leaf );
|
||||
}
|
||||
} // Out of range
|
||||
} // branch not requested to be traversed
|
||||
|
@ -410,8 +482,6 @@ void FGHitList::IntersectBranch( ssgBranch *branch, sgdMat4 m,
|
|||
}
|
||||
|
||||
|
||||
|
||||
// ======================
|
||||
// a temporary hack until we get everything rewritten with sgdVec3
|
||||
static inline Point3D operator + (const Point3D& a, const sgdVec3 b)
|
||||
{
|
||||
|
@ -419,7 +489,6 @@ static inline Point3D operator + (const Point3D& a, const sgdVec3 b)
|
|||
}
|
||||
|
||||
|
||||
// ======================
|
||||
void FGHitList::Intersect( ssgBranch *scene, sgdVec3 orig, sgdVec3 dir ) {
|
||||
sgdMat4 m;
|
||||
clear();
|
||||
|
@ -427,95 +496,26 @@ void FGHitList::Intersect( ssgBranch *scene, sgdVec3 orig, sgdVec3 dir ) {
|
|||
IntersectBranch( scene, m, orig, dir );
|
||||
}
|
||||
|
||||
// ======================
|
||||
|
||||
void FGHitList::Intersect( ssgBranch *scene, sgdMat4 m, sgdVec3 orig, sgdVec3 dir )
|
||||
{
|
||||
clear();
|
||||
IntersectBranch( scene, m, orig, dir );
|
||||
}
|
||||
|
||||
// ======================
|
||||
// Need these because of mixed matrix types
|
||||
static void sgMultMat4(sgdMat4 dst, sgdMat4 m1, sgMat4 m2)
|
||||
{
|
||||
for ( int j = 0 ; j < 4 ; j++ )
|
||||
{
|
||||
dst[0][j] = m2[0][0] * m1[0][j] +
|
||||
m2[0][1] * m1[1][j] +
|
||||
m2[0][2] * m1[2][j] +
|
||||
m2[0][3] * m1[3][j] ;
|
||||
|
||||
dst[1][j] = m2[1][0] * m1[0][j] +
|
||||
m2[1][1] * m1[1][j] +
|
||||
m2[1][2] * m1[2][j] +
|
||||
m2[1][3] * m1[3][j] ;
|
||||
|
||||
dst[2][j] = m2[2][0] * m1[0][j] +
|
||||
m2[2][1] * m1[1][j] +
|
||||
m2[2][2] * m1[2][j] +
|
||||
m2[2][3] * m1[3][j] ;
|
||||
|
||||
dst[3][j] = m2[3][0] * m1[0][j] +
|
||||
m2[3][1] * m1[1][j] +
|
||||
m2[3][2] * m1[2][j] +
|
||||
m2[3][3] * m1[3][j] ;
|
||||
}
|
||||
}
|
||||
|
||||
// ======================
|
||||
static void ssgGetEntityTransform(ssgEntity *entity, sgMat4 m )
|
||||
{
|
||||
/*
|
||||
Walk backwards up the tree, transforming the
|
||||
vertex by all the matrices along the way.
|
||||
|
||||
Upwards recursion hurts my head.
|
||||
*/
|
||||
|
||||
sgMat4 mat ;
|
||||
|
||||
/*
|
||||
If this node has a parent - get the composite
|
||||
matrix for the parent.
|
||||
*/
|
||||
if ( entity->getNumParents() > 0 )
|
||||
ssgGetEntityTransform ( entity->getParent(0), mat ) ;
|
||||
else
|
||||
sgMakeIdentMat4 ( mat ) ;
|
||||
|
||||
/*
|
||||
If this node has a transform - then concatenate it.
|
||||
*/
|
||||
if ( entity -> isAKindOf ( ssgTypeTransform () ) ) {
|
||||
sgMat4 this_mat ;
|
||||
((ssgTransform *) entity) -> getTransform ( this_mat ) ;
|
||||
sgPostMultMat4 ( mat, this_mat ) ;
|
||||
}
|
||||
|
||||
sgCopyMat4 ( m, mat ) ;
|
||||
}
|
||||
|
||||
// ======================
|
||||
// return the passed entitity's bsphere's center point radius and
|
||||
// fully formed current model matrix for entity
|
||||
static void ssgGetCurrentBSphere( ssgEntity *entity, sgVec3 center, float *radius, sgMat4 m )
|
||||
{
|
||||
sgSphere *bsphere = entity->getBSphere();
|
||||
*radius = (double)bsphere->getRadius();
|
||||
sgCopyVec3( center, bsphere->getCenter() );
|
||||
sgMakeIdentMat4 ( m ) ;
|
||||
ssgGetEntityTransform( entity, m );
|
||||
}
|
||||
|
||||
|
||||
// ======================
|
||||
// Determine scenery altitude via ssg.
|
||||
// returned results are in meters
|
||||
static double hitlist1_time = 0.0;
|
||||
|
||||
bool fgCurrentElev( sgdVec3 abs_view_pos, double max_alt_m,
|
||||
sgdVec3 scenery_center,
|
||||
FGHitList *hit_list,
|
||||
double *terrain_elev, double *radius, double *normal)
|
||||
{
|
||||
SGTimeStamp start; start.stamp();
|
||||
|
||||
bool result;
|
||||
sgdVec3 view_pos;
|
||||
sgdSubVec3( view_pos, abs_view_pos, scenery_center );
|
||||
|
||||
|
@ -528,7 +528,7 @@ bool fgCurrentElev( sgdVec3 abs_view_pos, double max_alt_m,
|
|||
|
||||
int this_hit=0;
|
||||
Point3D geoc;
|
||||
double result = -9999;
|
||||
double hit_elev = -9999;
|
||||
Point3D sc(scenery_center[0], scenery_center[1], scenery_center[2]) ;
|
||||
|
||||
int hitcount = hit_list->num_hits();
|
||||
|
@ -539,17 +539,17 @@ bool fgCurrentElev( sgdVec3 abs_view_pos, double max_alt_m,
|
|||
sgGeocToGeod(geoc.lat(), geoc.radius(), &lat_geod,
|
||||
&alt, &sea_level_r);
|
||||
// cout << "hit " << i << " lon = " << geoc.lon() << " lat = "
|
||||
// << lat_geod << " alt = " << alt << endl;
|
||||
if ( alt > result && alt < max_alt_m ) {
|
||||
// << lat_geod << " alt = " << alt << " max alt = " << max_alt_m
|
||||
// << endl;
|
||||
if ( alt > hit_elev && alt < max_alt_m ) {
|
||||
// cout << " it's a keeper" << endl;
|
||||
result = alt;
|
||||
hit_elev = alt;
|
||||
this_hit = i;
|
||||
}
|
||||
}
|
||||
// cout << endl;
|
||||
|
||||
if ( result > -9000 ) {
|
||||
*terrain_elev = result;
|
||||
if ( hit_elev > -9000 ) {
|
||||
*terrain_elev = hit_elev;
|
||||
*radius = geoc.radius();
|
||||
sgVec3 tmp;
|
||||
sgSetVec3(tmp, hit_list->get_normal(this_hit));
|
||||
|
@ -559,18 +559,25 @@ bool fgCurrentElev( sgdVec3 abs_view_pos, double max_alt_m,
|
|||
// cout << "world_up : " << up[0] << " " << up[1] << " " << up[2] << endl;
|
||||
/* ssgState *IntersectedLeafState =
|
||||
((ssgLeaf*)hit_list->get_entity(this_hit))->getState(); */
|
||||
return true;
|
||||
result = true;
|
||||
} else {
|
||||
SG_LOG( SG_TERRAIN, SG_INFO, "no terrain intersection" );
|
||||
*terrain_elev = 0.0;
|
||||
float *up = globals->get_current_view()->get_world_up();
|
||||
sgdSetVec3(normal, up[0], up[1], up[2]);
|
||||
return false;
|
||||
result = false;
|
||||
}
|
||||
|
||||
SGTimeStamp finish; finish.stamp();
|
||||
hitlist1_time = ( 29.0 * hitlist1_time + (finish - start) ) / 30.0;
|
||||
// cout << " time per call = " << hitlist1_time << endl;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
// ======================
|
||||
static double hitlist2_time = 0.0;
|
||||
|
||||
// Determine scenery altitude via ssg.
|
||||
// returned results are in meters
|
||||
bool fgCurrentElev( sgdVec3 abs_view_pos, double max_alt_m,
|
||||
|
@ -579,6 +586,9 @@ bool fgCurrentElev( sgdVec3 abs_view_pos, double max_alt_m,
|
|||
FGHitList *hit_list,
|
||||
double *terrain_elev, double *radius, double *normal)
|
||||
{
|
||||
SGTimeStamp start; start.stamp();
|
||||
|
||||
bool result;
|
||||
sgdVec3 view_pos;
|
||||
sgdSubVec3( view_pos, abs_view_pos, scenery_center );
|
||||
|
||||
|
@ -598,23 +608,28 @@ bool fgCurrentElev( sgdVec3 abs_view_pos, double max_alt_m,
|
|||
|
||||
int this_hit=0;
|
||||
Point3D geoc;
|
||||
double result = -9999;
|
||||
double hit_elev = -9999;
|
||||
Point3D sc(scenery_center[0], scenery_center[1], scenery_center[2]) ;
|
||||
|
||||
int hitcount = hit_list->num_hits();
|
||||
// cout << "hits = " << hitcount << endl;
|
||||
for ( int i = 0; i < hitcount; ++i ) {
|
||||
geoc = sgCartToPolar3d( sc + hit_list->get_point(i) );
|
||||
double lat_geod, alt, sea_level_r;
|
||||
sgGeocToGeod(geoc.lat(), geoc.radius(), &lat_geod,
|
||||
&alt, &sea_level_r);
|
||||
if ( alt > result && alt < max_alt_m ) {
|
||||
result = alt;
|
||||
// cout << "hit " << i << " lon = " << geoc.lon() << " lat = "
|
||||
// << lat_geod << " alt = " << alt << " max alt = " << max_alt_m
|
||||
// << endl;
|
||||
if ( alt > hit_elev && alt < max_alt_m ) {
|
||||
hit_elev = alt;
|
||||
this_hit = i;
|
||||
// cout << " it's a keeper" << endl;
|
||||
}
|
||||
}
|
||||
|
||||
if ( result > -9000 ) {
|
||||
*terrain_elev = result;
|
||||
if ( hit_elev > -9000 ) {
|
||||
*terrain_elev = hit_elev;
|
||||
*radius = geoc.radius();
|
||||
sgVec3 tmp;
|
||||
sgSetVec3(tmp, hit_list->get_normal(this_hit));
|
||||
|
@ -624,11 +639,17 @@ bool fgCurrentElev( sgdVec3 abs_view_pos, double max_alt_m,
|
|||
// cout << "world_up : " << up[0] << " " << up[1] << " " << up[2] << endl;
|
||||
/* ssgState *IntersectedLeafState =
|
||||
((ssgLeaf*)hit_list->get_entity(this_hit))->getState(); */
|
||||
return true;
|
||||
result = true;
|
||||
} else {
|
||||
SG_LOG( SG_TERRAIN, SG_DEBUG, "DOING FULL TERRAIN INTERSECTION" );
|
||||
return fgCurrentElev( abs_view_pos, max_alt_m, scenery_center, hit_list,
|
||||
terrain_elev,radius,normal);
|
||||
result = fgCurrentElev( abs_view_pos, max_alt_m, scenery_center,
|
||||
hit_list, terrain_elev, radius, normal);
|
||||
}
|
||||
|
||||
SGTimeStamp finish; finish.stamp();
|
||||
hitlist2_time = ( 29.0 * hitlist2_time + (finish - start) ) / 30.0;
|
||||
cout << "time per call 2 = " << hitlist2_time << endl;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
|
|
@ -367,9 +367,9 @@ int FGTileMgr::update( SGLocation *location, double visibility_meters,
|
|||
{
|
||||
longitude = location->getLongitude_deg();
|
||||
latitude = location->getLatitude_deg();
|
||||
// add 2.0m to the max altitude to give a little leeway to the
|
||||
// add 1.0m to the max altitude to give a little leeway to the
|
||||
// ground reaction code.
|
||||
altitude_m = location->getAltitudeASL_ft() * SG_FEET_TO_METER + 2.0;
|
||||
altitude_m = location->getAltitudeASL_ft() * SG_FEET_TO_METER + 1.0;
|
||||
|
||||
// if current altitude is apparently not initialized, set max
|
||||
// altitude to something big.
|
||||
|
|
Loading…
Reference in a new issue