Converted fgFLIGHT to a class.
Tweaks for Sun Portability. Tweaked current terrain elevation code as per NHV.
This commit is contained in:
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86d9fd9c85
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3 changed files with 254 additions and 129 deletions
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@ -127,9 +127,9 @@ public:
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UpdateViewMatrix(GLdouble *MODEL_VIEW)
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{
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#ifdef WIN32
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#if defined( USE_MEM ) || defined( WIN32 )
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memcpy( model_view, MODEL_VIEW, 16*sizeof(GLdouble) );
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#else
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#else
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bcopy( MODEL_VIEW, model_view, 16*sizeof(GLdouble) );
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#endif
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@ -160,6 +160,11 @@ private:
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// $Log$
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// Revision 1.22 1998/12/03 01:18:16 curt
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// Converted fgFLIGHT to a class.
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// Tweaks for Sun Portability.
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// Tweaked current terrain elevation code as per NHV.
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//
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// Revision 1.21 1998/11/09 23:40:47 curt
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// Bernie Bright <bbright@c031.aone.net.au> writes:
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// I've made some changes to the Scenery handling. Basically just tidy ups.
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@ -52,6 +52,7 @@
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#include "scenery.hxx"
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#include "tile.hxx"
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#include "tilecache.hxx"
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#include "tilemgr.hxx"
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// to test clipping speedup in fgTileMgrRender()
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@ -106,6 +107,226 @@ void fgTileMgrLoadTile( const fgBUCKET& p, int *index) {
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}
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// Calculate shortest distance from point to line
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static double point_line_dist_squared( const Point3D& tc, const Point3D& vp,
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MAT3vec d )
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{
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MAT3vec p, p0;
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double dist;
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p[0] = tc.x(); p[1] = tc.y(); p[2] = tc.z();
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p0[0] = vp.x(); p0[1] = vp.y(); p0[2] = vp.z();
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dist = fgPointLineSquared(p, p0, d);
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// cout << "dist = " << dist << endl;
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return(dist);
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}
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// Determine scenery altitude. Normally this just happens when we
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// render the scene, but we'd also like to be able to do this
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// explicitely. lat & lon are in radians. abs_view_pos in meters.
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// Returns result in meters.
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double
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fgTileMgrCurElev( const fgBUCKET& p ) {
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fgTILE *t;
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fgFRAGMENT *frag_ptr;
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Point3D abs_view_pos = current_view.abs_view_pos;
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Point3D earth_center(0.0);
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Point3D result;
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MAT3vec local_up;
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double dist, lat_geod, alt, sea_level_r;
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int index;
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local_up[0] = abs_view_pos.x();
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local_up[1] = abs_view_pos.y();
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local_up[2] = abs_view_pos.z();
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// Find current translation offset
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// fgBucketFind(lon * RAD_TO_DEG, lat * RAD_TO_DEG, &p);
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index = global_tile_cache.exists(p);
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if ( index < 0 ) {
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FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" );
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return 0.0;
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}
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t = global_tile_cache.get_tile(index);
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scenery.next_center = t->center;
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// earth_center = Point3D(0.0, 0.0, 0.0);
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FG_LOG( FG_TERRAIN, FG_DEBUG,
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"Current bucket = " << p << " Index = " << fgBucketGenIndex(&p) );
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// calculate tile offset
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// x = (t->offset.x = t->center.x - scenery.center.x);
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// y = (t->offset.y = t->center.y - scenery.center.y);
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// z = (t->offset.z = t->center.z - scenery.center.z);
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// calc current terrain elevation calculate distance from
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// vertical tangent line at current position to center of
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// tile.
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/* printf("distance squared = %.2f, bounding radius = %.2f\n",
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point_line_dist_squared(&(t->offset), &(v->view_pos),
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v->local_up), t->bounding_radius); */
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dist = point_line_dist_squared( t->center, abs_view_pos, local_up );
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if ( dist < FG_SQUARE(t->bounding_radius) ) {
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// traverse fragment list for tile
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fgTILE::FragmentIterator current = t->begin();
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fgTILE::FragmentIterator last = t->end();
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for ( ; current != last; ++current ) {
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frag_ptr = &(*current);
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/* printf("distance squared = %.2f, bounding radius = %.2f\n",
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point_line_dist_squared( &(frag_ptr->center),
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&abs_view_pos), local_up),
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frag_ptr->bounding_radius); */
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dist = point_line_dist_squared( frag_ptr->center,
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abs_view_pos,
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local_up);
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if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) {
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if ( frag_ptr->intersect( abs_view_pos,
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earth_center, 0, result ) ) {
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FG_LOG( FG_TERRAIN, FG_DEBUG, "intersection point " <<
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result );
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// compute geocentric coordinates of tile center
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Point3D pp = fgCartToPolar3d(result);
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FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp );
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// convert to geodetic coordinates
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fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod,
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&alt, &sea_level_r);
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// printf("alt = %.2f\n", alt);
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// exit since we found an intersection
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if ( alt > -9999.0 ) {
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// printf("returning alt\n");
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return alt;
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} else {
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// printf("returning 0\n");
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return 0.0;
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}
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}
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}
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}
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}
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cout << "no terrain intersection found\n";
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return 0.0;
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}
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// Determine scenery altitude. Normally this just happens when we
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// render the scene, but we'd also like to be able to do this
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// explicitely. lat & lon are in radians. abs_view_pos in meters.
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// Returns result in meters.
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double
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fgTileMgrCurElevOLD( double lon, double lat, const Point3D& abs_view_pos ) {
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fgTILECACHE *c;
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fgTILE *t;
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// fgVIEW *v;
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fgFRAGMENT *frag_ptr;
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fgBUCKET p;
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Point3D earth_center(0.0);
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Point3D result;
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MAT3vec local_up;
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double dist, lat_geod, alt, sea_level_r;
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// double x, y, z;
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int index;
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c = &global_tile_cache;
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// v = ¤t_view;
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local_up[0] = abs_view_pos.x();
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local_up[1] = abs_view_pos.y();
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local_up[2] = abs_view_pos.z();
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// Find current translation offset
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fgBucketFind(lon * RAD_TO_DEG, lat * RAD_TO_DEG, &p);
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index = c->exists(p);
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if ( index < 0 ) {
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FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" );
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return 0.0;
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}
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t = c->get_tile(index);
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scenery.next_center = t->center;
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// earth_center = Point3D(0.0, 0.0, 0.0);
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FG_LOG( FG_TERRAIN, FG_DEBUG,
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"Pos = (" << lon * RAD_TO_DEG << ", " << lat * RAD_TO_DEG
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<< ") Current bucket = " << p
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<< " Index = " << fgBucketGenIndex(&p) );
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// calculate tile offset
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// x = (t->offset.x = t->center.x - scenery.center.x);
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// y = (t->offset.y = t->center.y - scenery.center.y);
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// z = (t->offset.z = t->center.z - scenery.center.z);
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// calc current terrain elevation calculate distance from
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// vertical tangent line at current position to center of
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// tile.
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/* printf("distance squared = %.2f, bounding radius = %.2f\n",
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point_line_dist_squared(&(t->offset), &(v->view_pos),
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v->local_up), t->bounding_radius); */
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dist = point_line_dist_squared( t->center, abs_view_pos, local_up );
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if ( dist < FG_SQUARE(t->bounding_radius) ) {
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// traverse fragment list for tile
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fgTILE::FragmentIterator current = t->begin();
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fgTILE::FragmentIterator last = t->end();
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for ( ; current != last; ++current ) {
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frag_ptr = &(*current);
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/* printf("distance squared = %.2f, bounding radius = %.2f\n",
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point_line_dist_squared( &(frag_ptr->center),
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&abs_view_pos), local_up),
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frag_ptr->bounding_radius); */
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dist = point_line_dist_squared( frag_ptr->center,
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abs_view_pos,
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local_up);
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if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) {
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if ( frag_ptr->intersect( abs_view_pos,
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earth_center, 0, result ) ) {
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FG_LOG( FG_TERRAIN, FG_DEBUG, "intersection point " <<
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result );
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// compute geocentric coordinates of tile center
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Point3D pp = fgCartToPolar3d(result);
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FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp );
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// convert to geodetic coordinates
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fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod,
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&alt, &sea_level_r);
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// printf("alt = %.2f\n", alt);
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// exit since we found an intersection
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if ( alt > -9999.0 ) {
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// printf("returning alt\n");
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return alt;
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} else {
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// printf("returning 0\n");
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return 0.0;
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}
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}
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}
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}
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}
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cout << "no terrain intersection found\n";
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return 0.0;
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}
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// given the current lon/lat, fill in the array of local chunks. If
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// the chunk isn't already in the cache, then read it from disk.
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int fgTileMgrUpdate( void ) {
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@ -121,7 +342,8 @@ int fgTileMgrUpdate( void ) {
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tile_diameter = current_options.get_tile_diameter();
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fgBucketFind(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p1);
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fgBucketFind( f->get_Longitude() * RAD_TO_DEG,
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f->get_Latitude() * RAD_TO_DEG, &p1);
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dw = tile_diameter / 2;
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dh = tile_diameter / 2;
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@ -219,32 +441,19 @@ int fgTileMgrUpdate( void ) {
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}
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}
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}
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// find our current elevation (feed in the current bucket to save work)
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fgTileMgrCurElev( p1 );
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p_last.lon = p1.lon;
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p_last.lat = p1.lat;
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p_last.x = p1.x;
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p_last.y = p1.y;
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return 1;
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}
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// Calculate shortest distance from point to line
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static double point_line_dist_squared( const Point3D& tc, const Point3D& vp,
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MAT3vec d )
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{
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MAT3vec p, p0;
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double dist;
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p[0] = tc.x(); p[1] = tc.y(); p[2] = tc.z();
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p0[0] = vp.x(); p0[1] = vp.y(); p0[2] = vp.z();
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dist = fgPointLineSquared(p, p0, d);
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// cout << "dist = " << dist << endl;
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return(dist);
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}
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// Calculate if point/radius is inside view frustum
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static int viewable( const Point3D& cp, double radius ) {
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int viewable = 1; // start by assuming it's viewable
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@ -398,111 +607,6 @@ inrange( const double radius, const Point3D& center, const Point3D& vp,
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}
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// Determine scenery altitude. Normally this just happens when we
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// render the scene, but we'd also like to be able to do this
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// explicitely. lat & lon are in radians. abs_view_pos in meters.
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// Returns result in meters.
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double
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fgTileMgrCurElev( double lon, double lat, const Point3D& abs_view_pos ) {
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fgTILECACHE *c;
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fgTILE *t;
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// fgVIEW *v;
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fgFRAGMENT *frag_ptr;
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fgBUCKET p;
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Point3D earth_center(0.0);
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Point3D result;
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MAT3vec local_up;
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double dist, lat_geod, alt, sea_level_r;
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// double x, y, z;
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int index;
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c = &global_tile_cache;
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// v = ¤t_view;
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local_up[0] = abs_view_pos.x();
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local_up[1] = abs_view_pos.y();
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local_up[2] = abs_view_pos.z();
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// Find current translation offset
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fgBucketFind(lon * RAD_TO_DEG, lat * RAD_TO_DEG, &p);
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index = c->exists(p);
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if ( index < 0 ) {
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FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" );
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return 0.0;
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}
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t = c->get_tile(index);
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scenery.next_center = t->center;
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// earth_center = Point3D(0.0, 0.0, 0.0);
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FG_LOG( FG_TERRAIN, FG_DEBUG,
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"Pos = (" << lon * RAD_TO_DEG << ", " << lat * RAD_TO_DEG
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<< ") Current bucket = " << p
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<< " Index = " << fgBucketGenIndex(&p) );
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// calculate tile offset
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// x = (t->offset.x = t->center.x - scenery.center.x);
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// y = (t->offset.y = t->center.y - scenery.center.y);
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// z = (t->offset.z = t->center.z - scenery.center.z);
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// calc current terrain elevation calculate distance from
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// vertical tangent line at current position to center of
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// tile.
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/* printf("distance squared = %.2f, bounding radius = %.2f\n",
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point_line_dist_squared(&(t->offset), &(v->view_pos),
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v->local_up), t->bounding_radius); */
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dist = point_line_dist_squared( t->center, abs_view_pos, local_up );
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if ( dist < FG_SQUARE(t->bounding_radius) ) {
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// traverse fragment list for tile
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fgTILE::FragmentIterator current = t->begin();
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fgTILE::FragmentIterator last = t->end();
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for ( ; current != last; ++current ) {
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frag_ptr = &(*current);
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/* printf("distance squared = %.2f, bounding radius = %.2f\n",
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point_line_dist_squared( &(frag_ptr->center),
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&abs_view_pos), local_up),
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frag_ptr->bounding_radius); */
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dist = point_line_dist_squared( frag_ptr->center,
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abs_view_pos,
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local_up);
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if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) {
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if ( frag_ptr->intersect( abs_view_pos,
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earth_center, 0, result ) ) {
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FG_LOG( FG_TERRAIN, FG_DEBUG, "intersection point " <<
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result );
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// compute geocentric coordinates of tile center
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Point3D pp = fgCartToPolar3d(result);
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FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp );
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// convert to geodetic coordinates
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fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod,
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&alt, &sea_level_r);
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// printf("alt = %.2f\n", alt);
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// exit since we found an intersection
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if ( alt > -9999.0 ) {
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// printf("returning alt\n");
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return alt;
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} else {
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// printf("returning 0\n");
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return 0.0;
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}
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}
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}
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}
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}
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cout << "no terrain intersection found\n";
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return 0.0;
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}
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// NEW for legibility
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// update this tile's geometry for current view
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@ -556,8 +660,10 @@ void fgTileMgrRender( void ) {
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tile_diameter = current_options.get_tile_diameter();
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scenery.cur_elev = fgTileMgrCurElev( FG_Longitude, FG_Latitude,
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v->abs_view_pos );
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// moved to fgTileMgrUpdate, right after we check if we need to
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// load additional tiles:
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// scenery.cur_elev = fgTileMgrCurElev( FG_Longitude, FG_Latitude,
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// v->abs_view_pos );
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// initialize the transient per-material fragment lists
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material_mgr.init_transient_material_lists();
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@ -642,6 +748,11 @@ void fgTileMgrRender( void ) {
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// $Log$
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// Revision 1.45 1998/12/03 01:18:18 curt
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// Converted fgFLIGHT to a class.
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// Tweaks for Sun Portability.
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// Tweaked current terrain elevation code as per NHV.
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//
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// Revision 1.44 1998/11/23 21:49:48 curt
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// minor tweaks.
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//
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@ -31,6 +31,9 @@
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#endif
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#include <Bucket/bucketutils.hxx>
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// Initialize the Tile Manager subsystem
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int fgTileMgrInit( void );
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@ -44,7 +47,8 @@ int fgTileMgrUpdate( void );
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// render the scene, but we'd also like to be able to do this
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// explicitely. lat & lon are in radians. abs_view_pos in meters.
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// Returns result in meters.
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double fgTileMgrCurElev( double lon, double lat, const Point3D& abs_view_pos );
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double fgTileMgrCurElev( const fgBUCKET& p );
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||||
double fgTileMgrCurElevOLD( double lon, double lat, const Point3D& abs_view_pos );
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// Render the local tiles --- hack, hack, hack
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@ -55,6 +59,11 @@ void fgTileMgrRender( void );
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|||
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||||
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// $Log$
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||||
// Revision 1.6 1998/12/03 01:18:19 curt
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||||
// Converted fgFLIGHT to a class.
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||||
// Tweaks for Sun Portability.
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||||
// Tweaked current terrain elevation code as per NHV.
|
||||
//
|
||||
// Revision 1.5 1998/10/16 00:55:52 curt
|
||||
// Converted to Point3D class.
|
||||
//
|
||||
|
|
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Reference in a new issue