// groundcache.cxx -- carries a small subset of the scenegraph near the vehicle // // Written by Mathias Froehlich, started Nov 2004. // // Copyright (C) 2004 Mathias Froehlich - Mathias.Froehlich@web.de // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // // $Id$ #ifdef HAVE_CONFIG_H # include "config.h" #endif #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include
#include #include #include #include "flight.hxx" #include "groundcache.hxx" static inline bool fgdRayTriangle(SGVec3d& x, const SGVec3d& point, const SGVec3d& dir, const SGVec3d v[3]) { double eps = 1e-4; // Method based on the observation that we are looking for a // point x that can be expressed in terms of the triangle points // x = p_0 + \mu_1*(p_1 - p_0) + \mu_2*(p_2 - p_0) // with 0 <= \mu_1, \mu_2 and \mu_1 + \mu_2 <= 1. // OTOH it could be expressed in terms of the ray // x = point + \lambda*dir // Now we can compute \mu_i and \lambda. // define SGVec3d d1 = v[1] - v[0]; SGVec3d d2 = v[2] - v[0]; SGVec3d b = point - v[0]; // the vector in normal direction, but not normalized SGVec3d d1crossd2 = cross(d1, d2); double denom = -dot(dir, d1crossd2); double signDenom = copysign(1, denom); // return if paralell ??? FIXME what if paralell and in plane? // may be we are ok below than anyway?? // if (SGMiscd::abs(denom) <= SGLimitsd::min()) // return false; // Now \lambda would read // lambda = 1/denom*dot(b, d1crossd2); // To avoid an expensive division we multiply by |denom| double lambdaDenom = signDenom*dot(b, d1crossd2); if (lambdaDenom < 0) return false; // For line segment we would test against // if (1 < lambda) // return false; // with the original lambda. The multiplied test would read // if (absDenom < lambdaDenom) // return false; double absDenom = fabs(denom); double absDenomEps = absDenom*eps; SGVec3d bcrossr = cross(b, dir); // double mu1 = 1/denom*dot(d2, bcrossr); double mu1 = signDenom*dot(d2, bcrossr); if (mu1 < -absDenomEps) return false; // double mu2 = -1/denom*dot(d1, bcrossr); // if (mu2 < -eps) // return false; double mmu2 = signDenom*dot(d1, bcrossr); if (mmu2 > absDenomEps) return false; if (mu1 - mmu2 > absDenom + absDenomEps) return false; x = point; // if we have survived here it could only happen with denom == 0 // that the point is already in plane. Then return the origin ... if (SGLimitsd::min() < absDenom) x += (lambdaDenom/absDenom)*dir; return true; } static inline bool fgdPointInTriangle( const SGVec3d& point, const SGVec3d tri[3] ) { SGVec3d dif; // Some tolerance in meters we accept a point to be outside of the triangle // and still return that it is inside. SGDfloat min, max; // punt if outside bouding cube SG_MIN_MAX3 ( min, max, tri[0][0], tri[1][0], tri[2][0] ); if( (point[0] < min) || (point[0] > max) ) return false; dif[0] = max - min; SG_MIN_MAX3 ( min, max, tri[0][1], tri[1][1], tri[2][1] ); if( (point[1] < min) || (point[1] > max) ) return false; dif[1] = max - min; SG_MIN_MAX3 ( min, max, tri[0][2], tri[1][2], tri[2][2] ); if( (point[2] < min) || (point[2] > max) ) return false; dif[2] = max - min; // drop the smallest dimension so we only have to work in 2d. SGDfloat min_dim = SG_MIN3 (dif[0], dif[1], dif[2]); SGDfloat x1, y1, x2, y2, x3, y3, rx, ry; if ( fabs(min_dim-dif[0]) <= DBL_EPSILON ) { // x is the smallest dimension x1 = point[1]; y1 = point[2]; x2 = tri[0][1]; y2 = tri[0][2]; x3 = tri[1][1]; y3 = tri[1][2]; rx = tri[2][1]; ry = tri[2][2]; } else if ( fabs(min_dim-dif[1]) <= DBL_EPSILON ) { // y is the smallest dimension x1 = point[0]; y1 = point[2]; x2 = tri[0][0]; y2 = tri[0][2]; x3 = tri[1][0]; y3 = tri[1][2]; rx = tri[2][0]; ry = tri[2][2]; } else if ( fabs(min_dim-dif[2]) <= DBL_EPSILON ) { // z is the smallest dimension x1 = point[0]; y1 = point[1]; x2 = tri[0][0]; y2 = tri[0][1]; x3 = tri[1][0]; y3 = tri[1][1]; rx = tri[2][0]; ry = tri[2][1]; } else { // all dimensions are really small so lets call it close // enough and return a successful match return true; } // check if intersection point is on the same side of p1 <-> p2 as p3 SGDfloat tmp = (y2 - y3); SGDfloat tmpn = (x2 - x3); int side1 = SG_SIGN (tmp * (rx - x3) + (y3 - ry) * tmpn); int side2 = SG_SIGN (tmp * (x1 - x3) + (y3 - y1) * tmpn); if ( side1 != side2 ) { // printf("failed side 1 check\n"); return false; } // check if intersection point is on correct side of p2 <-> p3 as p1 tmp = (y3 - ry); tmpn = (x3 - rx); side1 = SG_SIGN (tmp * (x2 - rx) + (ry - y2) * tmpn); side2 = SG_SIGN (tmp * (x1 - rx) + (ry - y1) * tmpn); if ( side1 != side2 ) { // printf("failed side 2 check\n"); return false; } // check if intersection point is on correct side of p1 <-> p3 as p2 tmp = (y2 - ry); tmpn = (x2 - rx); side1 = SG_SIGN (tmp * (x3 - rx) + (ry - y3) * tmpn); side2 = SG_SIGN (tmp * (x1 - rx) + (ry - y1) * tmpn); if ( side1 != side2 ) { // printf("failed side 3 check\n"); return false; } return true; } // Test if the line given by the point on the line pt_on_line and the // line direction dir intersects the sphere sp. // Adapted from plib. static inline bool fgdIsectSphereInfLine(const SGVec3d& sphereCenter, double radius, const SGVec3d& pt_on_line, const SGVec3d& dir) { SGVec3d r = sphereCenter - pt_on_line; double projectedDistance = dot(r, dir); double dist = dot(r, r) - projectedDistance * projectedDistance; return dist < radius*radius; } template class SGExtendedTriangleFunctor : public osg::TriangleFunctor { public: // Ok, to be complete we should also implement the indexed variants // For now this one appears to be enough ... void drawArrays(GLenum mode, GLint first, GLsizei count) { if (_vertexArrayPtr==0 || count==0) return; const osg::Vec3* vlast; const osg::Vec3* vptr; switch(mode) { case(GL_LINES): vlast = &_vertexArrayPtr[first+count]; for(vptr=&_vertexArrayPtr[first];vptroperator()(*(vptr),*(vptr+1),_treatVertexDataAsTemporary); break; case(GL_LINE_STRIP): vlast = &_vertexArrayPtr[first+count-1]; for(vptr=&_vertexArrayPtr[first];vptroperator()(*(vptr),*(vptr+1),_treatVertexDataAsTemporary); break; case(GL_LINE_LOOP): vlast = &_vertexArrayPtr[first+count-1]; for(vptr=&_vertexArrayPtr[first];vptroperator()(*(vptr),*(vptr+1),_treatVertexDataAsTemporary); this->operator()(_vertexArrayPtr[first+count-1], _vertexArrayPtr[first],_treatVertexDataAsTemporary); break; default: osg::TriangleFunctor::drawArrays(mode, first, count); break; } } protected: using osg::TriangleFunctor::_vertexArrayPtr; using osg::TriangleFunctor::_treatVertexDataAsTemporary; }; class GroundCacheFillVisitor : public osg::NodeVisitor { public: /// class to just redirect triangles to the GroundCacheFillVisitor class GroundCacheFill { public: void setGroundCacheFillVisitor(GroundCacheFillVisitor* gcfv) { mGroundCacheFillVisitor = gcfv; } void operator () (const osg::Vec3& v1, const osg::Vec3& v2, const osg::Vec3& v3, bool) { mGroundCacheFillVisitor->addTriangle(v1, v2, v3); } void operator () (const osg::Vec3& v1, const osg::Vec3& v2, bool) { mGroundCacheFillVisitor->addLine(v1, v2); } private: GroundCacheFillVisitor* mGroundCacheFillVisitor; }; GroundCacheFillVisitor(FGGroundCache* groundCache, const SGVec3d& down, const SGVec3d& cacheReference, double cacheRadius, double wireCacheRadius) : osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN), mGroundCache(groundCache) { setTraversalMask(SG_NODEMASK_TERRAIN_BIT); mDown = down; mLocalDown = down; sphIsec = true; mBackfaceCulling = false; mCacheReference = cacheReference; mLocalCacheReference = cacheReference; mCacheRadius = cacheRadius; mWireCacheRadius = wireCacheRadius; mTriangleFunctor.setGroundCacheFillVisitor(this); mGroundProperty.wire_id = -1; mGroundProperty.vel = SGVec3d(0, 0, 0); mGroundProperty.rot = SGVec3d(0, 0, 0); mGroundProperty.pivot = SGVec3d(0, 0, 0); } void updateCullMode(osg::StateSet* stateSet) { if (!stateSet) return; osg::StateAttribute* stateAttribute; stateAttribute = stateSet->getAttribute(osg::StateAttribute::CULLFACE); if (!stateAttribute) return; osg::CullFace* cullFace = static_cast(stateAttribute); mBackfaceCulling = cullFace->getMode() == osg::CullFace::BACK; } bool enterBoundingSphere(const osg::BoundingSphere& bs) { if (!bs.valid()) return false; SGVec3d cntr(osg::Vec3d(bs.center())*mLocalToGlobal); double rc = bs.radius() + mCacheRadius; // Ok, this node might intersect the cache. Visit it in depth. double centerDist2 = distSqr(mCacheReference, cntr); if (centerDist2 < rc*rc) { sphIsec = true; } else { // Check if the down direction touches the bounding sphere of the node // if so, do at least croase agl computations. // Ther other thing is that we must check if we are in range of // cats or wires double rw = bs.radius() + mWireCacheRadius; if (rw*rw < centerDist2 && !fgdIsectSphereInfLine(cntr, bs.radius(), mCacheReference, mDown)) return false; sphIsec = false; } return true; } bool enterNode(osg::Node& node) { if (!enterBoundingSphere(node.getBound())) return false; updateCullMode(node.getStateSet()); FGGroundCache::GroundProperty& gp = mGroundProperty; // get some material information for use in the gear model gp.material = globals->get_matlib()->findMaterial(&node); if (gp.material) { gp.type = gp.material->get_solid() ? FGInterface::Solid : FGInterface::Water; return true; } osg::Referenced* base = node.getUserData(); if (!base) return true; FGAICarrierHardware *ud = dynamic_cast(base); if (!ud) return true; switch (ud->type) { case FGAICarrierHardware::Wire: gp.type = FGInterface::Wire; gp.wire_id = ud->id; break; case FGAICarrierHardware::Catapult: gp.type = FGInterface::Catapult; break; default: gp.type = FGInterface::Solid; break; } // Copy the velocity from the carrier class. ud->carrier->getVelocityWrtEarth(gp.vel, gp.rot, gp.pivot); return true; } void fillWith(osg::Drawable* drawable) { bool oldSphIsec = sphIsec; if (!enterBoundingSphere(drawable->getBound())) return; bool oldBackfaceCulling = mBackfaceCulling; updateCullMode(drawable->getStateSet()); drawable->accept(mTriangleFunctor); mBackfaceCulling = oldBackfaceCulling; sphIsec = oldSphIsec; } virtual void apply(osg::Geode& geode) { bool oldBackfaceCulling = mBackfaceCulling; bool oldSphIsec = sphIsec; FGGroundCache::GroundProperty oldGp = mGroundProperty; if (!enterNode(geode)) return; for(unsigned i = 0; i < geode.getNumDrawables(); ++i) fillWith(geode.getDrawable(i)); sphIsec = oldSphIsec; mGroundProperty = oldGp; mBackfaceCulling = oldBackfaceCulling; } virtual void apply(osg::Group& group) { bool oldBackfaceCulling = mBackfaceCulling; bool oldSphIsec = sphIsec; FGGroundCache::GroundProperty oldGp = mGroundProperty; if (!enterNode(group)) return; traverse(group); sphIsec = oldSphIsec; mBackfaceCulling = oldBackfaceCulling; mGroundProperty = oldGp; } virtual void apply(osg::Transform& transform) { if (!enterNode(transform)) return; bool oldBackfaceCulling = mBackfaceCulling; bool oldSphIsec = sphIsec; FGGroundCache::GroundProperty oldGp = mGroundProperty; /// transform the caches center to local coords osg::Matrix oldLocalToGlobal = mLocalToGlobal; osg::Matrix oldGlobalToLocal = mGlobalToLocal; transform.computeLocalToWorldMatrix(mLocalToGlobal, this); transform.computeWorldToLocalMatrix(mGlobalToLocal, this); SGVec3d oldLocalCacheReference = mLocalCacheReference; mLocalCacheReference.osg() = mCacheReference.osg()*mGlobalToLocal; SGVec3d oldLocalDown = mLocalDown; mLocalDown.osg() = osg::Matrixd::transform3x3(mDown.osg(), mGlobalToLocal); // walk the children traverse(transform); // Restore that one mLocalDown = oldLocalDown; mLocalCacheReference = oldLocalCacheReference; mLocalToGlobal = oldLocalToGlobal; mGlobalToLocal = oldGlobalToLocal; sphIsec = oldSphIsec; mBackfaceCulling = oldBackfaceCulling; mGroundProperty = oldGp; } void addTriangle(const osg::Vec3& v1, const osg::Vec3& v2, const osg::Vec3& v3) { SGVec3d v[3] = { SGVec3d(v1), SGVec3d(v2), SGVec3d(v3) }; // a bounding sphere in the node local system SGVec3d boundCenter = (1.0/3)*(v[0] + v[1] + v[2]); #if 0 double boundRadius = std::max(norm1(v[0] - boundCenter), norm1(v[1] - boundCenter)); boundRadius = std::max(boundRadius, norm1(v[2] - boundCenter)); // Ok, we take the 1-norm instead of the expensive 2 norm. // Therefore we need that scaling factor - roughly sqrt(3) boundRadius = 1.733*boundRadius; #else double boundRadius = std::max(distSqr(v[0], boundCenter), distSqr(v[1], boundCenter)); boundRadius = std::max(boundRadius, distSqr(v[2], boundCenter)); boundRadius = sqrt(boundRadius); #endif // if we are not in the downward cylinder bail out if (!fgdIsectSphereInfLine(boundCenter, boundRadius + mCacheRadius, mLocalCacheReference, mLocalDown)) return; // The normal and plane in the node local coordinate system SGVec3d n = normalize(cross(v[1] - v[0], v[2] - v[0])); if (0 < dot(mLocalDown, n)) { if (mBackfaceCulling) { // Surface points downwards, ignore for altitude computations. return; } else { n = -n; std::swap(v[1], v[2]); } } // Only check if the triangle is in the cache sphere if the plane // containing the triangle is near enough if (sphIsec && fabs(dot(n, v[0] - mLocalCacheReference)) < mCacheRadius) { // Check if the sphere around the vehicle intersects the sphere // around that triangle. If so, put that triangle into the cache. double r2 = boundRadius + mCacheRadius; if (distSqr(boundCenter, mLocalCacheReference) < r2*r2) { FGGroundCache::Triangle t; for (unsigned i = 0; i < 3; ++i) t.vertices[i].osg() = v[i].osg()*mLocalToGlobal; t.boundCenter.osg() = boundCenter.osg()*mLocalToGlobal; t.boundRadius = boundRadius; SGVec3d tmp; tmp.osg() = osg::Matrixd::transform3x3(n.osg(), mLocalToGlobal); t.plane = SGVec4d(tmp[0], tmp[1], tmp[2], -dot(tmp, t.vertices[0])); t.velocity = mGroundProperty.vel; t.rotation = mGroundProperty.rot; t.rotation_pivot = mGroundProperty.pivot - mGroundCache->cache_center; t.type = mGroundProperty.type; mGroundCache->triangles.push_back(t); } } // In case the cache is empty, we still provide agl computations. // But then we use the old way of having a fixed elevation value for // the whole lifetime of this cache. SGVec4d plane = SGVec4d(n[0], n[1], n[2], -dot(n, v[0])); SGVec3d isectpoint; if (fgdRayTriangle(isectpoint, mLocalCacheReference, mLocalDown, v)) { mGroundCache->found_ground = true; isectpoint.osg() = isectpoint.osg()*mLocalToGlobal; isectpoint += mGroundCache->cache_center; double this_radius = length(isectpoint); if (mGroundCache->ground_radius < this_radius) mGroundCache->ground_radius = this_radius; } } void addLine(const osg::Vec3& v1, const osg::Vec3& v2) { SGVec3d gv1(osg::Vec3d(v1)*mLocalToGlobal); SGVec3d gv2(osg::Vec3d(v2)*mLocalToGlobal); SGVec3d boundCenter = 0.5*(gv1 + gv2); double boundRadius = length(gv1 - boundCenter); if (distSqr(boundCenter, mCacheReference) < (boundRadius + mWireCacheRadius)*(boundRadius + mWireCacheRadius) ) { if (mGroundProperty.type == FGInterface::Wire) { FGGroundCache::Wire wire; wire.ends[0] = gv1; wire.ends[1] = gv2; wire.velocity = mGroundProperty.vel; wire.rotation = mGroundProperty.rot; wire.rotation_pivot = mGroundProperty.pivot - mGroundCache->cache_center; wire.wire_id = mGroundProperty.wire_id; mGroundCache->wires.push_back(wire); } if (mGroundProperty.type == FGInterface::Catapult) { FGGroundCache::Catapult cat; // Trick to get the ends in the right order. // Use the x axis in the original coordinate system. Choose the // most negative x-axis as the one pointing forward if (v1[0] < v2[0]) { cat.start = gv1; cat.end = gv2; } else { cat.start = gv2; cat.end = gv1; } cat.velocity = mGroundProperty.vel; cat.rotation = mGroundProperty.rot; cat.rotation_pivot = mGroundProperty.pivot - mGroundCache->cache_center; mGroundCache->catapults.push_back(cat); } } } SGExtendedTriangleFunctor mTriangleFunctor; FGGroundCache* mGroundCache; SGVec3d mCacheReference; double mCacheRadius; double mWireCacheRadius; osg::Matrix mLocalToGlobal; osg::Matrix mGlobalToLocal; SGVec3d mDown; SGVec3d mLocalDown; SGVec3d mLocalCacheReference; bool sphIsec; bool mBackfaceCulling; FGGroundCache::GroundProperty mGroundProperty; }; FGGroundCache::FGGroundCache() { cache_center = SGVec3d(0, 0, 0); ground_radius = 0.0; cache_ref_time = 0.0; wire_id = 0; reference_wgs84_point = SGVec3d(0, 0, 0); reference_vehicle_radius = 0.0; found_ground = false; } FGGroundCache::~FGGroundCache() { } inline void FGGroundCache::velocityTransformTriangle(double dt, FGGroundCache::Triangle& dst, const FGGroundCache::Triangle& src) { dst = src; if (fabs(dt*dot(src.velocity, src.velocity)) < SGLimitsd::epsilon()) return; for (int i = 0; i < 3; ++i) { SGVec3d pivotoff = src.vertices[i] - src.rotation_pivot; dst.vertices[i] += dt*(src.velocity + cross(src.rotation, pivotoff)); } // Transform the plane equation SGVec3d pivotoff, vel; sgdSubVec3(pivotoff.sg(), dst.plane.sg(), src.rotation_pivot.sg()); vel = src.velocity + cross(src.rotation, pivotoff); dst.plane[3] += dt*sgdScalarProductVec3(dst.plane.sg(), vel.sg()); dst.boundCenter += dt*src.velocity; } bool FGGroundCache::prepare_ground_cache(double ref_time, const SGVec3d& pt, double rad) { // Empty cache. ground_radius = 0.0; found_ground = false; triangles.resize(0); catapults.resize(0); wires.resize(0); // Store the parameters we used to build up that cache. reference_wgs84_point = pt; reference_vehicle_radius = rad; // Store the time reference used to compute movements of moving triangles. cache_ref_time = ref_time; // Get a normalized down vector valid for the whole cache SGQuatd hlToEc = SGQuatd::fromLonLat(SGGeod::fromCart(pt)); down = hlToEc.rotate(SGVec3d(0, 0, 1)); // Decide where we put the scenery center. SGVec3d old_cntr = globals->get_scenery()->get_center(); SGVec3d cntr(pt); // Only move the cache center if it is unacceptable far away. if (40*40 < distSqr(old_cntr, cntr)) globals->get_scenery()->set_center(cntr); else cntr = old_cntr; // The center of the cache. cache_center = cntr; // Prepare sphere around the aircraft. SGVec3d ptoff = pt - cache_center; double cacheRadius = rad; // Prepare bigger sphere around the aircraft. // This one is required for reliably finding wires we have caught but // have already left the hopefully smaller sphere for the ground reactions. const double max_wire_dist = 300.0; double wireCacheRadius = max_wire_dist < rad ? rad : max_wire_dist; // Walk the scene graph and extract solid ground triangles and carrier data. GroundCacheFillVisitor gcfv(this, down, ptoff, cacheRadius, wireCacheRadius); globals->get_scenery()->get_scene_graph()->accept(gcfv); // some stats SG_LOG(SG_FLIGHT,SG_DEBUG, "prepare_ground_cache(): ac radius = " << rad << ", # triangles = " << triangles.size() << ", # wires = " << wires.size() << ", # catapults = " << catapults.size() << ", ground_radius = " << ground_radius ); // If the ground radius is still below 5e6 meters, then we do not yet have // any scenery. found_ground = found_ground && 5e6 < ground_radius; if (!found_ground) 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; } bool FGGroundCache::is_valid(double& ref_time, SGVec3d& pt, double& rad) { pt = reference_wgs84_point; rad = reference_vehicle_radius; ref_time = cache_ref_time; return found_ground; } double FGGroundCache::get_cat(double t, const SGVec3d& dpt, SGVec3d end[2], SGVec3d vel[2]) { // start with a distance of 1e10 meters... double dist = 1e10; // Time difference to the reference time. t -= cache_ref_time; size_t sz = catapults.size(); for (size_t i = 0; i < sz; ++i) { SGVec3d pivotoff, rvel[2]; pivotoff = catapults[i].start - catapults[i].rotation_pivot; rvel[0] = catapults[i].velocity + cross(catapults[i].rotation, pivotoff); pivotoff = catapults[i].end - catapults[i].rotation_pivot; 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() ); if (this_dist < dist) { SG_LOG(SG_FLIGHT,SG_INFO, "Found catapult " << this_dist << " meters away"); dist = this_dist; end[0] = thisEnd[0]; end[1] = thisEnd[1]; vel[0] = rvel[0]; vel[1] = rvel[1]; } } // At the end take the root, we only computed squared distances ... return sqrt(dist); } bool FGGroundCache::get_agl(double t, const SGVec3d& dpt, double max_altoff, SGVec3d& contact, SGVec3d& normal, SGVec3d& vel, int *type, const SGMaterial** material, double *agl) { bool ret = false; *type = FGInterface::Unknown; // *agl = 0.0; if (material) *material = 0; vel = SGVec3d(0, 0, 0); contact = SGVec3d(0, 0, 0); normal = SGVec3d(0, 0, 0); // Time difference to th reference time. t -= cache_ref_time; // The double valued point we start to search for intersection. SGVec3d pt = dpt - cache_center; // shift the start of our ray by maxaltoff upwards SGVec3d raystart = pt - max_altoff*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)) continue; // Check for intersection. SGVec3d isecpoint; if (fgdRayTriangle(isecpoint, raystart, down, triangle.vertices)) { // 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) { current_radius = radius; ret = true; // 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() ); // The velocity wrt earth. SGVec3d pivotoff = pt - triangle.rotation_pivot; vel = triangle.velocity + cross(triangle.rotation, pivotoff); // Save the ground type. *type = triangle.type; *agl = dot(down, contact - dpt); if (material) *material = triangle.material; } } } if (ret) return true; // Whenever we did not have a ground triangle for the requested point, // take the ground level we found during the current cache build. // This is as good as what we had before for agl. double r = length(dpt); contact = dpt; contact *= ground_radius/r; normal = -down; vel = SGVec3d(0, 0, 0); // The altitude is the distance of the requested point from the // contact point. *agl = dot(down, contact - dpt); *type = FGInterface::Unknown; return ret; } bool FGGroundCache::caught_wire(double t, const SGVec3d pt[4]) { size_t sz = wires.size(); if (sz == 0) return false; // Time difference to the reference time. t -= cache_ref_time; // 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]; // Intersect the wire lines with each of these triangles. // You have caught a wire if they intersect. for (size_t i = 0; i < sz; ++i) { SGVec3d le[2]; for (int k = 0; k < 2; ++k) { 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; } 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] ) ) { SG_LOG(SG_FLIGHT,SG_INFO, "Caught wire"); // Store the wire id. wire_id = wires[i].wire_id; return true; } } } return false; } bool FGGroundCache::get_wire_ends(double t, SGVec3d end[2], SGVec3d vel[2]) { // Fast return if we do not have an active wire. if (wire_id < 0) return false; // Time difference to the reference time. t -= cache_ref_time; // Search for the wire with the matching wire id. size_t sz = wires.size(); for (size_t i = 0; i < sz; ++i) { if (wires[i].wire_id == wire_id) { 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]; } return true; } } return false; } void FGGroundCache::release_wire(void) { wire_id = -1; }