// scenery.cxx -- data structures and routines for managing scenery. // // Written by Curtis Olson, started May 1997. // // Copyright (C) 1997 Curtis L. Olson - http://www.flightgear.org/~curt // // 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., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ #ifdef HAVE_CONFIG_H # include #endif #include #include #include #include #include #include #include
#include "hitlist.hxx" #include "scenery.hxx" // Scenery Management system FGScenery::FGScenery() { SG_LOG( SG_TERRAIN, SG_INFO, "Initializing scenery subsystem" ); center = Point3D(0.0); } // Initialize the Scenery Management system FGScenery::~FGScenery() { } void FGScenery::init() { // Scene graph root scene_graph = new ssgRoot; scene_graph->setName( "Scene" ); // Terrain branch terrain_branch = new ssgBranch; terrain_branch->setName( "Terrain" ); scene_graph->addKid( terrain_branch ); models_branch = new ssgBranch; models_branch->setName( "Models" ); scene_graph->addKid( models_branch ); aircraft_branch = new ssgBranch; aircraft_branch->setName( "Aircraft" ); scene_graph->addKid( aircraft_branch ); // Lighting gnd_lights_root = new ssgRoot; gnd_lights_root->setName( "Ground Lighting Root" ); vasi_lights_root = new ssgRoot; vasi_lights_root->setName( "VASI/PAPI Lighting Root" ); rwy_lights_root = new ssgRoot; rwy_lights_root->setName( "Runway Lighting Root" ); taxi_lights_root = new ssgRoot; taxi_lights_root->setName( "Taxi Lighting Root" ); // Initials values needed by the draw-time object loader sgUserDataInit( globals->get_model_lib(), globals->get_fg_root(), globals->get_props(), globals->get_sim_time_sec() ); } void FGScenery::update(double dt) { } void FGScenery::bind() { } void FGScenery::unbind() { } void FGScenery::set_center( const Point3D& p ) { center = p; sgdVec3 c; sgdSetVec3(c, p.x(), p.y(), p.z()); placement_list_type::iterator it = _placement_list.begin(); while (it != _placement_list.end()) { (*it)->setSceneryCenter(c); ++it; } } void FGScenery::register_placement_transform(ssgPlacementTransform *trans) { _placement_list.push_back(trans); sgdVec3 c; sgdSetVec3(c, center.x(), center.y(), center.z()); trans->setSceneryCenter(c); } void FGScenery::unregister_placement_transform(ssgPlacementTransform *trans) { placement_list_type::iterator it = _placement_list.begin(); while (it != _placement_list.end()) { if ((*it) == trans) { it = _placement_list.erase(it); } else ++it; } } bool FGScenery::get_elevation_m(double lat, double lon, double max_alt, double& alt, bool exact) { // std::cout << __PRETTY_FUNCTION__ << " " // << lat << " " // << lon << " " // << max_alt // << std::endl; sgdVec3 pos; sgGeodToCart(lat*SG_DEGREES_TO_RADIANS, lon*SG_DEGREES_TO_RADIANS, max_alt, pos); return get_cart_elevation_m(pos, 0, alt, exact); } bool FGScenery::get_cart_elevation_m(const sgdVec3& pos, double max_altoff, double& alt, bool exact) { Point3D saved_center = center; bool replaced_center = false; if (exact) { Point3D ppos(pos[0], pos[1], pos[2]); if (30.0*30.0 < ppos.distance3Dsquared(center)) { set_center( ppos ); replaced_center = true; } } // overridden with actual values if a terrain intersection is // found double hit_radius = 0.0; sgdVec3 hit_normal = { 0.0, 0.0, 0.0 }; bool hit = false; if ( fabs(pos[0]) > 1.0 || fabs(pos[1]) > 1.0 || fabs(pos[2]) > 1.0 ) { sgdVec3 sc; sgdSetVec3(sc, center[0], center[1], center[2]); sgdVec3 ncpos; sgdCopyVec3(ncpos, pos); FGHitList hit_list; // scenery center has been properly defined so any hit should // be valid (and not just luck) hit = fgCurrentElev(ncpos, max_altoff+sgdLengthVec3(pos), sc, (ssgTransform*)get_scene_graph(), &hit_list, &alt, &hit_radius, hit_normal); } if (replaced_center) set_center( saved_center ); return hit; } bool FGScenery::get_cart_ground_intersection(const sgdVec3& pos, const sgdVec3& dir, sgdVec3& nearestHit, bool exact) { // We assume that starting positions in the center of the earth are invalid if ( fabs(pos[0]) < 1.0 && fabs(pos[1]) < 1.0 && fabs(pos[2]) < 1.0 ) return false; // Well that 'exactness' is somehow problematic, but makes at least sure // that we don't compute that with a cenery center at the other side of // the world ... Point3D saved_center = center; bool replaced_center = false; if (exact) { Point3D ppos(pos[0], pos[1], pos[2]); if (30.0*30.0 < ppos.distance3Dsquared(center)) { set_center( ppos ); replaced_center = true; } } // Not yet found any hit ... bool result = false; // Make really sure the direction is normalized, is really cheap compared to // computation of ground intersection. sgdVec3 normalizedDir; sgdCopyVec3(normalizedDir, dir); sgdNormaliseVec3(normalizedDir); sgdVec3 sceneryCenter; sgdSetVec3(sceneryCenter, center[0], center[1], center[2]); sgdVec3 relativePos; sgdSubVec3(relativePos, pos, sceneryCenter); // At the moment only intersection with the terrain? FGHitList hit_list; hit_list.Intersect(globals->get_scenery()->get_terrain_branch(), relativePos, normalizedDir); double dist = DBL_MAX; int hitcount = hit_list.num_hits(); for (int i = 0; i < hitcount; ++i) { // Check for the nearest hit sgdVec3 diff; sgdSubVec3(diff, hit_list.get_point(i), relativePos); // We only want hits in front of us ... if (sgdScalarProductVec3(normalizedDir, diff) < 0) continue; // find the nearest hit double nDist = sgdScalarProductVec3(diff, diff); if (dist < nDist) continue; // Store the hit point dist = nDist; sgdAddVec3(nearestHit, hit_list.get_point(i), sceneryCenter); result = true; } if (replaced_center) set_center( saved_center ); return result; }