14fe03ba6f
src/AIModel/AIAircraft.cxx src/ATC/AILocalTraffic.cxx src/FDM/flight.cxx src/FDM/flight.hxx src/FDM/groundcache.cxx src/FDM/groundcache.hxx src/Main/fg_init.cxx src/Main/main.cxx src/Scenery/hitlist.cxx src/Scenery/hitlist.hxx src/Scenery/scenery.cxx src/Scenery/scenery.hxx Make use of the attached SGMaterial reference userdata on scenegraph leafs. Make the SGMaterial pointer available to the ground query routines.
266 lines
7.4 KiB
C++
266 lines
7.4 KiB
C++
// scenery.cxx -- data structures and routines for managing scenery.
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//
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// Written by Curtis Olson, started May 1997.
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//
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// Copyright (C) 1997 Curtis L. Olson - http://www.flightgear.org/~curt
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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// $Id$
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include <stdio.h>
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#include <string.h>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/scene/tgdb/userdata.hxx>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/scene/model/placementtrans.hxx>
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#include <simgear/scene/material/matlib.hxx>
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#include <Main/fg_props.hxx>
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#include "hitlist.hxx"
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#include "scenery.hxx"
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// Scenery Management system
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FGScenery::FGScenery() {
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SG_LOG( SG_TERRAIN, SG_INFO, "Initializing scenery subsystem" );
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center = Point3D(0.0);
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}
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// Initialize the Scenery Management system
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FGScenery::~FGScenery() {
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}
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void FGScenery::init() {
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// Scene graph root
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scene_graph = new ssgRoot;
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scene_graph->setName( "Scene" );
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// Terrain branch
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terrain_branch = new ssgBranch;
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terrain_branch->setName( "Terrain" );
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scene_graph->addKid( terrain_branch );
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models_branch = new ssgBranch;
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models_branch->setName( "Models" );
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scene_graph->addKid( models_branch );
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aircraft_branch = new ssgBranch;
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aircraft_branch->setName( "Aircraft" );
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scene_graph->addKid( aircraft_branch );
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// Lighting
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gnd_lights_root = new ssgRoot;
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gnd_lights_root->setName( "Ground Lighting Root" );
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vasi_lights_root = new ssgRoot;
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vasi_lights_root->setName( "VASI/PAPI Lighting Root" );
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rwy_lights_root = new ssgRoot;
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rwy_lights_root->setName( "Runway Lighting Root" );
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taxi_lights_root = new ssgRoot;
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taxi_lights_root->setName( "Taxi Lighting Root" );
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// Initials values needed by the draw-time object loader
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sgUserDataInit( globals->get_model_lib(), globals->get_fg_root(),
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globals->get_props(), globals->get_sim_time_sec() );
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}
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void FGScenery::update(double dt) {
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}
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void FGScenery::bind() {
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}
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void FGScenery::unbind() {
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}
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void FGScenery::set_center( const Point3D& p ) {
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center = p;
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sgdVec3 c;
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sgdSetVec3(c, p.x(), p.y(), p.z());
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placement_list_type::iterator it = _placement_list.begin();
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while (it != _placement_list.end()) {
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(*it)->setSceneryCenter(c);
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++it;
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}
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}
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void FGScenery::register_placement_transform(ssgPlacementTransform *trans) {
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_placement_list.push_back(trans);
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sgdVec3 c;
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sgdSetVec3(c, center.x(), center.y(), center.z());
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trans->setSceneryCenter(c);
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}
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void FGScenery::unregister_placement_transform(ssgPlacementTransform *trans) {
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placement_list_type::iterator it = _placement_list.begin();
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while (it != _placement_list.end()) {
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if ((*it) == trans) {
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it = _placement_list.erase(it);
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} else
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++it;
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}
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}
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bool
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FGScenery::get_elevation_m(double lat, double lon, double max_alt,
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double& alt, const SGMaterial** material,
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bool exact)
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{
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sgdVec3 pos;
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sgGeodToCart(lat*SG_DEGREES_TO_RADIANS, lon*SG_DEGREES_TO_RADIANS,
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max_alt, pos);
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return get_cart_elevation_m(pos, 0, alt, material, exact);
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}
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bool
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FGScenery::get_cart_elevation_m(const sgdVec3& pos, double max_altoff,
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double& alt, const SGMaterial** material,
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bool exact)
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{
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Point3D saved_center = center;
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bool replaced_center = false;
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if (exact) {
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Point3D ppos(pos[0], pos[1], pos[2]);
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if (30.0*30.0 < ppos.distance3Dsquared(center)) {
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set_center( ppos );
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replaced_center = true;
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}
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}
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// overridden with actual values if a terrain intersection is
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// found
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int this_hit;
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double hit_radius = 0.0;
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sgdVec3 hit_normal = { 0.0, 0.0, 0.0 };
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bool hit = false;
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if ( fabs(pos[0]) > 1.0 || fabs(pos[1]) > 1.0 || fabs(pos[2]) > 1.0 ) {
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sgdVec3 sc;
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sgdSetVec3(sc, center[0], center[1], center[2]);
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sgdVec3 ncpos;
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sgdCopyVec3(ncpos, pos);
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FGHitList hit_list;
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// scenery center has been properly defined so any hit should
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// be valid (and not just luck)
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hit = fgCurrentElev(ncpos, max_altoff+sgdLengthVec3(pos),
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sc, get_scene_graph(),
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&hit_list, &alt, &hit_radius, hit_normal, this_hit);
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if (material) {
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*material = 0;
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if (hit) {
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ssgEntity *entity = hit_list.get_entity( this_hit );
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if (entity && entity->isAKindOf(ssgTypeLeaf())) {
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ssgLeaf* leaf = static_cast<ssgLeaf*>(entity);
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*material = globals->get_matlib()->findMaterial(leaf);
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}
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}
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}
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}
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if (replaced_center)
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set_center( saved_center );
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return hit;
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}
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bool
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FGScenery::get_cart_ground_intersection(const sgdVec3& pos,
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const sgdVec3& dir,
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sgdVec3& nearestHit, bool exact)
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{
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// We assume that starting positions in the center of the earth are invalid
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if ( fabs(pos[0]) < 1.0 && fabs(pos[1]) < 1.0 && fabs(pos[2]) < 1.0 )
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return false;
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// Well that 'exactness' is somehow problematic, but makes at least sure
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// that we don't compute that with a cenery center at the other side of
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// the world ...
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Point3D saved_center = center;
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bool replaced_center = false;
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if (exact) {
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Point3D ppos(pos[0], pos[1], pos[2]);
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if (30.0*30.0 < ppos.distance3Dsquared(center)) {
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set_center( ppos );
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replaced_center = true;
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}
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}
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// Not yet found any hit ...
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bool result = false;
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// Make really sure the direction is normalized, is really cheap compared to
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// computation of ground intersection.
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sgdVec3 normalizedDir;
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sgdCopyVec3(normalizedDir, dir);
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sgdNormaliseVec3(normalizedDir);
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sgdVec3 sceneryCenter;
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sgdSetVec3(sceneryCenter, center[0], center[1], center[2]);
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sgdVec3 relativePos;
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sgdSubVec3(relativePos, pos, sceneryCenter);
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// At the moment only intersection with the terrain?
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FGHitList hit_list;
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hit_list.Intersect(globals->get_scenery()->get_terrain_branch(),
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relativePos, normalizedDir);
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double dist = DBL_MAX;
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int hitcount = hit_list.num_hits();
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for (int i = 0; i < hitcount; ++i) {
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// Check for the nearest hit
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sgdVec3 diff;
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sgdSubVec3(diff, hit_list.get_point(i), relativePos);
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// We only want hits in front of us ...
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if (sgdScalarProductVec3(normalizedDir, diff) < 0)
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continue;
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// find the nearest hit
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double nDist = sgdScalarProductVec3(diff, diff);
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if (dist < nDist)
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continue;
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// Store the hit point
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dist = nDist;
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sgdAddVec3(nearestHit, hit_list.get_point(i), sceneryCenter);
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result = true;
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}
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if (replaced_center)
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set_center( saved_center );
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return result;
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}
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