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flightgear/src/Scenery/scenery.cxx
frohlich 14fe03ba6f Modified Files:
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.
2006-06-11 13:34:18 +00:00

266 lines
7.4 KiB
C++

// 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <stdio.h>
#include <string.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/scene/tgdb/userdata.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/scene/model/placementtrans.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <Main/fg_props.hxx>
#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, const SGMaterial** material,
bool exact)
{
sgdVec3 pos;
sgGeodToCart(lat*SG_DEGREES_TO_RADIANS, lon*SG_DEGREES_TO_RADIANS,
max_alt, pos);
return get_cart_elevation_m(pos, 0, alt, material, exact);
}
bool
FGScenery::get_cart_elevation_m(const sgdVec3& pos, double max_altoff,
double& alt, const SGMaterial** material,
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
int this_hit;
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, get_scene_graph(),
&hit_list, &alt, &hit_radius, hit_normal, this_hit);
if (material) {
*material = 0;
if (hit) {
ssgEntity *entity = hit_list.get_entity( this_hit );
if (entity && entity->isAKindOf(ssgTypeLeaf())) {
ssgLeaf* leaf = static_cast<ssgLeaf*>(entity);
*material = globals->get_matlib()->findMaterial(leaf);
}
}
}
}
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;
}