620 lines
19 KiB
C++
620 lines
19 KiB
C++
// hitlist.cxx -
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// Height Over Terrain and Assosciated Routines for FlightGear based Scenery
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// Written by Norman Vine, started 2000.
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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 <float.h>
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#include <math.h>
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#include <simgear/sg_inlines.h>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/math/point3d.hxx>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/math/vector.hxx>
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#include <Main/globals.hxx>
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#include <Main/viewer.hxx>
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#include "hitlist.hxx"
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extern ssgBranch *terrain_branch;
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// forward declaration of our helper/convenience functions
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static void sgMultMat4(sgdMat4 dst, sgdMat4 m1, sgMat4 m2);
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static void ssgGetEntityTransform(ssgEntity *entity, sgMat4 m );
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static void ssgGetCurrentBSphere( ssgEntity *entity, sgVec3 center, float *radius, sgMat4 m );
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// ======================
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// This is same as PLib's sgdIsectInfLinePlane()
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// and can be replaced by it after the next PLib release
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static int fgdIsectInfLinePlane( sgdVec3 dst, const sgdVec3 l_org,
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const sgdVec3 l_vec, const sgdVec4 plane )
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{
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SGDfloat tmp = sgdScalarProductVec3 ( l_vec, plane ) ;
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/* Is line parallel to plane? */
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if ( fabs ( tmp ) < FLT_EPSILON )
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return false ;
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sgdScaleVec3 ( dst, l_vec, -( sgdScalarProductVec3 ( l_org, plane )
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+ plane[3] ) / tmp ) ;
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sgdAddVec3 ( dst, l_org ) ;
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return true ;
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}
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// ======================
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/*
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* Given a point and a triangle lying on the same plane
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* check to see if the point is inside the triangle
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*/
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// This is same as PLib's sgdPointInTriangle()
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// and can be replaced by it after the next PLib release
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static bool fgdPointInTriangle( sgdVec3 point, sgdVec3 tri[3] )
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{
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sgdVec3 dif;
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SGDfloat min, max;
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// punt if outside bouding cube
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SG_MIN_MAX3 ( min, max, tri[0][0], tri[1][0], tri[2][0] );
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if( (point[0] < min) || (point[0] > max) )
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return false;
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dif[0] = max - min;
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SG_MIN_MAX3 ( min, max, tri[0][1], tri[1][1], tri[2][1] );
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if( (point[1] < min) || (point[1] > max) )
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return false;
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dif[1] = max - min;
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SG_MIN_MAX3 ( min, max, tri[0][2], tri[1][2], tri[2][2] );
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if( (point[2] < min) || (point[2] > max) )
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return false;
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dif[2] = max - min;
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// drop the smallest dimension so we only have to work in 2d.
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SGDfloat min_dim = SG_MIN3 (dif[0], dif[1], dif[2]);
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SGDfloat x1, y1, x2, y2, x3, y3, rx, ry;
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if ( fabs(min_dim-dif[0]) <= DBL_EPSILON ) {
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// x is the smallest dimension
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x1 = point[1];
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y1 = point[2];
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x2 = tri[0][1];
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y2 = tri[0][2];
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x3 = tri[1][1];
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y3 = tri[1][2];
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rx = tri[2][1];
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ry = tri[2][2];
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} else if ( fabs(min_dim-dif[1]) <= DBL_EPSILON ) {
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// y is the smallest dimension
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x1 = point[0];
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y1 = point[2];
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x2 = tri[0][0];
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y2 = tri[0][2];
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x3 = tri[1][0];
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y3 = tri[1][2];
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rx = tri[2][0];
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ry = tri[2][2];
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} else if ( fabs(min_dim-dif[2]) <= DBL_EPSILON ) {
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// z is the smallest dimension
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x1 = point[0];
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y1 = point[1];
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x2 = tri[0][0];
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y2 = tri[0][1];
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x3 = tri[1][0];
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y3 = tri[1][1];
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rx = tri[2][0];
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ry = tri[2][1];
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} else {
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// all dimensions are really small so lets call it close
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// enough and return a successful match
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return true;
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}
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// check if intersection point is on the same side of p1 <-> p2 as p3
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SGDfloat tmp = (y2 - y3) / (x2 - x3);
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int side1 = SG_SIGN (tmp * (rx - x3) + y3 - ry);
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int side2 = SG_SIGN (tmp * (x1 - x3) + y3 - y1);
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if ( side1 != side2 ) {
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// printf("failed side 1 check\n");
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return false;
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}
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// check if intersection point is on correct side of p2 <-> p3 as p1
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tmp = (y3 - ry) / (x3 - rx);
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side1 = SG_SIGN (tmp * (x2 - rx) + ry - y2);
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side2 = SG_SIGN (tmp * (x1 - rx) + ry - y1);
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if ( side1 != side2 ) {
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// printf("failed side 2 check\n");
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return false;
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}
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// check if intersection point is on correct side of p1 <-> p3 as p2
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tmp = (y2 - ry) / (x2 - rx);
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side1 = SG_SIGN (tmp * (x3 - rx) + ry - y3);
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side2 = SG_SIGN (tmp * (x1 - rx) + ry - y1);
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if ( side1 != side2 ) {
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// printf("failed side 3 check\n");
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return false;
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}
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return true;
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}
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// ======================
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inline static int isZeroAreaTri( sgdVec3 tri[3] )
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{
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return( sgdEqualVec3(tri[0], tri[1]) ||
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sgdEqualVec3(tri[1], tri[2]) ||
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sgdEqualVec3(tri[2], tri[0]) );
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}
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FGHitList::FGHitList() :
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last(NULL), test_dist(DBL_MAX)
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{
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}
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FGHitList::~FGHitList() {}
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/*
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Find the intersection of an infinite line with a leaf
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the line being defined by a point and direction.
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Variables
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In:
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ssgLeaf pointer -- leaf
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qualified matrix -- m
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line origin -- orig
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line direction -- dir
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Out:
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result -- intersection point
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normal -- intersected tri's normal
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Returns:
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true if intersection found
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false otherwise
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!!! WARNING !!!
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If you need an exhaustive list of hitpoints YOU MUST use
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the generic version of this function as the specialized
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versions will do an early out of expensive tests if the point
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can not be the closest one found
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!!! WARNING !!!
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*/
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int FGHitList::IntersectLeaf( ssgLeaf *leaf, sgdMat4 m,
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sgdVec3 orig, sgdVec3 dir )
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{
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int num_hits = 0;
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int i = 0;
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for ( ; i < leaf->getNumTriangles(); ++i ) {
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short i1, i2, i3;
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leaf->getTriangle( i, &i1, &i2, &i3 );
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sgdVec3 tri[3];
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sgdSetVec3( tri[0], leaf->getVertex( i1 ) );
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sgdSetVec3( tri[1], leaf->getVertex( i2 ) );
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sgdSetVec3( tri[2], leaf->getVertex( i3 ) );
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if( isZeroAreaTri( tri ) )
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continue;
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sgdVec4 plane;
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sgdMakePlane( plane, tri[0], tri[1], tri[2] );
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sgdVec3 point;
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if( fgdIsectInfLinePlane( point, orig, dir, plane ) ) {
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if( fgdPointInTriangle( point, tri ) ) {
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// transform point into passed into desired coordinate frame
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sgdXformPnt3( point, point, m );
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add(leaf,i,point,plane);
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num_hits++;
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}
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}
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}
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return num_hits;
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}
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// ======================
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int FGHitList::IntersectLeaf( ssgLeaf *leaf, sgdMat4 m,
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sgdVec3 orig, sgdVec3 dir,
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GLenum primType )
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{
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double tmp_dist;
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// number of hits but there could be more that
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// were not found because of short circut switch !
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// so you may want to use the unspecialized IntersectLeaf()
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int n, num_hits = 0;
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int ntri = leaf->getNumTriangles();
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for ( n = 0; n < ntri; ++n )
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{
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sgdVec3 tri[3];
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switch ( primType )
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{
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case GL_POLYGON :
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case GL_TRIANGLE_FAN :
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if ( !n ) {
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sgdSetVec3( tri[0], leaf->getVertex( short(0) ) );
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sgdSetVec3( tri[1], leaf->getVertex( short(1) ) );
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sgdSetVec3( tri[2], leaf->getVertex( short(2) ) );
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} else {
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sgdCopyVec3( tri[1], tri[2] );
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sgdSetVec3( tri[2], leaf->getVertex( short(n+2) ) );
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}
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break;
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case GL_TRIANGLES :
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sgdSetVec3( tri[0], leaf->getVertex( short(n*3) ) );
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sgdSetVec3( tri[1], leaf->getVertex( short(n*3+1) ) );
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sgdSetVec3( tri[2], leaf->getVertex( short(n*3+2) ) );
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break;
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case GL_TRIANGLE_STRIP :
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case GL_QUAD_STRIP :
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if ( !n ) {
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sgdSetVec3( tri[0], leaf->getVertex( short(0) ) );
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sgdSetVec3( tri[1], leaf->getVertex( short(1) ) );
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sgdSetVec3( tri[2], leaf->getVertex( short(2) ) );
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} else {
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if ( n & 1 ) {
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sgdSetVec3( tri[0], leaf->getVertex( short(n+2) ) );
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sgdCopyVec3( tri[1], tri[2] );
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sgdCopyVec3( tri[2], tri[1] );
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} else {
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sgdCopyVec3( tri[0], tri[1] );
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sgdCopyVec3( tri[1], tri[2] );
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sgdSetVec3( tri[2], leaf->getVertex( short(n+2) ) );
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}
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}
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break;
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case GL_QUADS :
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sgdSetVec3( tri[0], leaf->getVertex( short(n*2) ) );
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sgdSetVec3( tri[1], leaf->getVertex( short(n*2+1) ) );
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sgdSetVec3( tri[2], leaf->getVertex( short(n*2 + 2 - (n&1)*4) ) );
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break;
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default:
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return IntersectLeaf( leaf, m, orig, dir);
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}
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if( isZeroAreaTri( tri ) )
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continue;
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sgdVec4 plane;
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sgdMakePlane( plane, tri[0], tri[1], tri[2] );
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sgdVec3 point, test;
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// find point of intersection of line from point org
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// in direction dir with triangle's plane
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SGDfloat tmp = sgdScalarProductVec3 ( dir, plane ) ;
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/* Is line parallel to plane? */
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if ( sgdAbs ( tmp ) < FLT_EPSILON /*DBL_EPSILON*/ )
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continue ;
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// find parametric point
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sgdScaleVec3 ( point, dir,
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-( sgdScalarProductVec3 ( orig, plane ) + plane[3] )
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/ tmp ) ;
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// short circut if this point is further away then a previous hit
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tmp_dist = sgdDistanceSquaredVec3(point, orig );
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if( tmp_dist > test_dist )
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continue;
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// place parametric point in world
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sgdAddVec3 ( point, orig ) ;
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if( fgdPointInTriangle( point, tri ) ) {
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// transform point into passed coordinate frame
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sgdXformPnt3( point, point, m );
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add(leaf,n,point,plane);
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test_dist = tmp_dist;
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num_hits++;
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}
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}
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return num_hits;
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}
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// ======================
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inline static bool IN_RANGE( sgdVec3 v, double radius ) {
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return ( sgdScalarProductVec3(v, v) < (radius*radius) );
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}
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// ======================
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void FGHitList::IntersectBranch( ssgBranch *branch, sgdMat4 m,
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sgdVec3 orig, sgdVec3 dir )
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{
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/* the lookat vector and matrix in branch's coordinate frame
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* but we won't determine these unless needed,
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* This 'lazy evaluation' is a result of profiling data */
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sgdVec3 orig_leaf, dir_leaf;
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sgdMat4 m_leaf;
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// 'lazy evaluation' flag
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int first_time = 1;
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for ( ssgEntity *kid = branch->getKid( 0 );
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kid != NULL;
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kid = branch->getNextKid() )
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{
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if ( kid->getTraversalMask() & SSGTRAV_HOT )
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{
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sgdVec3 center;
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sgdSetVec3( center,
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kid->getBSphere()->getCenter()[0],
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kid->getBSphere()->getCenter()[1],
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kid->getBSphere()->getCenter()[2] );
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sgdXformPnt3( center, m ) ;
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// sgdClosestPointToLineDistSquared( center, orig, dir )
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// inlined here because because of profiling results
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sgdVec3 u, u1, v;
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sgdSubVec3(u, center, orig);
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sgdScaleVec3( u1, dir, sgdScalarProductVec3(u,dir)
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/ sgdScalarProductVec3(dir,dir) );
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sgdSubVec3(v, u, u1);
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// double because of possible overflow
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if ( IN_RANGE( v, double(kid->getBSphere()->getRadius()) ) )
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{
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if ( kid->isAKindOf ( ssgTypeBranch() ) )
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{
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sgdMat4 m_new;
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if ( kid->isA( ssgTypeTransform() ) )
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{
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sgMat4 fxform;
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((ssgTransform *)kid)->getTransform( fxform );
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sgMultMat4(m_new, m, fxform);
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} else {
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sgdCopyMat4(m_new, m);
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}
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IntersectBranch( (ssgBranch *)kid, m_new, orig, dir );
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}
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else if ( kid->isAKindOf( ssgTypeLeaf() ) )
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{
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if ( first_time ) {
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sgdTransposeNegateMat4( m_leaf, m );
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sgdXformPnt3( orig_leaf, orig, m_leaf );
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sgdXformPnt3( dir_leaf, dir, m_leaf );
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first_time = 0;
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}
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GLenum primType = ((ssgLeaf *)kid)->getPrimitiveType();
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IntersectLeaf( (ssgLeaf *)kid, m, orig_leaf, dir_leaf, primType );
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}
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} // Out of range
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} // branch not requested to be traversed
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} // end for loop
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}
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// ======================
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// a temporary hack until we get everything rewritten with sgdVec3
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static inline Point3D operator + (const Point3D& a, const sgdVec3 b)
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{
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return Point3D(a.x()+b[0], a.y()+b[1], a.z()+b[2]);
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}
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// ======================
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void FGHitList::Intersect( ssgBranch *scene, sgdVec3 orig, sgdVec3 dir ) {
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sgdMat4 m;
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clear();
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sgdMakeIdentMat4 ( m ) ;
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IntersectBranch( scene, m, orig, dir );
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}
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// ======================
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void FGHitList::Intersect( ssgBranch *scene, sgdMat4 m, sgdVec3 orig, sgdVec3 dir )
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{
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clear();
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IntersectBranch( scene, m, orig, dir );
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}
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// ======================
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// Need these because of mixed matrix types
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static void sgMultMat4(sgdMat4 dst, sgdMat4 m1, sgMat4 m2)
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{
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for ( int j = 0 ; j < 4 ; j++ )
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{
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dst[0][j] = m2[0][0] * m1[0][j] +
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m2[0][1] * m1[1][j] +
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m2[0][2] * m1[2][j] +
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m2[0][3] * m1[3][j] ;
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dst[1][j] = m2[1][0] * m1[0][j] +
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m2[1][1] * m1[1][j] +
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m2[1][2] * m1[2][j] +
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m2[1][3] * m1[3][j] ;
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dst[2][j] = m2[2][0] * m1[0][j] +
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m2[2][1] * m1[1][j] +
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m2[2][2] * m1[2][j] +
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m2[2][3] * m1[3][j] ;
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dst[3][j] = m2[3][0] * m1[0][j] +
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m2[3][1] * m1[1][j] +
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m2[3][2] * m1[2][j] +
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m2[3][3] * m1[3][j] ;
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}
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}
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// ======================
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static void ssgGetEntityTransform(ssgEntity *entity, sgMat4 m )
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{
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/*
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Walk backwards up the tree, transforming the
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vertex by all the matrices along the way.
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Upwards recursion hurts my head.
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*/
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sgMat4 mat ;
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/*
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If this node has a parent - get the composite
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matrix for the parent.
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*/
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if ( entity->getNumParents() > 0 )
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ssgGetEntityTransform ( entity->getParent(0), mat ) ;
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else
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sgMakeIdentMat4 ( mat ) ;
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/*
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If this node has a transform - then concatenate it.
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*/
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if ( entity -> isAKindOf ( ssgTypeTransform () ) ) {
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sgMat4 this_mat ;
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((ssgTransform *) entity) -> getTransform ( this_mat ) ;
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sgPostMultMat4 ( mat, this_mat ) ;
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}
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sgCopyMat4 ( m, mat ) ;
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}
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// ======================
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// return the passed entitity's bsphere's center point radius and
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// fully formed current model matrix for entity
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static void ssgGetCurrentBSphere( ssgEntity *entity, sgVec3 center, float *radius, sgMat4 m )
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{
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sgSphere *bsphere = entity->getBSphere();
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*radius = (double)bsphere->getRadius();
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sgCopyVec3( center, bsphere->getCenter() );
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sgMakeIdentMat4 ( m ) ;
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ssgGetEntityTransform( entity, m );
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}
|
|
|
|
|
|
// ======================
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// Determine scenery altitude via ssg.
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|
// returned results are in meters
|
|
bool fgCurrentElev( sgdVec3 abs_view_pos, sgdVec3 scenery_center,
|
|
FGHitList *hit_list,
|
|
double *terrain_elev, double *radius, double *normal)
|
|
{
|
|
sgdVec3 view_pos;
|
|
sgdSubVec3( view_pos, abs_view_pos, scenery_center );
|
|
|
|
sgdVec3 orig, dir;
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sgdCopyVec3(orig, view_pos );
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|
sgdCopyVec3(dir, abs_view_pos );
|
|
|
|
// !! why is terrain not globals->get_terrain()
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|
hit_list->Intersect( terrain_branch, orig, dir );
|
|
|
|
int this_hit=0;
|
|
Point3D geoc;
|
|
double result = -9999;
|
|
Point3D sc(scenery_center[0], scenery_center[1], scenery_center[2]) ;
|
|
|
|
// cout << "hits = ";
|
|
int hitcount = hit_list->num_hits();
|
|
for ( int i = 0; i < hitcount; ++i ) {
|
|
geoc = sgCartToPolar3d( sc + hit_list->get_point(i) );
|
|
double lat_geod, alt, sea_level_r;
|
|
sgGeocToGeod(geoc.lat(), geoc.radius(), &lat_geod,
|
|
&alt, &sea_level_r);
|
|
// cout << alt << " ";
|
|
if ( alt > result && alt < 10000 ) {
|
|
result = alt;
|
|
this_hit = i;
|
|
}
|
|
}
|
|
// cout << endl;
|
|
|
|
if ( result > -9000 ) {
|
|
*terrain_elev = result;
|
|
*radius = geoc.radius();
|
|
sgVec3 tmp;
|
|
sgMat4 TMP;
|
|
sgSetVec3(tmp, hit_list->get_normal(this_hit));
|
|
// cout << "cur_normal: " << tmp[0] << " " << tmp[1] << " "
|
|
// << tmp[2] << endl;
|
|
sgTransposeNegateMat4 ( TMP, globals->get_current_view()->get_UP() ) ;
|
|
sgXformVec3(tmp, tmp, TMP);
|
|
// cout << "NED: " << tmp[0] << " " << tmp[1] << " " << tmp[2] << endl;
|
|
sgdSetVec3( normal, tmp[2], tmp[1], tmp[0] );
|
|
/* ssgState *IntersectedLeafState =
|
|
((ssgLeaf*)hit_list->get_entity(this_hit))->getState(); */
|
|
return true;
|
|
} else {
|
|
SG_LOG( SG_TERRAIN, SG_INFO, "no terrain intersection" );
|
|
*terrain_elev = 0.0;
|
|
float *up = globals->get_current_view()->get_world_up();
|
|
sgdSetVec3(normal, up[0], up[1], up[2]);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
// ======================
|
|
// Determine scenery altitude via ssg.
|
|
// returned results are in meters
|
|
bool fgCurrentElev( sgdVec3 abs_view_pos, sgdVec3 scenery_center,
|
|
ssgTransform *terra_transform,
|
|
FGHitList *hit_list,
|
|
double *terrain_elev, double *radius, double *normal)
|
|
{
|
|
sgdVec3 view_pos;
|
|
sgdSubVec3( view_pos, abs_view_pos, scenery_center );
|
|
|
|
sgdVec3 orig, dir;
|
|
sgdCopyVec3(orig, view_pos );
|
|
|
|
sgdCopyVec3(dir, abs_view_pos );
|
|
sgdNormalizeVec3(dir);
|
|
|
|
sgMat4 fxform;
|
|
sgMakeIdentMat4 ( fxform ) ;
|
|
ssgGetEntityTransform( terra_transform, fxform );
|
|
|
|
sgdMat4 xform;
|
|
sgdSetMat4(xform,fxform);
|
|
hit_list->Intersect( terra_transform, xform, orig, dir );
|
|
|
|
int this_hit=0;
|
|
Point3D geoc;
|
|
double result = -9999;
|
|
Point3D sc(scenery_center[0], scenery_center[1], scenery_center[2]) ;
|
|
|
|
int hitcount = hit_list->num_hits();
|
|
for ( int i = 0; i < hitcount; ++i ) {
|
|
geoc = sgCartToPolar3d( sc + hit_list->get_point(i) );
|
|
double lat_geod, alt, sea_level_r;
|
|
sgGeocToGeod(geoc.lat(), geoc.radius(), &lat_geod,
|
|
&alt, &sea_level_r);
|
|
if ( alt > result && alt < 20000 ) {
|
|
result = alt;
|
|
this_hit = i;
|
|
}
|
|
}
|
|
|
|
if ( result > -9000 ) {
|
|
*terrain_elev = result;
|
|
*radius = geoc.radius();
|
|
sgVec3 tmp;
|
|
sgMat4 TMP;
|
|
sgSetVec3(tmp, hit_list->get_normal(this_hit));
|
|
sgTransposeNegateMat4 ( TMP, globals->get_current_view()->get_UP() ) ;
|
|
sgXformVec3(tmp, tmp, TMP);
|
|
sgdSetVec3( normal, tmp[2], tmp[1], tmp[0] );
|
|
/* ssgState *IntersectedLeafState =
|
|
((ssgLeaf*)hit_list->get_entity(this_hit))->getState(); */
|
|
return true;
|
|
} else {
|
|
SG_LOG( SG_TERRAIN, SG_DEBUG, "DOING FULL TERRAIN INTERSECTION" );
|
|
return fgCurrentElev( abs_view_pos, scenery_center, hit_list,
|
|
terrain_elev,radius,normal);
|
|
}
|
|
}
|
|
|