Improved the terrain intersection code so that it produces more stable terrain movements.
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@ -475,21 +475,33 @@ bool TerrainManipulator::calcMovement()
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CoordinateFrame coordinateFrame = getCoordinateFrame(_center);
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// need to reintersect with the terrain
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double distance = _node->getBound().radius()*0.1f;
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osg::Vec3d start_segment = _center + getUpVector(coordinateFrame) * distance;
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osg::Vec3d end_segment = start_segment - getUpVector(coordinateFrame) * (2.0f*distance);
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double distance = _node->getBound().radius()*0.25f;
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osg::notify(INFO)<<"start="<<start_segment<<"\tend="<<end_segment<<"\tupVector="<<getUpVector(coordinateFrame)<<std::endl;
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osg::Vec3d ip;
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if (intersect(start_segment,end_segment, ip))
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osg::Vec3d ip1;
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osg::Vec3d ip2;
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bool hit_ip1 = intersect(_center, _center + getUpVector(coordinateFrame) * distance, ip1);
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bool hit_ip2 = intersect(_center, _center - getUpVector(coordinateFrame) * distance, ip2);
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if (hit_ip1)
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{
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notify(INFO) << "Hit terrain ok"<< std::endl;
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_center = ip;
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if (hit_ip2)
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{
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_center = (_center-ip1).length2() < (_center-ip2).length2() ?
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ip1 :
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ip2;
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hitFound = true;
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}
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else
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{
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_center = ip1;
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hitFound = true;
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}
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}
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else if (hit_ip2)
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{
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_center = ip2;
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hitFound = true;
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}
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if (!hitFound)
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{
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