Fix supports below ground

This commit is contained in:
tamasmeszaros 2023-01-04 12:59:05 +01:00
parent 9a33537b1d
commit 32e323c64c

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@ -517,6 +517,11 @@ Vec3d check_ground_route(
const auto sd = sm.cfg.safety_distance(source.r);
const auto gndlvl = ground_level(sm);
// Intersection of the suggested bridge with ground plane. If the bridge
// spans below ground, stop it at ground level.
double t = (gndlvl - source.pos.z()) / dir.z();
bridge_len = std::min(t, bridge_len);
Vec3d bridge_end = source.pos + bridge_len * dir;
double down_l = bridge_end.z() - gndlvl;
@ -648,6 +653,9 @@ GroundConnection deepsearch_ground_connection(
Vec3d n = spheric_to_dir(plr, azm);
assert(std::abs(n.norm() - 1.) < EPSILON);
double t = (gndlvl - source.pos.z()) / n.z();
bridge_l = std::min(t, bridge_l);
// Now the optimizer gave a possible route to ground with a bridge direction
// and length. This length can be shortened further by brute-force queries
// of free route straigt down for a possible pillar.
@ -655,7 +663,7 @@ GroundConnection deepsearch_ground_connection(
// constraint, but it would not find quickly enough an accurate solution,
// and it would be very hard to define a stop score which is very useful in
// terminating the search as soon as the ground is found.
double l = 0., l_max = sm.cfg.max_bridge_length_mm;
double l = 0., l_max = bridge_l;
double zlvl = std::numeric_limits<double>::infinity();
while(zlvl > gndlvl && l <= l_max) {