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// groundcache.cxx -- carries a small subset of the scenegraph near the vehicle
//
// Written by Mathias Froehlich, started Nov 2004.
//
// Copyright (C) 2004 Mathias Froehlich - Mathias.Froehlich@web.de
//
// 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., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#include <float.h>
#include <plib/sg.h>
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
#include <simgear/sg_inlines.h>
#include <simgear/constants.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <Main/globals.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
#include <AIModel/AICarrier.hxx>
#include "flight.hxx"
#include "groundcache.hxx"
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
// Specialized version of sgMultMat4 needed because of mixed matrix
// types
static inline void fgMultMat4(sgdMat4 dst, sgdMat4 m1, sgMat4 m2) {
for ( int j = 0 ; j < 4 ; j++ ) {
dst[0][j] = m2[0][0] * m1[0][j] +
m2[0][1] * m1[1][j] +
m2[0][2] * m1[2][j] +
m2[0][3] * m1[3][j] ;
dst[1][j] = m2[1][0] * m1[0][j] +
m2[1][1] * m1[1][j] +
m2[1][2] * m1[2][j] +
m2[1][3] * m1[3][j] ;
dst[2][j] = m2[2][0] * m1[0][j] +
m2[2][1] * m1[1][j] +
m2[2][2] * m1[2][j] +
m2[2][3] * m1[3][j] ;
dst[3][j] = m2[3][0] * m1[0][j] +
m2[3][1] * m1[1][j] +
m2[3][2] * m1[2][j] +
m2[3][3] * m1[3][j] ;
}
}
static inline bool fgdPointInTriangle( sgdVec3 point, sgdVec3 tri[3] )
{
sgdVec3 dif;
// Some tolerance in meters we accept a point to be outside of the triangle
// and still return that it is inside.
SGDfloat eps = 1e-2;
SGDfloat min, max;
// punt if outside bouding cube
SG_MIN_MAX3 ( min, max, tri[0][0], tri[1][0], tri[2][0] );
if( (point[0] < min - eps) || (point[0] > max + eps) )
return false;
dif[0] = max - min;
SG_MIN_MAX3 ( min, max, tri[0][1], tri[1][1], tri[2][1] );
if( (point[1] < min - eps) || (point[1] > max + eps) )
return false;
dif[1] = max - min;
SG_MIN_MAX3 ( min, max, tri[0][2], tri[1][2], tri[2][2] );
if( (point[2] < min - eps) || (point[2] > max + eps) )
return false;
dif[2] = max - min;
// drop the smallest dimension so we only have to work in 2d.
SGDfloat min_dim = SG_MIN3 (dif[0], dif[1], dif[2]);
SGDfloat x1, y1, x2, y2, x3, y3, rx, ry;
if ( fabs(min_dim-dif[0]) <= DBL_EPSILON ) {
// x is the smallest dimension
x1 = point[1];
y1 = point[2];
x2 = tri[0][1];
y2 = tri[0][2];
x3 = tri[1][1];
y3 = tri[1][2];
rx = tri[2][1];
ry = tri[2][2];
} else if ( fabs(min_dim-dif[1]) <= DBL_EPSILON ) {
// y is the smallest dimension
x1 = point[0];
y1 = point[2];
x2 = tri[0][0];
y2 = tri[0][2];
x3 = tri[1][0];
y3 = tri[1][2];
rx = tri[2][0];
ry = tri[2][2];
} else if ( fabs(min_dim-dif[2]) <= DBL_EPSILON ) {
// z is the smallest dimension
x1 = point[0];
y1 = point[1];
x2 = tri[0][0];
y2 = tri[0][1];
x3 = tri[1][0];
y3 = tri[1][1];
rx = tri[2][0];
ry = tri[2][1];
} else {
// all dimensions are really small so lets call it close
// enough and return a successful match
return true;
}
// check if intersection point is on the same side of p1 <-> p2 as p3
SGDfloat tmp = (y2 - y3);
SGDfloat tmpn = (x2 - x3);
int side1 = SG_SIGN (tmp * (rx - x3) + (y3 - ry) * tmpn);
int side2 = SG_SIGN (tmp * (x1 - x3) + (y3 - side1*eps - y1) * tmpn);
if ( side1 != side2 ) {
// printf("failed side 1 check\n");
return false;
}
// check if intersection point is on correct side of p2 <-> p3 as p1
tmp = (y3 - ry);
tmpn = (x3 - rx);
side1 = SG_SIGN (tmp * (x2 - rx) + (ry - y2) * tmpn);
side2 = SG_SIGN (tmp * (x1 - rx) + (ry - side1*eps - y1) * tmpn);
if ( side1 != side2 ) {
// printf("failed side 2 check\n");
return false;
}
// check if intersection point is on correct side of p1 <-> p3 as p2
tmp = (y2 - ry);
tmpn = (x2 - rx);
side1 = SG_SIGN (tmp * (x3 - rx) + (ry - y3) * tmpn);
side2 = SG_SIGN (tmp * (x1 - rx) + (ry - side1*eps - y1) * tmpn);
if ( side1 != side2 ) {
// printf("failed side 3 check\n");
return false;
}
return true;
}
// Test if the line given by the point on the line pt_on_line and the
// line direction dir intersects the sphere sp.
// Adapted from plib.
static inline bool
fgdIsectSphereInfLine(const sgdSphere& sp,
const sgdVec3 pt_on_line, const sgdVec3 dir)
{
sgdVec3 r;
sgdSubVec3( r, sp.getCenter(), pt_on_line ) ;
SGDfloat projectedDistance = sgdScalarProductVec3(r, dir);
SGDfloat dist = sgdScalarProductVec3 ( r, r ) -
projectedDistance * projectedDistance;
SGDfloat radius = sp.getRadius();
return dist < radius*radius;
}
FGGroundCache::FGGroundCache()
{
sgdSetVec3(cache_center, 0.0, 0.0, 0.0);
ground_radius = 0.0;
cache_ref_time = 0.0;
wire_id = 0;
sgdSetVec3(reference_wgs84_point, 0.0, 0.0, 0.0);
reference_vehicle_radius = 0.0;
found_ground = false;
}
FGGroundCache::~FGGroundCache()
{
}
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
FGGroundCache::GroundProperty
FGGroundCache::extractGroundProperty( ssgLeaf* l )
{
// FIXME: Do more ...
// Idea: have a get_globals() function which knows about that stuff.
// Or most propably read that from a configuration file,
// from property tree or whatever ...
// Get ground dependent data.
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
GroundProperty gp;
gp.wire_id = -1;
FGAICarrierHardware *ud =
dynamic_cast<FGAICarrierHardware*>(l->getUserData());
if (ud) {
switch (ud->type) {
case FGAICarrierHardware::Wire:
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
gp.type = FGInterface::Wire;
gp.wire_id = ud->id;
break;
case FGAICarrierHardware::Catapult:
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
gp.type = FGInterface::Catapult;
break;
default:
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
gp.type = FGInterface::Solid;
break;
}
// Copy the velocity from the carrier class.
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
ud->carrier->getVelocityWrtEarth( gp.vel );
}
else {
// Initialize velocity field.
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
sgSetVec3( gp.vel, 0.0, 0.0, 0.0 );
}
// Get the texture name and decide what ground type we have.
ssgState *st = l->getState();
if (st != NULL && st->isAKindOf(ssgTypeSimpleState())) {
ssgSimpleState *ss = (ssgSimpleState*)st;
SGPath fullPath( ss->getTextureFilename() ? ss->getTextureFilename(): "" );
string file = fullPath.file();
SGPath dirPath(fullPath.dir());
string category = dirPath.file();
if (category == "Runway")
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
gp.type = FGInterface::Solid;
else {
if (file == "asphault.rgb" || file == "airport.rgb")
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
gp.type = FGInterface::Solid;
else if (file == "water.rgb" || file == "water-lake.rgb")
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
gp.type = FGInterface::Water;
else if (file == "forest.rgb" || file == "cropwood.rgb")
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
gp.type = FGInterface::Forest;
}
}
return gp;
}
void
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
FGGroundCache::putLineLeafIntoCache(const sgdSphere *wsp, const sgdMat4 xform,
ssgLeaf *l)
{
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
GroundProperty gp = extractGroundProperty(l);
// Lines must have special meanings.
// Wires and catapults are done with lines.
int nl = l->getNumLines();
for (int i = 0; i < nl; ++i) {
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
sgdSphere sphere;
sphere.empty();
sgdVec3 ends[2];
short v[2];
l->getLine(i, v, v+1 );
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
for (int k=0; k<2; ++k) {
sgdSetVec3(ends[k], l->getVertex(v[k]));
sgdXformPnt3(ends[k], xform);
sphere.extend(ends[k]);
}
if (wsp->intersects( &sphere )) {
if (gp.type == FGInterface::Wire) {
Wire wire;
sgdCopyVec3(wire.ends[0], ends[0]);
sgdCopyVec3(wire.ends[1], ends[1]);
sgdSetVec3(wire.velocity, gp.vel);
wire.wire_id = gp.wire_id;
wires.push_back(wire);
}
if (gp.type == FGInterface::Catapult) {
Catapult cat;
sgdCopyVec3(cat.start, ends[0]);
sgdCopyVec3(cat.end, ends[1]);
sgdSetVec3(cat.velocity, gp.vel);
catapults.push_back(cat);
}
}
}
}
void
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
FGGroundCache::putSurfaceLeafIntoCache(const sgdSphere *sp,
const sgdMat4 xform, bool sphIsec,
sgdVec3 down, ssgLeaf *l)
{
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
GroundProperty gp = extractGroundProperty(l);
int nt = l->getNumTriangles();
for (int i = 0; i < nt; ++i) {
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
Triangle t;
t.sphere.empty();
short v[3];
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
l->getTriangle(i, &v[0], &v[1], &v[2]);
for (int k = 0; k < 3; ++k) {
sgdSetVec3(t.vertices[k], l->getVertex(v[k]));
sgdXformPnt3(t.vertices[k], xform);
t.sphere.extend(t.vertices[k]);
}
sgdMakePlane(t.plane, t.vertices[0], t.vertices[1], t.vertices[2]);
SGDfloat dot = sgdScalarProductVec3(down, t.plane);
if (dot > 0) {
if (!l->getCullFace()) {
// Surface points downwards, ignore for altitude computations.
continue;
} else
sgdScaleVec4( t.plane, -1 );
}
// Check if the sphere around the vehicle intersects the sphere
// around that triangle. If so, put that triangle into the cache.
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
if (sphIsec && sp->intersects(&t.sphere)) {
sgdSetVec3(t.velocity, gp.vel);
t.type = gp.type;
triangles.push_back(t);
}
// In case the cache is empty, we still provide agl computations.
// But then we use the old way of having a fixed elevation value for
// the whole lifetime of this cache.
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
if ( fgdIsectSphereInfLine(t.sphere, sp->getCenter(), down) ) {
sgdVec3 tmp;
sgdSetVec3(tmp, sp->center[0], sp->center[1], sp->center[2]);
sgdVec3 isectpoint;
if ( sgdIsectInfLinePlane( isectpoint, tmp, down, t.plane ) &&
fgdPointInTriangle( isectpoint, t.vertices ) ) {
found_ground = true;
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
sgdAddVec3(isectpoint, cache_center);
double this_radius = sgdLengthVec3(isectpoint);
if (ground_radius < this_radius)
ground_radius = this_radius;
}
}
}
}
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
inline void
FGGroundCache::velocityTransformTriangle(double dt,
FGGroundCache::Triangle& dst,
const FGGroundCache::Triangle& src)
{
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
sgdCopyVec3(dst.vertices[0], src.vertices[0]);
sgdCopyVec3(dst.vertices[1], src.vertices[1]);
sgdCopyVec3(dst.vertices[2], src.vertices[2]);
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
sgdCopyVec4(dst.plane, src.plane);
sgdCopyVec3(dst.sphere.center, src.sphere.center);
dst.sphere.radius = src.sphere.radius;
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
sgdCopyVec3(dst.velocity, src.velocity);
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
dst.type = src.type;
if (dt*sgdLengthSquaredVec3(src.velocity) != 0) {
sgdAddScaledVec3(dst.vertices[0], src.velocity, dt);
sgdAddScaledVec3(dst.vertices[1], src.velocity, dt);
sgdAddScaledVec3(dst.vertices[2], src.velocity, dt);
dst.plane[3] += dt*sgdScalarProductVec3(dst.plane, src.velocity);
sgdAddScaledVec3(dst.sphere.center, src.velocity, dt);
}
}
void
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
FGGroundCache::cache_fill(ssgBranch *branch, sgdMat4 xform,
sgdSphere* sp, sgdVec3 down, sgdSphere* wsp)
{
// Travel through all kids.
ssgEntity *e;
for ( e = branch->getKid(0); e != NULL ; e = branch->getNextKid() ) {
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
if ( !(e->getTraversalMask() & SSGTRAV_HOT) )
continue;
if ( e->getBSphere()->isEmpty() )
continue;
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
// We need to check further if either the sphere around the branch
// intersects the sphere around the aircraft or the line downwards from
// the aircraft intersects the branchs sphere.
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
sgdSphere esphere;
sgdSetVec3(esphere.center, e->getBSphere()->center);
esphere.radius = e->getBSphere()->radius;
esphere.orthoXform(xform);
bool wspIsec = wsp->intersects(&esphere);
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
bool downIsec = fgdIsectSphereInfLine(esphere, sp->getCenter(), down);
if (!wspIsec && !downIsec)
continue;
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
// For branches collect up the transforms to reach that branch and
// call cache_fill recursively.
if ( e->isAKindOf( ssgTypeBranch() ) ) {
ssgBranch *b = (ssgBranch *)e;
if ( b->isAKindOf( ssgTypeTransform() ) ) {
// Collect up the transfors required to reach that part of
// the branch.
sgMat4 xform2;
sgMakeIdentMat4( xform2 );
ssgTransform *t = (ssgTransform*)b;
t->getTransform( xform2 );
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
sgdMat4 xform3;
fgMultMat4(xform3, xform, xform2);
cache_fill( b, xform3, sp, down, wsp );
} else
cache_fill( b, xform, sp, down, wsp );
}
// For leafs, check each triangle for intersection.
// This will minimize the number of vertices/triangles in the cache.
else if (e->isAKindOf(ssgTypeLeaf())) {
// Since we reach that leaf if we have an intersection with the
// most propably bigger wire/catapult cache sphere, we need to check
// that here, if the smaller cache for the surface has a chance for hits.
// Also, if the spheres do not intersect compute a croase agl value
// by following the line downwards originating at the aircraft.
bool spIsec = sp->intersects(&esphere);
putSurfaceLeafIntoCache(sp, xform, spIsec, down, (ssgLeaf *)e);
// If we are here, we need to put all special hardware here into
// the cache.
if (wspIsec)
putLineLeafIntoCache(wsp, xform, (ssgLeaf *)e);
}
}
}
bool
FGGroundCache::prepare_ground_cache(double ref_time, const double pt[3],
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
double rad)
{
// Empty cache.
ground_radius = 0.0;
found_ground = false;
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
triangles.resize(0);
catapults.resize(0);
wires.resize(0);
// Store the parameters we used to build up that cache.
sgdCopyVec3(reference_wgs84_point, pt);
reference_vehicle_radius = rad;
// Store the time reference used to compute movements of moving triangles.
cache_ref_time = ref_time;
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
// Decide where we put the scenery center.
Point3D old_cntr = globals->get_scenery()->get_center();
Point3D cntr(pt[0], pt[1], pt[2]);
// Only move the cache center if it is unaccaptable far away.
if (40*40 < old_cntr.distance3Dsquared(cntr))
globals->get_scenery()->set_center(cntr);
else
cntr = old_cntr;
// The center of the cache.
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
sgdSetVec3(cache_center, cntr[0], cntr[1], cntr[2]);
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
sgdVec3 ptoff;
sgdSubVec3(ptoff, pt, cache_center);
// Prepare sphere around the aircraft.
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
sgdSphere acSphere;
acSphere.setRadius(rad);
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
acSphere.setCenter(ptoff);
// Prepare bigger sphere around the aircraft.
// This one is required for reliably finding wires we have caught but
// have already left the hopefully smaller sphere for the ground reactions.
const double max_wire_dist = 300.0;
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
sgdSphere wireSphere;
wireSphere.setRadius(max_wire_dist < rad ? rad : max_wire_dist);
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
wireSphere.setCenter(ptoff);
// Down vector. Is used for croase agl computations when we are far enough
// from ground that we have an empty cache.
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
sgdVec3 down;
sgdSetVec3(down, -pt[0], -pt[1], -pt[2]);
sgdNormalizeVec3(down);
// We collaps all transforms we need to reach a particular leaf.
// The leafs itself will be then transformed later.
// So our cache is just flat.
// For leafs which are moving (carriers surface, etc ...)
// we will later store a speed in the GroundType class. We can then apply
// some translations to that nodes according to the time which has passed
// compared to that snapshot.
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
sgdMat4 xform;
sgdMakeIdentMat4( xform );
Mathias: I have done a patch to eliminate the jitter of 3D-objects near the viewpoint (for example 3D cockpit objects). The problem is the roundoff accuracy of the float values used in the scenegraph together with the transforms of the eyepoint relative to the scenery center. The solution will be to move the scenery center near the view point. This way floats relative accuracy is enough to show a stable picture. To get that right I have introduced a transform node for the scenegraph which is responsible for that shift and uses double values as long as possible. The scenery subsystem now has a list of all those transforms required to place objects in the world and will tell all those transforms that the scenery center has changed when the set_scenery_center() of the scenery subsystem is called. The problem was not solvable by SGModelPlacement and SGLocation, since not all objects, especially the scenery, are placed using these classes. The first approach was to have the scenery center exactly at the eyepoint. This works well for the cockpit. But then the ground jitters a bit below the aircraft. With our default views you can't see that, but that F-18 has a camera view below the left engine intake with the nose gear and the ground in its field of view, here I could see that. Having the scenery center constant will still have this roundoff problems, but like it is now too, the roundoff error here is exactly the same in each frame, so you will not notice any jitter. The real solution is now to keep the scenery center constant as long as it is in a ball of 30m radius around the view point. If the scenery center is outside this ball, just put it at the view point. As a sideeffect of now beeing able to switch the scenery center in the whole scenegraph with one function call, I was able to remove a one half of a problem when switching views, where the scenery center was far off for one or two frames past switching from one view to the next. Also included is a fix to the other half of this problem, where the view position was not yet copied into a view when it is switched (at least under glut). This was responsible for the 'Error: ...' messages of the cloud subsystem when views were switched.
2005-04-29 14:38:24 +00:00
// Walk the scene graph and extract solid ground triangles and carrier data.
ssgBranch *terrain = globals->get_scenery()->get_scene_graph();
cache_fill(terrain, xform, &acSphere, down, &wireSphere);
// some stats
SG_LOG(SG_FLIGHT,SG_INFO, "prepare_ground_cache(): ac radius = " << rad
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
<< ", # triangles = " << triangles.size()
<< ", # wires = " << wires.size()
<< ", # catapults = " << catapults.size()
<< ", ground_radius = " << ground_radius );
// If the ground radius is still below 5e6 meters, then we do not yet have
// any scenery.
found_ground = found_ground && 5e6 < ground_radius;
if (!found_ground)
SG_LOG(SG_FLIGHT, SG_WARN, "prepare_ground_cache(): trying to build cache "
"without any scenery below the aircraft" );
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
if (cntr != old_cntr)
globals->get_scenery()->set_center(old_cntr);
Mathias: I have done a patch to eliminate the jitter of 3D-objects near the viewpoint (for example 3D cockpit objects). The problem is the roundoff accuracy of the float values used in the scenegraph together with the transforms of the eyepoint relative to the scenery center. The solution will be to move the scenery center near the view point. This way floats relative accuracy is enough to show a stable picture. To get that right I have introduced a transform node for the scenegraph which is responsible for that shift and uses double values as long as possible. The scenery subsystem now has a list of all those transforms required to place objects in the world and will tell all those transforms that the scenery center has changed when the set_scenery_center() of the scenery subsystem is called. The problem was not solvable by SGModelPlacement and SGLocation, since not all objects, especially the scenery, are placed using these classes. The first approach was to have the scenery center exactly at the eyepoint. This works well for the cockpit. But then the ground jitters a bit below the aircraft. With our default views you can't see that, but that F-18 has a camera view below the left engine intake with the nose gear and the ground in its field of view, here I could see that. Having the scenery center constant will still have this roundoff problems, but like it is now too, the roundoff error here is exactly the same in each frame, so you will not notice any jitter. The real solution is now to keep the scenery center constant as long as it is in a ball of 30m radius around the view point. If the scenery center is outside this ball, just put it at the view point. As a sideeffect of now beeing able to switch the scenery center in the whole scenegraph with one function call, I was able to remove a one half of a problem when switching views, where the scenery center was far off for one or two frames past switching from one view to the next. Also included is a fix to the other half of this problem, where the view position was not yet copied into a view when it is switched (at least under glut). This was responsible for the 'Error: ...' messages of the cloud subsystem when views were switched.
2005-04-29 14:38:24 +00:00
return found_ground;
}
bool
FGGroundCache::is_valid(double *ref_time, double pt[3], double *rad)
{
sgdCopyVec3(pt, reference_wgs84_point);
*rad = reference_vehicle_radius;
*ref_time = cache_ref_time;
return found_ground;
}
double
FGGroundCache::get_cat(double t, const double dpt[3],
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
double end[2][3], double vel[2][3])
{
// start with a distance of 1e10 meters...
double dist = 1e10;
// Time difference to the reference time.
t -= cache_ref_time;
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
size_t sz = catapults.size();
for (size_t i = 0; i < sz; ++i) {
sgdLineSegment3 ls;
sgdCopyVec3(ls.a, catapults[i].start);
sgdCopyVec3(ls.b, catapults[i].end);
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
sgdAddVec3(ls.a, cache_center);
sgdAddVec3(ls.b, cache_center);
sgdAddScaledVec3(ls.a, catapults[i].velocity, t);
sgdAddScaledVec3(ls.b, catapults[i].velocity, t);
double this_dist = sgdDistSquaredToLineSegmentVec3( ls, dpt );
if (this_dist < dist) {
SG_LOG(SG_FLIGHT,SG_INFO, "Found catapult "
<< this_dist << " meters away");
dist = this_dist;
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
// The carrier code takes care of that ordering.
sgdCopyVec3( end[0], ls.a );
sgdCopyVec3( end[1], ls.b );
sgdCopyVec3( vel[0], catapults[i].velocity );
sgdCopyVec3( vel[1], catapults[i].velocity );
}
}
// At the end take the root, we only computed squared distances ...
return sqrt(dist);
}
bool
FGGroundCache::get_agl(double t, const double dpt[3],
double contact[3], double normal[3], double vel[3],
int *type, double *loadCapacity,
double *frictionFactor, double *agl)
{
bool ret = false;
*type = FGInterface::Unknown;
// *agl = 0.0;
*loadCapacity = DBL_MAX;
*frictionFactor = 1.0;
sgdSetVec3( vel, 0.0, 0.0, 0.0 );
sgdSetVec3( contact, 0.0, 0.0, 0.0 );
sgdSetVec3( normal, 0.0, 0.0, 0.0 );
// Time difference to th reference time.
t -= cache_ref_time;
// The double valued point we start to search for intersection.
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
sgdVec3 pt;
sgdSubVec3( pt, dpt, cache_center );
// The search direction
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
sgdVec3 dir;
sgdSetVec3( dir, -dpt[0], -dpt[1], -dpt[2] );
// Initialize to something sensible
double sqdist = DBL_MAX;
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
size_t sz = triangles.size();
for (size_t i = 0; i < sz; ++i) {
Triangle triangle;
velocityTransformTriangle(t, triangle, triangles[i]);
if (!fgdIsectSphereInfLine(triangle.sphere, pt, dir))
continue;
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
// Check for intersection.
sgdVec3 isecpoint;
if ( sgdIsectInfLinePlane( isecpoint, pt, dir, triangle.plane ) &&
sgdPointInTriangle( isecpoint, triangle.vertices ) ) {
// Check for the closest intersection point.
// FIXME: is this the right one?
SGDfloat newSqdist = sgdDistanceSquaredVec3( isecpoint, pt );
if ( newSqdist < sqdist ) {
sqdist = newSqdist;
ret = true;
// Save the new potential intersection point.
sgdCopyVec3( contact, isecpoint );
sgdAddVec3( contact, cache_center );
// The first three values in the vector are the plane normal.
sgdCopyVec3( normal, triangle.plane );
// The velocity wrt earth.
/// FIXME: only true for non rotating objects!!!!
sgdCopyVec3( vel, triangle.velocity );
// Save the ground type.
*type = triangle.type;
// FIXME: figure out how to get that sign ...
// *agl = sqrt(sqdist);
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
*agl = sgdLengthVec3( dpt ) - sgdLengthVec3( contact );
// *loadCapacity = DBL_MAX;
// *frictionFactor = 1.0;
}
}
}
if (ret)
return true;
// Whenever we did not have a ground triangle for the requested point,
// take the ground level we found during the current cache build.
// This is as good as what we had before for agl.
double r = sgdLengthVec3( dpt );
sgdCopyVec3( contact, dpt );
sgdScaleVec3( contact, ground_radius/r );
sgdCopyVec3( normal, dpt );
sgdNormaliseVec3( normal );
sgdSetVec3( vel, 0.0, 0.0, 0.0 );
// The altitude is the distance of the requested point from the
// contact point.
*agl = sgdLengthVec3( dpt ) - sgdLengthVec3( contact );
*type = FGInterface::Unknown;
*loadCapacity = DBL_MAX;
*frictionFactor = 1.0;
return ret;
}
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
bool FGGroundCache::caught_wire(double t, const double pt[4][3])
{
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
size_t sz = wires.size();
if (sz == 0)
return false;
// Time difference to the reference time.
t -= cache_ref_time;
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
// Build the two triangles spanning the area where the hook has moved
// during the past step.
sgdVec4 plane[2];
sgdVec3 tri[2][3];
sgdMakePlane( plane[0], pt[0], pt[1], pt[2] );
sgdCopyVec3( tri[0][0], pt[0] );
sgdCopyVec3( tri[0][1], pt[1] );
sgdCopyVec3( tri[0][2], pt[2] );
sgdMakePlane( plane[1], pt[0], pt[2], pt[3] );
sgdCopyVec3( tri[1][0], pt[0] );
sgdCopyVec3( tri[1][1], pt[2] );
sgdCopyVec3( tri[1][2], pt[3] );
// Intersect the wire lines with each of these triangles.
// You have cautght a wire if they intersect.
for (size_t i = 0; i < sz; ++i) {
sgdVec3 le[2];
sgdCopyVec3(le[0], wires[i].ends[0]);
sgdCopyVec3(le[1], wires[i].ends[1]);
sgdAddVec3(le[0], cache_center);
sgdAddVec3(le[1], cache_center);
sgdAddScaledVec3(le[0], wires[i].velocity, t);
sgdAddScaledVec3(le[1], wires[i].velocity, t);
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
for (int k=0; k<2; ++k) {
sgdVec3 isecpoint;
double isecval = sgdIsectLinesegPlane(isecpoint, le[0], le[1], plane[k]);
if ( 0.0 <= isecval && isecval <= 1.0 &&
sgdPointInTriangle( isecpoint, tri[k] ) ) {
SG_LOG(SG_FLIGHT,SG_INFO, "Caught wire");
// Store the wire id.
wire_id = wires[i].wire_id;
return true;
}
}
}
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
return false;
}
bool FGGroundCache::get_wire_ends(double t, double end[2][3], double vel[2][3])
{
// Fast return if we do not have an active wire.
if (wire_id < 0)
return false;
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
// Time difference to the reference time.
t -= cache_ref_time;
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
// Search for the wire with the matching wire id.
size_t sz = wires.size();
for (size_t i = 0; i < sz; ++i) {
if (wires[i].wire_id == wire_id) {
sgdCopyVec3(end[0], wires[i].ends[0]);
sgdCopyVec3(end[1], wires[i].ends[1]);
sgdAddVec3(end[0], cache_center);
sgdAddVec3(end[1], cache_center);
sgdAddScaledVec3(end[0], wires[i].velocity, t);
sgdAddScaledVec3(end[1], wires[i].velocity, t);
sgdCopyVec3(vel[0], wires[i].velocity);
sgdCopyVec3(vel[1], wires[i].velocity);
return true;
}
}
Mathias Fröhlich: 2. I made YASim query the the ground cache at the wrong place. This one fixed this, one can now land the bo105 on top of the oracle buildings :) 3. Is a followup of the scenery center update code: Register the scenery center transform at the time it is put into the scene graph not at creation time. 4. I held that part back from the past hitlist patch, because I hoped that it will be sufficient (and the last one was in fact the biggest part) without. As some test cases from Melchior showed me, it is not. We have additionally to the wrong computed transform from the prevous patch some roundoff problems. This patch adds some small tolerance to for the point in triangle test. ... may be one even needs to increase the eps value further if starting at some tile boundaries still fails. 5. That is a big chunk. Tested now for two days while hunting the second patch :) . That is a partial rewrite of the groundcache to use its own datastructures for that flat scenegraph in the cache. The basic advantage is, what Erik suggested, to precompute some often used values of these triangles. Also allmost all computations are now in double precision which should decrease (hopefully fix), together with a similar tolerance for some point in triangle tests, the problems with 'no ground below aircraft'. I am playing with octrees for the groundcache, that will finally solve the performance problem when high triangular count models end up in the groundcache. This patch is also some prework for those octrees ...
2005-05-30 08:48:27 +00:00
return false;
}
void FGGroundCache::release_wire(void)
{
wire_id = -1;
}