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flightgear/src/Scenery/scenery.cxx

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1998-10-16 23:26:44 +00:00
// scenery.cxx -- data structures and routines for managing scenery.
//
// Written by Curtis Olson, started May 1997.
//
// Copyright (C) 1997 Curtis L. Olson - http://www.flightgear.org/~curt
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//
// 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
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
// $Id$
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#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
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#include <stdio.h>
#include <string.h>
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#include <simgear/debug/logstream.hxx>
#include <simgear/scene/tgdb/userdata.hxx>
#include <simgear/math/sg_geodesy.hxx>
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.
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#include <simgear/scene/model/placementtrans.hxx>
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#include <Main/fg_props.hxx>
#include "hitlist.hxx"
#include "scenery.hxx"
// Scenery Management system
FGScenery::FGScenery() {
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SG_LOG( SG_TERRAIN, SG_INFO, "Initializing scenery subsystem" );
center = Point3D(0.0);
}
// Initialize the Scenery Management system
FGScenery::~FGScenery() {
}
void FGScenery::init() {
// Scene graph root
scene_graph = new ssgRoot;
scene_graph->setName( "Scene" );
// Terrain branch
terrain_branch = new ssgBranch;
terrain_branch->setName( "Terrain" );
scene_graph->addKid( terrain_branch );
models_branch = new ssgBranch;
models_branch->setName( "Models" );
scene_graph->addKid( models_branch );
aircraft_branch = new ssgBranch;
aircraft_branch->setName( "Aircraft" );
scene_graph->addKid( aircraft_branch );
// Lighting
gnd_lights_root = new ssgRoot;
gnd_lights_root->setName( "Ground Lighting Root" );
vasi_lights_root = new ssgRoot;
vasi_lights_root->setName( "VASI/PAPI Lighting Root" );
rwy_lights_root = new ssgRoot;
rwy_lights_root->setName( "Runway Lighting Root" );
taxi_lights_root = new ssgRoot;
taxi_lights_root->setName( "Taxi Lighting Root" );
// Initials values needed by the draw-time object loader
sgUserDataInit( globals->get_model_lib(), globals->get_fg_root(),
globals->get_props(), globals->get_sim_time_sec() );
}
void FGScenery::update(double dt) {
}
void FGScenery::bind() {
}
void FGScenery::unbind() {
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}
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.
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void FGScenery::set_center( const Point3D& p ) {
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.
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center = p;
sgdVec3 c;
sgdSetVec3(c, p.x(), p.y(), p.z());
placement_list_type::iterator it = _placement_list.begin();
while (it != _placement_list.end()) {
(*it)->setSceneryCenter(c);
++it;
}
}
void FGScenery::register_placement_transform(ssgPlacementTransform *trans) {
_placement_list.push_back(trans);
sgdVec3 c;
sgdSetVec3(c, center.x(), center.y(), center.z());
trans->setSceneryCenter(c);
}
void FGScenery::unregister_placement_transform(ssgPlacementTransform *trans) {
placement_list_type::iterator it = _placement_list.begin();
while (it != _placement_list.end()) {
if ((*it) == trans) {
it = _placement_list.erase(it);
} else
++it;
}
}
bool
FGScenery::get_elevation_m(double lat, double lon, double max_alt,
double& alt, bool exact)
{
// std::cout << __PRETTY_FUNCTION__ << " "
// << lat << " "
// << lon << " "
// << max_alt
// << std::endl;
sgdVec3 pos;
sgGeodToCart(lat*SG_DEGREES_TO_RADIANS, lon*SG_DEGREES_TO_RADIANS,
max_alt, pos);
return get_cart_elevation_m(pos, 0, alt, exact);
}
bool
FGScenery::get_cart_elevation_m(const sgdVec3& pos, double max_altoff,
double& alt, bool exact)
{
Point3D saved_center = center;
bool replaced_center = false;
if (exact) {
Point3D ppos(pos[0], pos[1], pos[2]);
if (30.0*30.0 < ppos.distance3Dsquared(center)) {
set_center( ppos );
replaced_center = true;
}
}
// overridden with actual values if a terrain intersection is
// found
double hit_radius = 0.0;
sgdVec3 hit_normal = { 0.0, 0.0, 0.0 };
bool hit = false;
if ( fabs(pos[0]) > 1.0 || fabs(pos[1]) > 1.0 || fabs(pos[2]) > 1.0 ) {
sgdVec3 sc;
sgdSetVec3(sc, center[0], center[1], center[2]);
sgdVec3 ncpos;
sgdCopyVec3(ncpos, pos);
FGHitList hit_list;
// scenery center has been properly defined so any hit should
// be valid (and not just luck)
hit = fgCurrentElev(ncpos, max_altoff+sgdLengthVec3(pos),
sc, (ssgTransform*)get_scene_graph(),
&hit_list, &alt, &hit_radius, hit_normal);
}
if (replaced_center)
set_center( saved_center );
return hit;
}
bool
FGScenery::get_cart_ground_intersection(const sgdVec3& pos,
const sgdVec3& dir,
sgdVec3& nearestHit, bool exact)
{
// We assume that starting positions in the center of the earth are invalid
if ( fabs(pos[0]) < 1.0 && fabs(pos[1]) < 1.0 && fabs(pos[2]) < 1.0 )
return false;
// Well that 'exactness' is somehow problematic, but makes at least sure
// that we don't compute that with a cenery center at the other side of
// the world ...
Point3D saved_center = center;
bool replaced_center = false;
if (exact) {
Point3D ppos(pos[0], pos[1], pos[2]);
if (30.0*30.0 < ppos.distance3Dsquared(center)) {
set_center( ppos );
replaced_center = true;
}
}
// Not yet found any hit ...
bool result = false;
// Make really sure the direction is normalized, is really cheap compared to
// computation of ground intersection.
sgdVec3 normalizedDir;
sgdCopyVec3(normalizedDir, dir);
sgdNormaliseVec3(normalizedDir);
sgdVec3 sceneryCenter;
sgdSetVec3(sceneryCenter, center[0], center[1], center[2]);
sgdVec3 relativePos;
sgdSubVec3(relativePos, pos, sceneryCenter);
// At the moment only intersection with the terrain?
FGHitList hit_list;
hit_list.Intersect(globals->get_scenery()->get_terrain_branch(),
relativePos, normalizedDir);
double dist = DBL_MAX;
int hitcount = hit_list.num_hits();
for (int i = 0; i < hitcount; ++i) {
// Check for the nearest hit
sgdVec3 diff;
sgdSubVec3(diff, hit_list.get_point(i), relativePos);
// We only want hits in front of us ...
if (sgdScalarProductVec3(normalizedDir, diff) < 0)
continue;
// find the nearest hit
double nDist = sgdScalarProductVec3(diff, diff);
if (dist < nDist)
continue;
// Store the hit point
dist = nDist;
sgdAddVec3(nearestHit, hit_list.get_point(i), sceneryCenter);
result = true;
}
if (replaced_center)
set_center( saved_center );
return result;
}