1999-02-15 00:38:46 +00:00
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%
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% `SceneryGeneration.tex' -- describes the scenery generation tool pipeline
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%
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% Written by Curtis Olson. Started February, 1999. curt@flightgear.org
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%
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% $Id$
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%------------------------------------------------------------------------
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\documentclass[12pt]{article}
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\usepackage{anysize}
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\papersize{11in}{8.5in}
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\marginsize{1in}{1in}{1in}{1in}
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\usepackage{amsmath}
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\usepackage{epsfig}
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\usepackage{setspace}
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\onehalfspacing
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\usepackage{url}
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\begin{document}
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\title{
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Flight Gear Scenery Generation Tools.
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}
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\author{
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Curtis L. Olson\\
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(\texttt{curt@flightgear.org})
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}
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\maketitle
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\section{Introduction}
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This document gives a brief overview of the Flight Gear scenery
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generation tools and how they fit together in a pipeline to produce
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the runtime scenery from the raw data.
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The first sections describe how the Flight Gear Earth is subdivided
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and the coordinate systems that Flight Gear uses internally. The
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remaining sections describe the tools that take diverse data sources
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and produce the actual scenery.
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\section{Internal Scenery Representation}
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This section describes how FG represents, manipulates, and
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transforms scenery internally.
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Internal, all FG scenery is defined using a cartesian coordinate
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system centered at the center of the earth. Please refer to the
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Flight Gear CoordinateSystem document for more information. This
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means that one of the scenery tools processing steps will be to
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convert from the source data coordinate system to the internal Flight
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Gear coordinate system.
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\subsection{Scenery Partitioning}
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Flight Gear splits the world up into tiles. This splits up the
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immense scenery data base into chunks that are managable by the run
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time simulator.
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Tile edges are parallel to longitude and latitude lines. Tiles are
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gauranteed to be at least 8 miles long in both width and height. As
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we move towards the poles, the tiles get narrower, so at certain
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predefined latitudes, the tile with is doubled. Figure \ref{fig:lats}
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shows latitudes vs. tile widths. The southern hemisphere is a mirror
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image of the northern hemisphere.
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\begin{figure}[hbt]
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\begin{center}
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\begin{tabular}{||l|l||} \hline
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Latitude Range & Tile Width \\ \hline
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$[0, 22)$ & $\frac{1}{8}$ degree \\ \hline
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$[22, 62)$ & $\frac{1}{4}$ degree \\ \hline
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$[62, 76)$ & $\frac{1}{2}$ degree \\ \hline
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$[76, 83)$ & $1$ degree \\ \hline
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$[83, 86)$ & $2$ degrees \\ \hline
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$[86, 88)$ & $4$ degrees \\ \hline
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$[88, 89)$ & $8$ degrees \\ \hline
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$[89, 90]$ & polar cap \\ \hline
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\hline
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\end{tabular}
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\end{center}
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\caption{Latitude vs. Tile Widths.}
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\label{fig:lats}
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\end{figure}
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Since Flight Gear tiles are partitioned parallel to longitude and
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latitude lines, they have a trapezium shape. Figure \ref{fig:trap}
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shows an exaggerated scenery area.
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\begin{figure}[hbt]
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\centerline{
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\psfig{file=trap.eps}
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}
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\caption{Basic Tile Shape}
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\label{fig:trap}
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\end{figure}
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\subsection{Reference Points}
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Each scenery area will have a reference point at the center of its
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area. This reference point (for purposes of avoiding floating point
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precision problems) defines the origin of a local coordinate system
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which. The local coordinate system is simply translated from the
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global coordinate system by the distance of the tile's center
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reference point from the center of the earth. Figure
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\ref{fig:reference} demonstrates this better than I can explain it.
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\begin{figure}[hbt]
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\centerline{
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\psfig{file=ref.eps}
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}
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\caption{Reference Points and Translations}
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\label{fig:reference}
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\end{figure}
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All the objects for a specific scenery area will be defined based on
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this local coordinate system. For each scenery area we define a
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vector $\vec{\mathbf{a}}$ which represents the distance from the
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center of the earth to the local coordinate system.
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\subsection{Putting the pieces of scenery together}
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To render a scene, the scenery manager will need to load all the
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visible tiles. Before rendering each tile we translate it by
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$\vec{\mathbf{a}}_{current} - \vec{\mathbf{a}}_{n}$. This moves all
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the rendered tiles near to the origin, while maintaining the relative
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positions and orientations. The of moving all the tiles near the
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origin before rendering them is to try to reduce floating point round
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off problems.
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When rendering, it is straightforward to calculate the proper view
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point and up vector so that the scenery will appear right side up when
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it is rendered.
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\subsection{Scenery file format}
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Here is a very brief overview of the flight gear scenery file format.
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Some of this format will have to change in the future, so I won't put
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a lot of effort here right now. This description will be most
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understandable if you reference an actual scenery tile file. If you
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have questions, please ask!
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\begin{itemize}
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\item Coordinates are in (X, Y, Z) with (0, 0, 0) being the center of
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the earth. Units are in meters.
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\item ``gbs'' is the ``global bounding sphere'' specified by the
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center reference point and a radius.
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\item This is followed by a list of vertices prefaced by ``v''
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specifying the offsets of the vertices from the gbs reference point.
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\item Then follows the list of vertex normals ``vn''.
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\item Then the sets of triangle strips are specifed:
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\item ``usemtl'' points to a material property record in the materials
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file and specifies the texture/color/etc. for this triangle strip.
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\item ``bs'' specifies the bounding sphere for this particular tri
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strip (for view frustum culling)
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\item ``t'' is the start of a tri strip and the integer numbers are
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just indices back into the vertex and vertex normal lists.
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\item ``q'' is simply a continuation of the triangle strip.
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\end{itemize}
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I will eventually need to add texture coordinate support to this file
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format, as well as a way to reference and position objects from an
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external library.
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\section{Scenery Generation}
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This section is very fluid right now. I have implemented a first pass
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at generating scenery. This was a good learning experience, but it
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exposed several flaws and limitations in my original approach. I am
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in the midst of a complete overhaul of these tools which is intended
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to address all the short comings of my first attempt. At this point I
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am simply outlining the plan. Much of this could change as my plan
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continues to smack up against reality.
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With that in mind, the scenery generation tools can be subdivided into
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four major categories.
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\begin{itemize}
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\item Libraries which provide basic functionality used by the terrain
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tools.
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\item Preprocessing tools which convert data from it's original format
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(as downloaded from the net) to something that is easier for the
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scenery tools to process.
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\item Scenery generation tools which assemble and massage the
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resulting input data into the Flight Gear scenery format.
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\item Miscellaneous utilities
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\end{itemize}
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\subsection{Libraries}
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\subsubsection{GPC}
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GPC is the ``Generic Polygon Clipper'' library. It is available from
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\url{http://www.cs.man.ac.uk/aig/staff/alan/software}
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Please be aware that the licensing terms for the gpc library clash
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with the GPL and prevent the source code from being redistributed with
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any GPL program. Therefore any developers interested in building the
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scenery tools will have to fetch and install this library individually
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on their own systems.
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\subsubsection{GFC}
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GFC is the ``Geographic Foundation Classes'' library. It is available
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from:
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\url{http://www.geog.psu.edu/~qian/gfc/index.html}
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This library allows programs to process GIS shapefiles and extract out
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the lon/lat coordinates of the GIS structures.
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\subsubsection{DEM}
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1999-03-13 21:42:37 +00:00
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This library has routines to parse the 3 arcsec DEM file format, and
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output a square section corresponding to a specified tile.
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1999-02-15 00:38:46 +00:00
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1999-03-13 21:42:37 +00:00
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\subsubsection{Polygon}
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1999-02-15 00:38:46 +00:00
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1999-03-13 21:42:37 +00:00
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This lib contains routines to assign a unique id number to each
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polygon before it is clipped against tial boundaries. We can use this
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unique id later on to match up the edges of polygons across tile
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boundaries.
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1999-02-15 00:38:46 +00:00
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1999-03-13 21:42:37 +00:00
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This lib also contains routines to track and assign names (types) to
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each polygon so we can color it with the correct texture at run time.
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1999-02-15 00:38:46 +00:00
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\subsubsection{Triangle}
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Triangle can be built as a standalone binary, or as a library. For
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our uses I am choosing to build it as a library. This library
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impliments the delauney triangulation algorithm. It takes a set of
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unorder points and finds the optimal triangulation of these points.
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For our use we feed in a set of unordered height values and the
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triangle library will output a set of triangles that can be rendered
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as terrain.
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The triangle library does a few more things that are useful. It will
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subdivide triangles to ensure that they never get too long and
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skinny. It will also let you set up boundaries and holes within the
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triangulation area.
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1999-03-08 21:59:52 +00:00
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\subsection{Scenery Work Space}
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The scenery is constructed in a directory structure that parallels the
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final structure. The structure looks something like the following:
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\begin{verbatim}
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Scenery/ ->
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w140n50/ ->
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w140n60/ ->
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w150n50/ ->
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w141n59/ ->
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w142n59/ ->
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w148n59/ ->
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533872.gz
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533873.gz
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533874.gz
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\end{verbatim}
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Beneath the scenery subdirectory is a series of subdirectories
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representing 10x10 degree chunks. Each directory is named after the
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lower left hand corner of the area it contains.
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Beneath each of the 10x10 degree subdirectories is a subdirectory for
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each 1x1 degree area. Within each of these 1x1 degree subdirectories,
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is a file for each tile. The file name is the tile's unique numeric
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index number. There can be multiple files per tile. When this is
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needed, all files relating to a tile will have the same numeric root
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for the file name.
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1999-02-15 00:38:46 +00:00
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\subsection{Preprocessing tools}
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1999-03-08 21:59:52 +00:00
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The preprocessing tools are responsible for inputing raw world data,
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clipping it to the appropriate scenery tiles, and outputing it into
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the workspace directory tree.
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1999-03-08 21:59:52 +00:00
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The scenery assembly and creation tools work on each tile
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individually, so they expect all the relevant information for a tile
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to already be there.
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1999-03-13 21:42:37 +00:00
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\subsubsection{DemChop}
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This utility inputs 3 arcsec dem files, chops the data up along tile
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boundaries and outputs the result into the scenery workspace.
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\subsubsection{DemInfo}
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Reads the ``A'' record from a 3 arcsec DEM file and dumps some
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pertinent information.
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\subsubsection{DemRaw2ascii}
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This tool will input the 30 arcsec raw DEM format, split it up into 1
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x 1 degree sections, and output the result into the 3 arcsec format so
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it can be fed through the scenery pipeline. (Note to self, at some
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point, this could be updated to work like DemChop and output the tile
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chunks directly.)
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1999-02-15 00:38:46 +00:00
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\subsubsection{GenAirports}
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This tools inputs an ascii specification of the airports of the world
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that looks like the following:
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\begin{verbatim}
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1999-03-13 21:42:37 +00:00
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A KORD 41.979595 -087.904464 668 CYY Chicago O Hare International
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R 04L 41.989606 -087.905138 039.39 7500 150 AHYN NNNLYN NNNNNY
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R 04R 41.961618 -087.889594 041.40 8071 150 AHYN YNNNNY YNNNNY
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R 09L 41.983954 -087.903705 089.70 7967 150 AHYN YNNNNY YNNNNY
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R 09R 41.969040 -087.902380 089.88 10141 150 AHYN YNNNNY YNNNNY
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R 14L 41.991918 -087.903546 140.10 10003 150 AHYN YNNBYN YNNNNY
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R 14R 41.976778 -087.917774 140.08 13000 200 AHYN YNNBYN YNNNNY
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R 18 41.990086 -087.900410 180.00 5341 150 AMNN NNNNNN NNNNNN
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1999-02-15 00:38:46 +00:00
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\end{verbatim}
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For each airport, a bounding polygon is generated, and written as a
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clipping record for each intersecting tile in the scenery construction
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area. The actual airport will belong to the tile containing it's
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center point, but the airport will need to be clipped out of the base
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terrain from any tiles it might spill over into.
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1999-03-13 21:42:37 +00:00
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Robin Peel (robin@cpwd.com) maintains this data base, primarily for
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use with X-Plane, but lets us use it too. His distribution contians a
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much more detailed description of the fields and formats.
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1999-02-15 00:38:46 +00:00
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\subsubsection{ShapeFile}
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The ShapeFile tool will take the polygons from shapefiles (via GFC),
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clip them to the appropriate tile boundares (via GPC) and write the
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resulting polygons to the appropriate tile in the scenery work space.
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1999-03-08 21:59:52 +00:00
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The file naming scheme is tile\_index.polygon\_id where tile\_index is
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the unique numeric index number for the tile and polygon\_id is a
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unique id for the corresponding polygon. Each polygon is assigned a
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unique id before it is clipped against tile boundaries. Later we will
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need to match up the edges of polygons with the pieces from the
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neighboring tiles and this unique polygon id will enable us to do
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this. Each polygon that is written out (no matter what the source or
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type) should have a unique id number assigned to it.
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1999-02-15 00:38:46 +00:00
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\subsection{Scenery generation tools}
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Issues:
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1999-03-13 21:42:37 +00:00
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\begin{itemize}
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\item Combining height data, polygon data.
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1999-02-15 00:38:46 +00:00
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1999-03-13 21:42:37 +00:00
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\item Triangulating / tri-stripping / tri-fanning.
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1999-02-15 00:38:46 +00:00
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1999-03-13 21:42:37 +00:00
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\item Matching vertices and normals along edges and at corners.
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1999-02-15 00:38:46 +00:00
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1999-03-13 21:42:37 +00:00
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\item Resolving conflicts in data:
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1999-02-15 00:38:46 +00:00
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overlapping polygon areas.
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conflicting height data between airports and DEM data
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1999-03-13 21:42:37 +00:00
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\end{itemize}
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1999-02-15 00:38:46 +00:00
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Here's the basic process to create scenery:
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Dump the raw data into the appropriate tile areas in the work space.
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This includes height data (DEM, airport) and polygon data (airport,
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hydro-data, land use data, etc.)
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For each tile, run the generic clipper on each polygon in order from
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highest to lowest incrementally building an accumulation ``super''
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polygon that comprises a union of all polygons we've processed so far
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for this tile. For each polygon first clip against this
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super-accumlation-polygon. What's left after the clip is the new
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shape of the polygon. This is the scheme for eliminating overlapping
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features on a priority basis.
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For each polygon on a tile we must determine a point inside. We need
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this for the triangulation step.
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For each polygon, triangulate all the height fields in the tile.
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Using the triangle library we can feed in all the polygon outlines
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with the corresponding interior points. We can tell the triangulator
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to start at every point except for the one we are working on and eat
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away all the triangles until a polygon border is encountered. This
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leaves us with the triangulation of each polygon.
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Now we have a pile of height data and the triangulation for each
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polygon. However, some of these hieght fields must be enforced
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(airports) and some of this can be adjusted (base terrain). We might
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also want to think about ensuring lakes are level, and rivers don't
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run up and down hills. Anyways, with a flurry of handwaving, we have
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adjusted all the heights.
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The next thing we have to worry about is making sure each tile meshes
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exactly with all it's neighbors. We do this by spliting the tile up
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into it's 4 edges, 4 corners, and the remaining vertices. We write
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these parts out as individual files if a neighboring tile hasn't been
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processed first. In other words, the first tile to be process gets to
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define the shared edge or corner. The neighbor must use this data if
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it exists. Then we have to reassemble the tile using any pre-existing
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edges from a neighbor tiles that were processed before us and
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retriangulate since our node list has changed. <whew>
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Unfortunately it's not quite this simple!
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We need to be careful, because we have to make sure we also preserve
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the polygon connections since lakes, rivers, and even airports often
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|
span multiple tiles.
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|
To do this I propose a scheme of assigning a unique integer id to each
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|
polygon. When writing out the shared edge/corner pieces I also
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|
associate this idea. So rather than disassembling, sharing, and
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|
reassembling whole tiles, we need to do this on a per-polygon basis.
|
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|
More handwaving and we are off to the next step.
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|
Now, we need to take our 3d, triangulated polygons and tri-fan or
|
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|
|
tri-strip them for rendering efficiency. We have been using a
|
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|
freeware tool called ``stripe'' but it's a typical CSci hack job where
|
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|
|
the author was more interested in demonstrating the theory, rather
|
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|
|
than demonstrating bug free, robust, well written code. Oh well. I
|
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|
|
think I will try to write a utility to combine triangles into fans.
|
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|
|
This will help culling (smaller, centralized objects == better
|
|
|
|
culling) but will happen at the expense of more vertex
|
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|
|
transformations. I'm hoping this will result in a net gain. Finger
|
|
|
|
crossed. :-)
|
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|
|
Finally, we need to take our 3d, fan-ified polygons and convert them
|
|
|
|
to the FGFS scenery format and copy them from the work space directory
|
|
|
|
tree into the final scenery directory tree.
|
|
|
|
|
1999-03-13 21:42:37 +00:00
|
|
|
\subsubsection{Array}
|
|
|
|
|
|
|
|
This library reads in the regular grid data written by the DemChop
|
|
|
|
preprocessing tool. It has a fit routine which approximates the
|
|
|
|
regular grid of height data with an irregular grid, and interpolate
|
|
|
|
the elevation of any arbitrary point inside this grid.
|
|
|
|
|
|
|
|
An irregular grid can often represent the same level detail as a
|
|
|
|
regular grid with 4-6x fewer polygons. This is very desirable in a
|
|
|
|
flight sim where both detail and rendering speed is very important.
|
|
|
|
|
|
|
|
Another feature of an irregular grid is that it carries fewer
|
|
|
|
artifacts that could provide negative training value to pilots. For
|
|
|
|
instance a regular grid could give a pilot non-realistic cues for
|
|
|
|
determining north/south/east/west.
|
|
|
|
|
|
|
|
\subsubsection{Clipper}
|
|
|
|
|
|
|
|
This library makes heavy use of ``the generic polygon clipper''. The
|
|
|
|
polygons of each tile are clipped against the tile boundaries as well
|
|
|
|
as any higher priority polygons for that tile. To do this the library
|
|
|
|
processes the polygons from highest priority to lowest and
|
|
|
|
incrimentally builds up an accumulation ``super-polygon''. This
|
|
|
|
super-polygon is the union of all the polygons processed so far. As
|
|
|
|
each polygon is processed, it is first clipped against this
|
|
|
|
super-accumlation-polygon. What's left after the clip is the new
|
|
|
|
shape of the polygon. This is the scheme for eliminating overlapping
|
|
|
|
features on a priority basis. In the end we can create a base-terrain
|
|
|
|
polygon out the remaining open areas of the tile that weren't covered
|
|
|
|
by any other polygons. This way we end up with a set of ``puzzle''
|
|
|
|
pieces that together form the complete tile with no overlaps and no
|
|
|
|
gaps.
|
|
|
|
|
|
|
|
|
|
|
|
% \subsubsection{Dem2node}
|
|
|
|
%
|
|
|
|
% This tool takes the raw DEM files and calls routines from libDEM.a to
|
|
|
|
% create the irregular grid approximation of the original data. The
|
|
|
|
% elevation data is writen to the to the appropriate tile in the scenery
|
|
|
|
% work space.
|
|
|
|
|
1999-02-15 00:38:46 +00:00
|
|
|
% \subsubsection{Areas}
|
|
|
|
% \subsubsection{AssemTris}
|
|
|
|
% \subsubsection{FixNode}
|
|
|
|
% \subsubsection{FixObj}
|
|
|
|
% \subsubsection{SplitTris}
|
|
|
|
% \subsubsection{Stripe\_w}
|
|
|
|
% \subsubsection{Tri2obj}
|
|
|
|
|
|
|
|
\subsection{Miscellaneous Utilities}
|
|
|
|
|
|
|
|
\subsubsection{tile-sizes.pl}
|
|
|
|
|
|
|
|
Generates the width of a 1/8 x 1/8 degree tile at various latitudes.
|
|
|
|
|
|
|
|
|
|
|
|
\end{document}
|
|
|
|
|
|
|
|
|
|
|
|
%------------------------------------------------------------------------
|
|
|
|
% $Log$
|
1999-03-13 21:42:37 +00:00
|
|
|
% Revision 1.3 1999/03/13 21:42:37 curt
|
|
|
|
% Updated to match current scenery generation tools progress.
|
|
|
|
%
|
1999-03-08 21:59:52 +00:00
|
|
|
% Revision 1.2 1999/03/08 21:59:52 curt
|
|
|
|
% Updated based on current efforts.
|
|
|
|
%
|
1999-02-15 00:38:46 +00:00
|
|
|
% Revision 1.1 1999/02/15 00:38:46 curt
|
|
|
|
% Initial revision.
|
|
|
|
%
|