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flightgear/src/FDM/groundcache.cxx

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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>
#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"
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.
GroundProperty *gp = new GroundProperty;
gp->wire_id = -1;
FGAICarrierHardware *ud =
dynamic_cast<FGAICarrierHardware*>(l->getUserData());
if (ud) {
switch (ud->type) {
case FGAICarrierHardware::Wire:
gp->type = FGInterface::Wire;
gp->wire_id = ud->id;
break;
case FGAICarrierHardware::Catapult:
gp->type = FGInterface::Catapult;
break;
default:
gp->type = FGInterface::Solid;
break;
}
// Copy the velocity from the carrier class.
ud->carrier->getVelocityWrtEarth( gp->vel );
}
else {
// Initialize velocity field.
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();
SG_LOG(SG_FLIGHT,SG_INFO,
"New triangle in cache: " << category << " " << file );
if (category == "Runway")
gp->type = FGInterface::Solid;
else {
if (file == "asphault.rgb" || file == "airport.rgb")
gp->type = FGInterface::Solid;
else if (file == "water.rgb" || file == "water-lake.rgb")
gp->type = FGInterface::Water;
else if (file == "forest.rgb" || file == "cropwood.rgb")
gp->type = FGInterface::Forest;
}
}
return gp;
}
// 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 bool
sgIsectSphereInfLine(const sgSphere *sp,
const sgVec3 pt_on_line, const sgVec3 dir)
{
sgVec3 r ;
sgSubVec3 ( r, sp->getCenter(), pt_on_line ) ;
SGfloat projectedDistance = sgScalarProductVec3(r, dir);
SGfloat dist = sgScalarProductVec3 ( r, r ) -
projectedDistance * projectedDistance;
SGfloat radius = sp->getRadius();
return dist < radius*radius;
}
void
FGGroundCache::addAndFlattenLeaf(GLenum ty, ssgLeaf *l, ssgIndexArray *ia,
const sgMat4 xform)
{
// Extract data from the leaf which is just copied.
ssgVertexArray *va = ((ssgVtxTable *)l)->getVertices();
// Create a new leaf.
ssgVtxArray *vtxa = new ssgVtxArray( ty, va, 0, 0, 0, ia );
// Clones data ...
vtxa->removeUnusedVertices();
// Apply transform. We won't store transforms in our cache.
vtxa->transform( xform );
// Check for magic texture names object names and such ...
vtxa->setUserData( extractGroundProperty( l ) );
// Finally append to cache.
cache_root.addKid((ssgEntity*)vtxa);
}
void
FGGroundCache::putLineLeafIntoCache(const sgSphere *wsp, const sgMat4 xform,
ssgLeaf *l)
{
ssgIndexArray *ia = 0;
// Lines must have special meanings.
// Wires and catapults are done with lines.
int nl = l->getNumLines();
for (int i = 0; i < nl; ++i) {
sgSphere tmp;
short v[2];
l->getLine(i, v, v+1 );
for (int k=0; k<2; ++k)
tmp.extend( l->getVertex( v[k] ) );
tmp.orthoXform(xform);
if (wsp->intersects( &tmp )) {
if (ia == 0)
ia = new ssgIndexArray();
ia->add( v[0] );
ia->add( v[1] );
}
}
if (!ia)
return;
addAndFlattenLeaf(GL_LINES, l, ia, xform);
}
void
FGGroundCache::putSurfaceLeafIntoCache(const sgSphere *sp, const sgMat4 xform,
bool sphIsec, sgVec3 down, ssgLeaf *l)
{
ssgIndexArray *ia = 0;
int nt = l->getNumTriangles();
for (int i = 0; i < nt; ++i) {
// Build up a sphere around that particular triangle-
sgSphere tmp;
short v[3];
l->getTriangle(i, v, v+1, v+2 );
for (int k=0; k<3; ++k)
tmp.extend( l->getVertex( v[k] ) );
tmp.orthoXform(xform);
// Check if the sphere around the vehicle intersects the sphere
// around that triangle. If so, put that triangle into the cache.
if (sphIsec && sp->intersects( &tmp )) {
if (ia == 0)
ia = new ssgIndexArray();
ia->add( v[0] );
ia->add( v[1] );
ia->add( v[2] );
}
// 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.
if ( sgIsectSphereInfLine(&tmp, sp->getCenter(), down) ) {
sgVec3 tri[3];
for (int k=0; k<3; ++k) {
sgCopyVec3( tri[k], l->getVertex( v[k] ) );
sgXformPnt3( tri[k], xform );
}
sgVec4 plane;
sgMakePlane( plane, tri[0], tri[1], tri[2] );
sgVec3 ac_cent;
sgCopyVec3(ac_cent, sp->getCenter());
sgVec3 dst;
sgIsectInfLinePlane( dst, ac_cent, down, plane );
if ( sgPointInTriangle ( dst, tri ) ) {
found_ground = true;
sgdVec3 ddst;
sgdSetVec3(ddst, dst);
sgdAddVec3(ddst, cache_center);
double this_radius = sgdLengthVec3(ddst);
if (ground_radius < this_radius)
ground_radius = this_radius;
}
}
}
if (!ia)
return;
addAndFlattenLeaf(GL_TRIANGLES, l, ia, xform);
}
// Here is the point where rotation should be handled
void
FGGroundCache::extractCacheRelativeVertex(double t, ssgVtxArray *va,
GroundProperty *gp,
short i, sgVec3 rel_pos,
sgdVec3 wgs84_vel)
{
sgCopyVec3( rel_pos, va->getVertex( i ) );
sgAddScaledVec3( rel_pos, gp->vel, t );
// Set velocity.
sgdSetVec3( wgs84_vel, gp->vel );
}
void
FGGroundCache::extractWgs84Vertex(double t, ssgVtxArray *va,
GroundProperty *gp, short i,
sgdVec3 wgs84_pos, sgdVec3 wgs84_vel)
{
sgVec3 rel_pos;
extractCacheRelativeVertex(t, va, gp, i, rel_pos, wgs84_vel);
sgdSetVec3( wgs84_pos, rel_pos );
sgdAddVec3( wgs84_pos, cache_center );
}
void
FGGroundCache::cache_fill(ssgBranch *branch, sgMat4 xform,
sgSphere* sp, sgVec3 down, sgSphere* wsp)
{
// Travel through all kids.
ssgEntity *e;
for ( e = branch->getKid(0); e != NULL ; e = branch->getNextKid() ) {
if ( !( e->getTraversalMask() & SSGTRAV_HOT) )
continue;
if ( e->getBSphere()->isEmpty() )
continue;
// Wee 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.
sgSphere esphere = *(e->getBSphere());
esphere.orthoXform(xform);
bool wspIsec = wsp->intersects(&esphere);
bool downIsec = sgIsectSphereInfLine(&esphere, sp->getCenter(), down);
if (!wspIsec && !downIsec)
continue;
// 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 );
sgPostMultMat4( xform2, xform );
cache_fill( b, xform2, 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],
double rad)
{
// Empty cache.
cache_root.removeAllKids();
ground_radius = 0.0;
found_ground = false;
// 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;
// The center of the cache.
Point3D psc = globals->get_tile_mgr()->get_current_center();
sgdSetVec3(cache_center, psc[0], psc[1], psc[2]);
// Prepare sphere around the aircraft.
sgSphere acSphere;
acSphere.setRadius(rad);
// Compute the postion of the aircraft relative to the scenery center.
sgdVec3 doffset;
sgdSubVec3( doffset, pt, cache_center );
sgVec3 offset;
sgSetVec3( offset, doffset[0], doffset[1], doffset[2] );
acSphere.setCenter( offset );
// 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;
sgSphere wireSphere;
wireSphere.setRadius( max_wire_dist < rad ? rad : max_wire_dist );
wireSphere.setCenter( offset );
// Down vector. Is used for croase agl computations when we are far enough
// from ground that we have an empty cache.
sgVec3 down;
sgSetVec3(down, -pt[0], -pt[1], -pt[2]);
sgNormalizeVec3(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.
sgMat4 xform;
sgMakeIdentMat4(xform);
// Walk the terrain branch for now.
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
<< ", # leafs = " << cache_root.getNumKids()
<< ", 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" );
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],
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;
// We know that we have a flat cache ...
ssgEntity *e;
for ( e = cache_root.getKid(0); e != NULL ; e = cache_root.getNextKid() ) {
// We just know that, because we build that ourselfs ...
ssgVtxArray *va = (ssgVtxArray *)e;
// Only lines are interresting ...
if (va->getPrimitiveType() != GL_LINES)
continue;
GroundProperty *gp = dynamic_cast<GroundProperty*>(va->getUserData());
// Assertation???
if ( !gp )
continue;
// Check if we have a catapult ...
if ( gp->type != FGInterface::Catapult )
continue;
int nl = va->getNumLines();
for (int i=0; i < nl; ++i) {
sgdLineSegment3 ls;
sgdVec3 lsVel[2];
short vi[2];
va->getLine(i, vi, vi+1 );
extractWgs84Vertex(t, va, gp, vi[0], ls.a, lsVel[0]);
extractWgs84Vertex(t, va, gp, vi[1], ls.b, lsVel[1]);
double this_dist = sgdDistSquaredToLineSegmentVec3( ls, dpt );
if (this_dist < dist) {
dist = this_dist;
// end[0] is the end where the cat starts.
// end[1] is the end where the cat ends.
// The carrier code takes care of that ordering.
sgdCopyVec3( end[0], ls.a );
sgdCopyVec3( end[1], ls.b );
sgdCopyVec3( vel[0], lsVel[0] );
sgdCopyVec3( vel[1], lsVel[1] );
}
}
}
// 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.
sgdVec3 tmp;
sgdSubVec3( tmp, dpt, cache_center );
sgVec3 pt;
sgSetVec3( pt, tmp );
// The search direction
sgVec3 dir;
sgSetVec3( dir, -dpt[0], -dpt[1], -dpt[2] );
// Initialize to something sensible
double sqdist = DBL_MAX;
// We know that we have a flat cache ...
// We just know that, because we build that ourselfs ...
ssgEntity *e;
for ( e = cache_root.getKid(0) ; e != NULL ; e = cache_root.getNextKid() ) {
// We just know that, because we build that ourselfs ...
ssgVtxArray *va = (ssgVtxArray *)e;
// AGL computations are done with triangle/surface leafs.
if (va->getPrimitiveType() != GL_TRIANGLES)
continue;
GroundProperty *gp = dynamic_cast<GroundProperty*>(va->getUserData());
// Assertation???
if ( !gp )
continue;
int nt = va->getNumTriangles();
for (int i=0; i < nt; ++i) {
short vi[3];
va->getTriangle( i, vi, vi+1, vi+2 );
sgVec3 tri[3];
sgdVec3 dvel[3];
for (int k=0; k<3; ++k)
extractCacheRelativeVertex(t, va, gp, vi[k], tri[k], dvel[k]);
sgVec4 plane;
sgMakePlane( plane, tri[0], tri[1], tri[2] );
// Check for intersection.
sgVec3 isecpoint;
if ( sgIsectInfLinePlane( isecpoint, pt, dir, plane ) &&
sgPointInTriangle3( isecpoint, tri ) ) {
// Check for the closest intersection point.
// FIXME: is this the right one?
double newSqdist = sgDistanceSquaredVec3( isecpoint, pt );
if ( newSqdist < sqdist ) {
sqdist = newSqdist;
ret = true;
// Save the new potential intersection point.
sgdSetVec3( contact, isecpoint );
sgdAddVec3( contact, cache_center );
// The first three values in the vector are the plane normal.
sgdSetVec3( normal, plane );
// The velocity wrt earth.
/// FIXME: only true for non rotating objects!!!!
sgdCopyVec3( vel, dvel[0] );
// Save the ground type.
*type = gp->type;
// FIXME: figure out how to get that sign ...
// *agl = sqrt(sqdist);
*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;
}
bool FGGroundCache::caught_wire(double t, const double cpt[4][3])
{
bool ret = false;
// Time difference to the reference time.
t -= cache_ref_time;
bool firsttime = true;
sgVec4 plane[2];
sgVec3 tri[2][3];
// We know that we have a flat cache ...
ssgEntity *e;
for ( e = cache_root.getKid(0); e != NULL ; e = cache_root.getNextKid() ) {
// We just know that, because we build that ourselfs ...
ssgVtxArray *va = (ssgVtxArray *)e;
// Only lines are interresting ...
if (va->getPrimitiveType() != GL_LINES)
continue;
GroundProperty *gp = dynamic_cast<GroundProperty*>(va->getUserData());
// Assertation???
if ( !gp )
continue;
// Check if we have a catapult ...
if ( gp->type != FGInterface::Wire )
continue;
// Lazy compute the values required for intersectiion tests.
// Since we normally do not have wires in the cache this is a
// huge benefit.
if (firsttime) {
firsttime = false;
sgVec3 pt[4];
for (int k=0; k<4; ++k) {
sgdVec3 tmp;
sgdSubVec3( tmp, cpt[k], cache_center );
sgSetVec3( pt[k], tmp );
}
sgMakePlane( plane[0], pt[0], pt[1], pt[2] );
sgCopyVec3( tri[0][0], pt[0] );
sgCopyVec3( tri[0][1], pt[1] );
sgCopyVec3( tri[0][2], pt[2] );
sgMakePlane( plane[1], pt[0], pt[2], pt[3] );
sgCopyVec3( tri[1][0], pt[0] );
sgCopyVec3( tri[1][1], pt[2] );
sgCopyVec3( tri[1][2], pt[3] );
}
int nl = va->getNumLines();
for (int i=0; i < nl; ++i) {
short vi[2];
va->getLine(i, vi, vi+1 );
sgVec3 le[2];
sgdVec3 dummy;
extractCacheRelativeVertex(t, va, gp, vi[0], le[0], dummy);
extractCacheRelativeVertex(t, va, gp, vi[1], le[1], dummy);
for (int k=0; k<2; ++k) {
sgVec3 isecpoint;
float isecval = sgIsectLinesegPlane( isecpoint, le[0], le[1], plane[k] );
if ( 0.0 <= isecval && isecval <= 1.0 &&
sgPointInTriangle( isecpoint, tri[k] ) ) {
// Store the wire id.
wire_id = gp->wire_id;
ret = true;
}
}
}
}
return ret;
}
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;
bool ret = false;
// Time difference to th reference time.
t -= cache_ref_time;
// We know that we have a flat cache ...
ssgEntity *e;
for ( e = cache_root.getKid(0); e != NULL ; e = cache_root.getNextKid() ) {
// We just know that, because we build that ourselfs ...
ssgVtxArray *va = (ssgVtxArray *)e;
// Only lines are interresting ...
if (va->getPrimitiveType() != GL_LINES)
continue;
GroundProperty *gp = dynamic_cast<GroundProperty*>(va->getUserData());
// Assertation???
if ( !gp )
continue;
// Check if we have a catapult ...
if ( gp->type != FGInterface::Wire )
continue;
if ( gp->wire_id != wire_id )
continue;
// Get the line ends, that are the wire endpoints.
short vi[2];
va->getLine(0, vi, vi+1 );
extractWgs84Vertex(t, va, gp, vi[0], end[0], vel[0]);
extractWgs84Vertex(t, va, gp, vi[1], end[1], vel[1]);
ret = true;
}
return ret;
}
void FGGroundCache::release_wire(void)
{
wire_id = -1;
}