2016-07-30 12:26:45 +00:00
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// scenery.cxx -- data structures and routines for managing scenery.
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//
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// Written by Curtis Olson, started May 1997.
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//
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// Copyright (C) 1997 Curtis L. Olson - http://www.flightgear.org/~curt
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// 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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//
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// $Id$
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2020-08-11 10:16:30 +00:00
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#include <config.h>
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2016-07-30 12:26:45 +00:00
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#include <stdio.h>
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#include <string.h>
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#include <osg/Camera>
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#include <osg/Transform>
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#include <osg/MatrixTransform>
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#include <osg/PositionAttitudeTransform>
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#include <osg/CameraView>
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#include <osg/LOD>
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#include <osgViewer/Viewer>
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#include <simgear/constants.h>
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#include <simgear/sg_inlines.h>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/scene/tgdb/userdata.hxx>
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#include <simgear/scene/material/matlib.hxx>
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#include <simgear/scene/material/mat.hxx>
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#include <simgear/scene/util/SGNodeMasks.hxx>
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#include <simgear/scene/util/OsgMath.hxx>
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#include <simgear/scene/util/SGSceneUserData.hxx>
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#include <simgear/scene/model/CheckSceneryVisitor.hxx>
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#include <simgear/scene/sky/sky.hxx>
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#include <simgear/bvh/BVHNode.hxx>
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#include <simgear/bvh/BVHLineSegmentVisitor.hxx>
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#include <simgear/structure/commands.hxx>
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#include <Viewer/renderer.hxx>
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#include <Main/fg_props.hxx>
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#include <GUI/MouseCursor.hxx>
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#include "terrain_stg.hxx"
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using namespace flightgear;
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using namespace simgear;
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class FGGroundPickCallback : public SGPickCallback {
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public:
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FGGroundPickCallback() : SGPickCallback(PriorityScenery)
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{ }
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virtual bool buttonPressed( int button,
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const osgGA::GUIEventAdapter&,
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const Info& info )
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{
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// only on left mouse button
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if (button != 0)
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return false;
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SGGeod geod = SGGeod::fromCart(info.wgs84);
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SG_LOG( SG_TERRAIN, SG_INFO, "Got ground pick at " << geod );
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SGPropertyNode *c = fgGetNode("/sim/input/click", true);
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c->setDoubleValue("longitude-deg", geod.getLongitudeDeg());
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c->setDoubleValue("latitude-deg", geod.getLatitudeDeg());
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c->setDoubleValue("elevation-m", geod.getElevationM());
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c->setDoubleValue("elevation-ft", geod.getElevationFt());
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fgSetBool("/sim/signals/click", 1);
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return true;
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}
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};
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class FGSceneryIntersect : public osg::NodeVisitor {
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public:
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FGSceneryIntersect(const SGLineSegmentd& lineSegment,
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const osg::Node* skipNode) :
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osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN),
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_lineSegment(lineSegment),
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_skipNode(skipNode),
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_material(0),
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_haveHit(false)
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{ }
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bool getHaveHit() const
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{ return _haveHit; }
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const SGLineSegmentd& getLineSegment() const
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{ return _lineSegment; }
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const simgear::BVHMaterial* getMaterial() const
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{ return _material; }
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virtual void apply(osg::Node& node)
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{
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if (&node == _skipNode)
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return;
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if (!testBoundingSphere(node.getBound()))
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return;
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addBoundingVolume(node);
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}
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virtual void apply(osg::Group& group)
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{
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if (&group == _skipNode)
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return;
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if (!testBoundingSphere(group.getBound()))
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return;
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traverse(group);
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addBoundingVolume(group);
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}
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virtual void apply(osg::Transform& transform)
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{ handleTransform(transform); }
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virtual void apply(osg::Camera& camera)
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{
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if (camera.getRenderOrder() != osg::Camera::NESTED_RENDER)
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return;
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handleTransform(camera);
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}
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virtual void apply(osg::CameraView& transform)
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{ handleTransform(transform); }
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virtual void apply(osg::MatrixTransform& transform)
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{ handleTransform(transform); }
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virtual void apply(osg::PositionAttitudeTransform& transform)
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{ handleTransform(transform); }
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private:
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void handleTransform(osg::Transform& transform)
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{
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if (&transform == _skipNode)
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return;
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// Hmm, may be this needs to be refined somehow ...
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if (transform.getReferenceFrame() != osg::Transform::RELATIVE_RF)
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return;
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if (!testBoundingSphere(transform.getBound()))
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return;
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osg::Matrix inverseMatrix;
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if (!transform.computeWorldToLocalMatrix(inverseMatrix, this))
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return;
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osg::Matrix matrix;
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if (!transform.computeLocalToWorldMatrix(matrix, this))
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return;
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SGLineSegmentd lineSegment = _lineSegment;
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bool haveHit = _haveHit;
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const simgear::BVHMaterial* material = _material;
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_haveHit = false;
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_lineSegment = lineSegment.transform(SGMatrixd(inverseMatrix.ptr()));
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addBoundingVolume(transform);
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traverse(transform);
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if (_haveHit) {
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_lineSegment = _lineSegment.transform(SGMatrixd(matrix.ptr()));
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} else {
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_lineSegment = lineSegment;
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_material = material;
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_haveHit = haveHit;
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}
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}
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simgear::BVHNode* getNodeBoundingVolume(osg::Node& node)
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{
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SGSceneUserData* userData = SGSceneUserData::getSceneUserData(&node);
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if (!userData)
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return 0;
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return userData->getBVHNode();
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}
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void addBoundingVolume(osg::Node& node)
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{
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simgear::BVHNode* bvNode = getNodeBoundingVolume(node);
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if (!bvNode)
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return;
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// Find ground intersection on the bvh nodes
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simgear::BVHLineSegmentVisitor lineSegmentVisitor(_lineSegment,
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0/*startTime*/);
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bvNode->accept(lineSegmentVisitor);
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if (!lineSegmentVisitor.empty()) {
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_lineSegment = lineSegmentVisitor.getLineSegment();
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_material = lineSegmentVisitor.getMaterial();
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_haveHit = true;
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}
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}
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bool testBoundingSphere(const osg::BoundingSphere& bound) const
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{
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if (!bound.valid())
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return false;
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SGSphered sphere(toVec3d(toSG(bound._center)), bound._radius);
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return intersects(_lineSegment, sphere);
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}
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SGLineSegmentd _lineSegment;
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const osg::Node* _skipNode;
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const simgear::BVHMaterial* _material;
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bool _haveHit;
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};
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////////////////////////////////////////////////////////////////////////////
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// Terrain Management system
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FGStgTerrain::FGStgTerrain() :
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_tilemgr()
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{
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_inited = false;
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}
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FGStgTerrain::~FGStgTerrain()
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{
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2020-08-11 10:16:30 +00:00
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SG_LOG(SG_TERRAIN, SG_INFO, "FGStgTerrain::dtor");
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2016-07-30 12:26:45 +00:00
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}
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// Initialize the Scenery Management system
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void FGStgTerrain::init( osg::Group* terrain ) {
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// Already set up.
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if (_inited)
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return;
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SG_LOG(SG_TERRAIN, SG_INFO, "FGStgTerrain::init - init tilemgr");
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// remember the scene terrain branch on scenegraph
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terrain_branch = terrain;
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// initialize the tile manager
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_tilemgr.init();
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// Toggle the setup flag.
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_inited = true;
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}
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void FGStgTerrain::reinit()
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{
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SG_LOG(SG_TERRAIN, SG_INFO, "FGStgTerrain::reinit - reinit tilemgr");
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_tilemgr.reinit();
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}
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void FGStgTerrain::shutdown()
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{
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SG_LOG(SG_TERRAIN, SG_INFO, "FGStgTerrain::shutdown - shutdown tilemgr");
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_tilemgr.shutdown();
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terrain_branch = NULL;
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// Toggle the setup flag.
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_inited = false;
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}
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void FGStgTerrain::update(double dt)
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{
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_tilemgr.update(dt);
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}
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void FGStgTerrain::bind()
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{
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SG_LOG(SG_TERRAIN, SG_INFO, "FGStgTerrain::bind - noop");
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}
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void FGStgTerrain::unbind()
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{
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SG_LOG(SG_TERRAIN, SG_INFO, "FGStgTerrain::unbind - noop");
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}
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bool
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FGStgTerrain::get_cart_elevation_m(const SGVec3d& pos, double max_altoff,
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double& alt,
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const simgear::BVHMaterial** material,
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const osg::Node* butNotFrom)
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{
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bool ok;
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SGGeod geod = SGGeod::fromCart(pos);
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2021-06-24 14:24:20 +00:00
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if (!geod.isValid())
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return false;
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2016-07-30 12:26:45 +00:00
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geod.setElevationM(geod.getElevationM() + max_altoff);
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ok = get_elevation_m(geod, alt, material, butNotFrom);
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return ok;
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}
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bool
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FGStgTerrain::get_elevation_m(const SGGeod& geod, double& alt,
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const simgear::BVHMaterial** material,
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const osg::Node* butNotFrom)
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{
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2021-06-24 14:24:20 +00:00
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if (!geod.isValid())
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return false;
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2016-07-30 12:26:45 +00:00
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2021-06-24 14:24:20 +00:00
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SGVec3d start = SGVec3d::fromGeod(geod);
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2016-07-30 12:26:45 +00:00
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2021-06-24 14:24:20 +00:00
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SGGeod geodEnd = geod;
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geodEnd.setElevationM(SGMiscd::min(geod.getElevationM() - 10, -10000));
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SGVec3d end = SGVec3d::fromGeod(geodEnd);
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2016-07-30 12:26:45 +00:00
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2021-06-24 14:24:20 +00:00
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FGSceneryIntersect intersectVisitor(SGLineSegmentd(start, end), butNotFrom);
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intersectVisitor.setTraversalMask(SG_NODEMASK_TERRAIN_BIT);
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terrain_branch->accept(intersectVisitor);
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if (!intersectVisitor.getHaveHit())
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return false;
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2016-07-30 12:26:45 +00:00
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2021-06-24 14:24:20 +00:00
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geodEnd = SGGeod::fromCart(intersectVisitor.getLineSegment().getEnd());
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alt = geodEnd.getElevationM();
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if (material) {
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*material = intersectVisitor.getMaterial();
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2016-07-30 12:26:45 +00:00
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}
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return true;
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}
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bool
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FGStgTerrain::get_cart_ground_intersection(const SGVec3d& pos, const SGVec3d& dir,
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SGVec3d& nearestHit,
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const osg::Node* butNotFrom)
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{
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// We assume that starting positions in the center of the earth are invalid
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if ( norm1(pos) < 1 )
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return false;
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// Make really sure the direction is normalized, is really cheap compared to
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// computation of ground intersection.
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SGVec3d start = pos;
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SGVec3d end = start + 1e5*normalize(dir); // FIXME visibility ???
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FGSceneryIntersect intersectVisitor(SGLineSegmentd(start, end), butNotFrom);
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intersectVisitor.setTraversalMask(SG_NODEMASK_TERRAIN_BIT);
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terrain_branch->accept(intersectVisitor);
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if (!intersectVisitor.getHaveHit())
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return false;
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nearestHit = intersectVisitor.getLineSegment().getEnd();
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return true;
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}
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bool FGStgTerrain::scenery_available(const SGGeod& position, double range_m)
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{
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if( schedule_scenery(position, range_m, 0.0) )
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{
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2022-10-11 21:08:29 +00:00
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double elev = 0.0;
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2020-11-08 22:43:49 +00:00
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bool use_vpb = globals->get_props()->getNode("scenery/use-vpb")->getBoolValue();
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2022-10-11 21:08:29 +00:00
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bool got_elev = get_elevation_m(SGGeod::fromGeodM(position, SG_MAX_ELEVATION_M), elev, 0, 0);
|
2020-11-08 22:43:49 +00:00
|
|
|
|
2022-10-11 21:08:29 +00:00
|
|
|
if (!use_vpb && !got_elev)
|
2016-07-30 12:26:45 +00:00
|
|
|
{
|
|
|
|
SG_LOG(SG_TERRAIN, SG_DEBUG, "FGStgTerrain::scenery_available - false" );
|
|
|
|
return false;
|
|
|
|
}
|
2022-10-11 21:08:29 +00:00
|
|
|
|
2016-07-30 12:26:45 +00:00
|
|
|
SGVec3f p = SGVec3f::fromGeod(SGGeod::fromGeodM(position, elev));
|
|
|
|
osg::FrameStamp* framestamp
|
CompositeViewer: Support for multiple view windows using osgViewer::CompositeViewer.
Overview:
Previously Flightgear always used a single osgViewer::Viewer(), which
inherits from both osgViewer::ViewerBase and osgViewer::View, giving a
single view window.
If CompositeViewer is enabled, we instead use a osgViewer::CompositeViewer
which contains a list of osgViewer::View's. Each of these View's can have
its own eye position, so we can have multiple different views of the same
scene.
Enable at runtime with: --composite-viewer=1
Changes to allow use of osgViewer::CompositeViewer:
Previously FGRenderer had this method:
osgViewer::Viewer* getViewer();
This has been replaced by these two new methods:
osgViewer::ViewerBase* getViewerBase();
osgViewer::View* getView();
If CompositeViewer is not enabled (the default), the actual runtime state
is unchanged, and getViewerBase() and getView() both return a pointer to
the singleton osgViewer::Viewer() object.
If CompositeViewer is enabled, getViewerBase() returns a pointer to a
singleton osgViewer::CompositeViewer object, and getView() returns a
pointer to the first osgViewer::View in the osgViewer::CompositeViewer's
list.
The other significant change to FGRenderer() is the new method:
osg::FrameStamp* getFrameStamp()
If CompositeViewer is not enabled, this simply returns
getView()->getFrameStamp(). If CompositeViewer is enabled it returns
getViewerBase()->getFrameStamp(). It is important that code that previously
called getView()->getFrameStamp() is changed to use the new method, because
when CompositeViewer is enabled individual osgViewer::View's appear to
return an osg::FrameStamp with zero frame number).
All code that uses FGRenderer has been patched up to use the new methods so
that things work as before regardless of whether CompositeViewer is enabled
or not.
We make FGRenderer::update() call SviewUpdate() which updates any extra
views.
Extra view windows:
If CompositeViewer is enabled, one can create top-level extra view windows
by calling SviewCreate(). See src/Viewer/sview.hxx for details.
Each extra view window has its own simgear::compositor::Compositor
instance.
Currently SviewCreate() can create extra view windows that clone the
current view, or view from one point to another (e.g. from one multiplayer
aircraft to the user's aircradt) or keep two aircraft in view, one at a
fixed distance in the foreground.
SviewCreate() can be called from nasal via new nasal commands "view-clone",
"view-last-pair", "view-last-pair-double" and "view-push". Associated
changes to fgdata gives access to these via the View menu. The "view-push"
command tags the current view for later use by "view-last-pair" and
"view-last-pair-double".
Extra view windows created by SviewCreate() use a new view system called
Sview, which allows views to be constructed at runtime instead of being
hard-coded in *-set.xml files. This is work in progress and views aren't
all fully implemented. For example Pilot view gets things slightly wrong
with large roll values, Tower View AGL is not implemented, and we don't
implement damping. See top of src/Viewer/sview.cxx for an overview.
OpenSceneGraph-3.4 issues:
OSG-3.4's event handling seems to be incorrect with CompositeViewer -
events get sent for the wrong window which causes issues with resize and
closing. It doesn't seem to be possible to work around this, so closing
extra view windows can end up closing the main window for example.
OSG-3.6 seems to fix the problems.
We warn if CompositeViewer is enabled and OpenSceneGraph is 3.4.
2020-11-16 18:43:46 +00:00
|
|
|
= globals->get_renderer()->getFrameStamp();
|
2016-07-30 12:26:45 +00:00
|
|
|
|
|
|
|
FGScenery* pSceneryManager = globals->get_scenery();
|
|
|
|
simgear::CheckSceneryVisitor csnv(pSceneryManager->getPager(), toOsg(p), range_m, framestamp);
|
|
|
|
// currently the PagedLODs will not be loaded by the DatabasePager
|
|
|
|
// while the splashscreen is there, so CheckSceneryVisitor force-loads
|
|
|
|
// missing objects in the main thread
|
|
|
|
terrain_branch->accept(csnv);
|
|
|
|
if(!csnv.isLoaded()) {
|
|
|
|
SG_LOG(SG_TERRAIN, SG_DEBUG, "FGScenery::scenery_available: waiting on CheckSceneryVisitor");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
SG_LOG(SG_TERRAIN, SG_DEBUG, "FGStgTerrain::scenery_available - true" );
|
|
|
|
return true;
|
|
|
|
} else {
|
|
|
|
SG_LOG(SG_TERRAIN, SG_DEBUG, "FGScenery::scenery_available: waiting on tile manager");
|
|
|
|
}
|
|
|
|
SG_LOG(SG_TERRAIN, SG_DEBUG, "FGStgTerrain::scenery_available - false" );
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool FGStgTerrain::schedule_scenery(const SGGeod& position, double range_m, double duration)
|
|
|
|
{
|
|
|
|
SG_LOG(SG_TERRAIN, SG_BULK, "FGStgTerrain::schedule_scenery");
|
|
|
|
|
|
|
|
return _tilemgr.schedule_scenery( position, range_m, duration );
|
|
|
|
}
|
|
|
|
|
|
|
|
void FGStgTerrain::materialLibChanged()
|
|
|
|
{
|
|
|
|
_tilemgr.materialLibChanged();
|
|
|
|
}
|