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Random-object and -light placement optimizations from Norman Vine.

This commit is contained in:
david 2002-08-08 23:09:02 +00:00
parent 4dac47f558
commit 47b4dcd65f
2 changed files with 136 additions and 194 deletions
src/Objects

View file

@ -47,6 +47,7 @@
#include <simgear/math/polar3d.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/math/vector.hxx>
#include <simgear/misc/sgstream.hxx>
#include <simgear/misc/stopwatch.hxx>
#include <simgear/misc/texcoord.hxx>
@ -253,8 +254,6 @@ bool fgGenTile( const string& path, SGBucket b,
static void random_pt_inside_tri( float *res,
float *n1, float *n2, float *n3 )
{
sgVec3 p1, p2, p3;
double a = sg_random();
double b = sg_random();
if ( a + b > 1.0 ) {
@ -263,12 +262,9 @@ static void random_pt_inside_tri( float *res,
}
double c = 1 - a - b;
sgScaleVec3( p1, n1, a );
sgScaleVec3( p2, n2, b );
sgScaleVec3( p3, n3, c );
sgAddVec3( res, p1, p2 );
sgAddVec3( res, p3 );
res[0] = n1[0]*a + n2[0]*b + n3[0]*c;
res[1] = n1[1]*a + n2[1]*b + n3[1]*c;
res[2] = n1[2]*a + n2[2]*b + n3[2]*c;
}
@ -282,7 +278,7 @@ static void gen_random_surface_points( ssgLeaf *leaf, ssgVertexArray *lights,
// generate a repeatable random seed
p1 = leaf->getVertex( 0 );
unsigned int seed = (unsigned int)p1[0];
unsigned int seed = (unsigned int)(fabs(p1[0]*100));
sg_srandom( seed );
for ( int i = 0; i < num; ++i ) {
@ -315,92 +311,22 @@ static void gen_random_surface_points( ssgLeaf *leaf, ssgVertexArray *lights,
/**
* Create a rotation matrix to align an object for the current lat/lon.
*
* By default, objects are aligned for the north pole. This code
* calculates a matrix to rotate them for the surface of the earth in
* the current location.
*
* TODO: there should be a single version of this method somewhere
* for all of SimGear.
*
* @param ROT The resulting rotation matrix.
* @param hdg_deg The object heading in degrees.
* @param lon_deg The longitude in degrees.
* @param lat_deg The latitude in degrees.
* User data for populating leaves when they come in range.
*/
static void
makeWorldUpRotationMatrix (sgMat4 ROT, double hdg_deg,
double lon_deg, double lat_deg)
class LeafUserData : public ssgBase
{
SGfloat sin_lat = sin( lat_deg * SGD_DEGREES_TO_RADIANS );
SGfloat cos_lat = cos( lat_deg * SGD_DEGREES_TO_RADIANS );
SGfloat sin_lon = sin( lon_deg * SGD_DEGREES_TO_RADIANS );
SGfloat cos_lon = cos( lon_deg * SGD_DEGREES_TO_RADIANS );
SGfloat sin_hdg = sin( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
SGfloat cos_hdg = cos( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
public:
bool is_filled_in;
ssgLeaf * leaf;
FGNewMat * mat;
ssgBranch * branch;
float sin_lat;
float cos_lat;
float sin_lon;
float cos_lon;
ROT[0][0] = cos_hdg * sin_lat * cos_lon - sin_hdg * sin_lon;
ROT[0][1] = cos_hdg * sin_lat * sin_lon + sin_hdg * cos_lon;
ROT[0][2] = -cos_hdg * cos_lat;
ROT[0][3] = SG_ZERO;
ROT[1][0] = -sin_hdg * sin_lat * cos_lon - cos_hdg * sin_lon;
ROT[1][1] = -sin_hdg * sin_lat * sin_lon + cos_hdg * cos_lon;
ROT[1][2] = sin_hdg * cos_lat;
ROT[1][3] = SG_ZERO;
ROT[2][0] = cos_lat * cos_lon;
ROT[2][1] = cos_lat * sin_lon;
ROT[2][2] = sin_lat;
ROT[2][3] = SG_ZERO;
ROT[3][0] = SG_ZERO;
ROT[3][1] = SG_ZERO;
ROT[3][2] = SG_ZERO;
ROT[3][3] = SG_ONE ;
}
/**
* Add an object to a random location inside a triangle.
*
* @param p1 The first vertex of the triangle.
* @param p2 The second vertex of the triangle.
* @param p3 The third vertex of the triangle.
* @param center The center of the triangle.
* @param lon_deg The longitude of the surface center, in degrees.
* @param lat_deg The latitude of the surface center, in degrees.
* @param object The randomly-placed object.
* @param branch The branch where the object should be added to the
* scene graph.
*/
static void
add_object_to_triangle (sgVec3 p1, sgVec3 p2, sgVec3 p3, sgVec3 center,
double lon_deg, double lat_deg,
FGNewMat::Object * object, ssgBranch * branch)
{
// Set up the random heading if required.
double hdg_deg = 0;
if (object->get_heading_type() == FGNewMat::Object::HEADING_RANDOM)
hdg_deg = sg_random() * 360;
sgVec3 result;
sgMat4 ROT;
makeWorldUpRotationMatrix(ROT, hdg_deg, lon_deg, lat_deg);
random_pt_inside_tri(result, p1, p2, p3);
sgSubVec3(result, center);
sgMat4 OBJ_pos, OBJ;
sgMakeTransMat4(OBJ_pos, result);
sgCopyMat4(OBJ, ROT);
sgPostMultMat4(OBJ, OBJ_pos);
ssgTransform * pos = new ssgTransform;
pos->setTransform(OBJ);
pos->addKid(object->get_random_model());
branch->addKid(pos);
}
void setup_triangle( int i );
};
/**
@ -413,11 +339,16 @@ public:
float * p1;
float * p2;
float * p3;
sgVec3 center;
double area;
FGNewMat::ObjectGroup * object_group;
ssgBranch * branch;
double lon_deg;
double lat_deg;
LeafUserData * leafData;
unsigned int seed;
void fill_in_triangle();
void add_object_to_triangle(FGNewMat::Object * object);
void makeWorldMatrix (sgMat4 ROT, double hdg_deg );
};
@ -427,38 +358,22 @@ public:
* This method is invoked by a callback when the triangle is in range
* but not yet populated.
*
* @param p1 The first vertex of the triangle.
* @param p2 The second vertex of the triangle.
* @param p3 The third vertex of the triangle.
* @param mat The triangle's material.
* @param object_index The index of the random object in the triangle.
* @param branch The branch where the objects should be added.
* @param lon_deg The longitude of the surface center, in degrees.
* @param lat_deg The latitude of the surface center, in degrees.
*/
static void
fill_in_triangle (float * p1, float * p2, float * p3,
FGNewMat::ObjectGroup * object_group, ssgBranch * branch,
double lon_deg, double lat_deg, unsigned int seed)
void TriUserData::fill_in_triangle ()
{
// generate a repeatable random seed
sg_srandom(seed);
int nObjects = object_group->get_object_count();
for (int i = 0; i < nObjects; i++) {
FGNewMat::Object * object = object_group->get_object(i);
sgVec3 center;
sgSetVec3(center,
(p1[0] + p2[0] + p3[0]) / 3.0,
(p1[1] + p2[1] + p3[1]) / 3.0,
(p1[2] + p2[2] + p3[2]) / 3.0);
double area = sgTriArea(p1, p2, p3);
double num = area / object->get_coverage_m2();
// place an object each unit of area
while ( num > 1.0 ) {
add_object_to_triangle(p1, p2, p3, center, lon_deg, lat_deg,
object, branch);
add_object_to_triangle(object);
num -= 1.0;
}
// for partial units of area, use a zombie door method to
@ -467,13 +382,67 @@ fill_in_triangle (float * p1, float * p2, float * p3,
if ( num > 0.0 ) {
if ( sg_random() <= num ) {
// a zombie made it through our door
add_object_to_triangle(p1, p2, p3, center, lon_deg, lat_deg,
object, branch);
add_object_to_triangle(object);
}
}
}
}
void TriUserData::add_object_to_triangle (FGNewMat::Object * object)
{
// Set up the random heading if required.
double hdg_deg = 0;
if (object->get_heading_type() == FGNewMat::Object::HEADING_RANDOM)
hdg_deg = sg_random() * 360;
sgMat4 mat;
makeWorldMatrix(mat, hdg_deg);
ssgTransform * pos = new ssgTransform;
pos->setTransform(mat);
pos->addKid(object->get_random_model());
branch->addKid(pos);
}
void TriUserData::makeWorldMatrix (sgMat4 mat, double hdg_deg )
{
if (hdg_deg == 0) {
mat[0][0] = leafData->sin_lat * leafData->cos_lon;
mat[0][1] = leafData->sin_lat * leafData->sin_lon;
mat[0][2] = -leafData->cos_lat;
mat[0][3] = SG_ZERO;
mat[1][0] = -leafData->sin_lon;
mat[1][1] = leafData->cos_lon;
mat[1][2] = SG_ZERO;
mat[1][3] = SG_ZERO;
} else {
float sin_hdg = sin( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
float cos_hdg = cos( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
mat[0][0] = cos_hdg * leafData->sin_lat * leafData->cos_lon - sin_hdg * leafData->sin_lon;
mat[0][1] = cos_hdg * leafData->sin_lat * leafData->sin_lon + sin_hdg * leafData->cos_lon;
mat[0][2] = -cos_hdg * leafData->cos_lat;
mat[0][3] = SG_ZERO;
mat[1][0] = -sin_hdg * leafData->sin_lat * leafData->cos_lon - cos_hdg * leafData->sin_lon;
mat[1][1] = -sin_hdg * leafData->sin_lat * leafData->sin_lon + cos_hdg * leafData->cos_lon;
mat[1][2] = sin_hdg * leafData->cos_lat;
mat[1][3] = SG_ZERO;
}
mat[2][0] = leafData->cos_lat * leafData->cos_lon;
mat[2][1] = leafData->cos_lat * leafData->sin_lon;
mat[2][2] = leafData->sin_lat;
mat[2][3] = SG_ZERO;
// translate to random point in triangle
sgVec3 result;
random_pt_inside_tri(result, p1, p2, p3);
sgSubVec3(mat[3], result, center);
mat[3][3] = SG_ONE ;
}
/**
* SSG callback for an in-range triangle of randomly-placed objects.
*
@ -491,9 +460,7 @@ tri_in_range_callback (ssgEntity * entity, int mask)
{
TriUserData * data = (TriUserData *)entity->getUserData();
if (!data->is_filled_in) {
fill_in_triangle(data->p1, data->p2, data->p3, data->object_group,
data->branch, data->lon_deg, data->lat_deg,
data->seed);
data->fill_in_triangle();
data->is_filled_in = true;
}
return 1;
@ -572,25 +539,24 @@ get_bounding_radius( sgVec3 center, float *p1, float *p2, float *p3)
*
* No objects will be added unless the triangle comes into range.
*
* @param leaf The leaf containing the data for the terrain surface.
* @param tri_index The index of the triangle in the leaf.
* @param mat The material data for the triangle.
* @param branch The branch to which the randomly-placed objects
* should be added.
* @param lon_deg The longitude of the surface center, in degrees.
* @param lat_deg The latitude of the surface center, in degrees.
*/
static void
setup_triangle (float * p1, float * p2, float * p3,
FGNewMat * mat, ssgBranch * branch,
double lon_deg, double lat_deg)
void LeafUserData::setup_triangle (int i )
{
short n1, n2, n3;
leaf->getTriangle(i, &n1, &n2, &n3);
float * p1 = leaf->getVertex(n1);
float * p2 = leaf->getVertex(n2);
float * p3 = leaf->getVertex(n3);
// Set up a single center point for LOD
sgVec3 center;
sgSetVec3(center,
(p1[0] + p2[0] + p3[0]) / 3.0,
(p1[1] + p2[1] + p3[1]) / 3.0,
(p1[2] + p2[2] + p3[2]) / 3.0);
double area = sgTriArea(p1, p2, p3);
// maximum radius of an object from center.
double bounding_radius = get_bounding_radius(center, p1, p2, p3);
@ -606,17 +572,17 @@ setup_triangle (float * p1, float * p2, float * p3,
// Iterate through all the object types.
int num_groups = mat->get_object_group_count();
for (int i = 0; i < num_groups; i++) {
for (int j = 0; j < num_groups; j++) {
// Look up the random object.
FGNewMat::ObjectGroup * group = mat->get_object_group(i);
FGNewMat::ObjectGroup * group = mat->get_object_group(j);
// Set up the range selector for the entire
// triangle; note that we use the object
// range plus the bounding radius here, to
// allow for objects far from the center.
float ranges[] = {0,
float ranges[] = { 0,
group->get_range_m() + bounding_radius,
SG_MAX};
SG_MAX };
ssgRangeSelector * lod = new ssgRangeSelector;
lod->setRanges(ranges, 3);
location->addKid(lod);
@ -634,11 +600,12 @@ setup_triangle (float * p1, float * p2, float * p3,
data->p1 = p1;
data->p2 = p2;
data->p3 = p3;
sgCopyVec3 (data->center, center);
data->area = area;
data->object_group = group;
data->branch = in_range;
data->lon_deg = lon_deg;
data->lat_deg = lat_deg;
data->seed = (unsigned int)((p1[0] + lon_deg + lat_deg) * i * 128);
data->leafData = this;
data->seed = (unsigned int)(p1[0] * j);
// Set up the in-range node.
in_range->setUserData(data);
@ -655,22 +622,6 @@ setup_triangle (float * p1, float * p2, float * p3,
}
}
/**
* User data for populating leaves when they come in range.
*/
class LeafUserData : public ssgBase
{
public:
bool is_filled_in;
ssgLeaf * leaf;
FGNewMat * mat;
ssgBranch * branch;
double lon_deg;
double lat_deg;
};
/**
* SSG callback for an in-range leaf of randomly-placed objects.
*
@ -694,12 +645,7 @@ leaf_in_range_callback (ssgEntity * entity, int mask)
// and populate them.
int num_tris = data->leaf->getNumTriangles();
for ( int i = 0; i < num_tris; ++i ) {
short n1, n2, n3;
data->leaf->getTriangle(i, &n1, &n2, &n3);
setup_triangle(data->leaf->getVertex(n1),
data->leaf->getVertex(n2),
data->leaf->getVertex(n3),
data->mat, data->branch, data->lon_deg, data->lat_deg);
data->setup_triangle(i);
}
data->is_filled_in = true;
}
@ -744,8 +690,6 @@ leaf_out_of_range_callback (ssgEntity * entity, int mask)
* @param leaf The surface where the objects should be placed.
* @param branch The branch that will hold the randomly-placed objects.
* @param center The center of the leaf in FlightGear coordinates.
* @param lon_deg The longitude of the surface center, in degrees.
* @param lat_deg The latitude of the surface center, in degrees.
* @param material_name The name of the surface's material.
*/
static void
@ -784,7 +728,7 @@ gen_random_surface_objects (ssgLeaf *leaf,
// LOD for the leaf
// max random object range: 20000m
float ranges[] = {0, 20000, 1000000};
float ranges[] = { 0, 20000, 1000000 };
ssgRangeSelector * lod = new ssgRangeSelector;
lod->setRanges(ranges, 3);
branch->addKid(lod);
@ -801,8 +745,10 @@ gen_random_surface_objects (ssgLeaf *leaf,
data->leaf = leaf;
data->mat = mat;
data->branch = in_range;
data->lon_deg = lon_deg;
data->lat_deg = lat_deg;
data->sin_lat = sin(lat_deg * SGD_DEGREES_TO_RADIANS);
data->cos_lat = cos(lat_deg * SGD_DEGREES_TO_RADIANS);
data->sin_lon = sin(lon_deg * SGD_DEGREES_TO_RADIANS);
data->cos_lon = cos(lon_deg * SGD_DEGREES_TO_RADIANS);
in_range->setUserData(data);
in_range->setTravCallback(SSG_CALLBACK_PRETRAV, leaf_in_range_callback);
@ -896,7 +842,6 @@ ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
#else
while ( ! in.eof() ) {
#endif
in >> ::skipws;
if ( in.get( c ) && c == '#' ) {
@ -1269,8 +1214,8 @@ ssgLeaf *gen_leaf( const string& path,
const GLenum ty, const string& material,
const point_list& nodes, const point_list& normals,
const point_list& texcoords,
const int_list node_index,
const int_list normal_index,
const int_list& node_index,
const int_list& normal_index,
const int_list& tex_index,
const bool calc_lights, ssgVertexArray *lights )
{
@ -1470,7 +1415,10 @@ bool fgBinObjLoad( const string& path, const bool is_base,
false, ground_lights );
if ( is_lighting ) {
float ranges[] = { 0, 12000 };
float ranges[] = {
0,
12000
};
leaf->setCallback(SSG_CALLBACK_PREDRAW, runway_lights_predraw);
ssgRangeSelector * lod = new ssgRangeSelector;
lod->setRanges(ranges, 2);
@ -1485,7 +1433,7 @@ bool fgBinObjLoad( const string& path, const bool is_base,
// (actually an ssgRangeSelector) named "random-models".
ssgBranch * random_object_branch = 0;
if (use_random_objects) {
float ranges[] = {0, 20000}; // Maximum 20km range for random objects
float ranges[] = { 0, 20000 }; // Maximum 20km range for random objects
ssgRangeSelector * object_lod = new ssgRangeSelector;
object_lod->setRanges(ranges, 2);
object_lod->setName("random-models");

View file

@ -36,12 +36,6 @@
#include <simgear/compiler.h>
// #ifdef HAVE_WINDOWS_H
// # include <windows.h>
// #endif
// #include <GL/glut.h>
#include STL_STRING
#include <plib/ssg.h> // plib include
@ -57,7 +51,7 @@ SG_USING_STD(string);
#define FG_MAX_NODES 4000
// Load an Binary obj file
// Load a Binary obj file
bool fgBinObjLoad( const string& path, const bool is_base,
Point3D *center,
double *bounding_radius,
@ -76,13 +70,13 @@ bool fgGenTile( const string& path, SGBucket b,
ssgBranch* geometry );
// Create an ssg leaf
// Create a ssg leaf
ssgLeaf *gen_leaf( const string& path,
const GLenum ty, const string& material,
const point_list& nodes, const point_list& normals,
const point_list& texcoords,
const int_list node_index,
const int_list normal_index,
const int_list& node_index,
const int_list& normal_index,
const int_list& tex_index,
const bool calc_lights, ssgVertexArray *lights );