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Split out some code from obj.cxx to userdata.[ch]xx

This commit is contained in:
curt 2003-05-15 16:21:18 +00:00
parent 3e3d79dec3
commit 55ff4577d3
5 changed files with 406 additions and 359 deletions

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@ -1,6 +1,7 @@
noinst_LIBRARIES = libObjects.a noinst_LIBRARIES = libObjects.a
libObjects_a_SOURCES = \ libObjects_a_SOURCES = \
obj.cxx obj.hxx obj.cxx obj.hxx \
userdata.cxx userdata.hxx
INCLUDES = -I$(top_srcdir) -I$(top_srcdir)/src INCLUDES = -I$(top_srcdir) -I$(top_srcdir)/src

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@ -22,52 +22,29 @@
// $Id$ // $Id$
#ifdef HAVE_CONFIG_H // #ifdef HAVE_CONFIG_H
# include <config.h> // # include <config.h>
#endif // #endif
#ifdef SG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
#include <stdio.h>
#include <string.h>
#include <simgear/compiler.h> #include <simgear/compiler.h>
#include STL_STRING #include STL_STRING
#include <map> // STL
#include <vector> // STL
#include <ctype.h> // isdigit()
#include <simgear/constants.h> #include <simgear/bucket/newbucket.hxx>
#include <simgear/sg_inlines.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/io/sg_binobj.hxx> #include <simgear/io/sg_binobj.hxx>
#include <simgear/math/point3d.hxx>
#include <simgear/math/polar3d.hxx>
#include <simgear/math/sg_geodesy.hxx> #include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/sg_random.h> #include <simgear/math/sg_types.hxx>
#include <simgear/math/vector.hxx>
#include <simgear/misc/sgstream.hxx>
#include <simgear/misc/stopwatch.hxx>
#include <simgear/misc/texcoord.hxx> #include <simgear/misc/texcoord.hxx>
#include <simgear/scene/material/mat.hxx> #include <simgear/scene/material/mat.hxx>
#include <simgear/scene/material/matlib.hxx> #include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/tgdb/leaf.hxx> #include <simgear/scene/tgdb/leaf.hxx>
#include <simgear/scene/tgdb/pt_lights.hxx> #include <simgear/scene/tgdb/pt_lights.hxx>
#include <Main/globals.hxx> #include "userdata.hxx"
#include "obj.hxx" #include "obj.hxx"
SG_USING_STD(string); SG_USING_STD(string);
SG_USING_STD(vector);
typedef vector < int > int_list;
typedef int_list::iterator int_list_iterator;
typedef int_list::const_iterator int_point_list_iterator;
// Generate an ocean tile // Generate an ocean tile
@ -200,334 +177,6 @@ bool fgGenTile( const string& path, SGBucket b,
} }
static void random_pt_inside_tri( float *res,
float *n1, float *n2, float *n3 )
{
double a = sg_random();
double b = sg_random();
if ( a + b > 1.0 ) {
a = 1.0 - a;
b = 1.0 - b;
}
double c = 1 - a - b;
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;
}
/**
* User data for populating leaves when they come in range.
*/
class LeafUserData : public ssgBase
{
public:
bool is_filled_in;
ssgLeaf *leaf;
SGMaterial *mat;
ssgBranch *branch;
float sin_lat;
float cos_lat;
float sin_lon;
float cos_lon;
void setup_triangle( int i );
};
/**
* User data for populating triangles when they come in range.
*/
class TriUserData : public ssgBase
{
public:
bool is_filled_in;
float * p1;
float * p2;
float * p3;
sgVec3 center;
double area;
SGMatObjectGroup * object_group;
ssgBranch * branch;
LeafUserData * leafData;
unsigned int seed;
void fill_in_triangle();
void add_object_to_triangle(SGMatObject * object);
void makeWorldMatrix (sgMat4 ROT, double hdg_deg );
};
/**
* Fill in a triangle with randomly-placed objects.
*
* This method is invoked by a callback when the triangle is in range
* but not yet populated.
*
*/
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++) {
SGMatObject * object = object_group->get_object(i);
double num = area / object->get_coverage_m2();
// place an object each unit of area
while ( num > 1.0 ) {
add_object_to_triangle(object);
num -= 1.0;
}
// for partial units of area, use a zombie door method to
// create the proper random chance of an object being created
// for this triangle
if ( num > 0.0 ) {
if ( sg_random() <= num ) {
// a zombie made it through our door
add_object_to_triangle(object);
}
}
}
}
void TriUserData::add_object_to_triangle (SGMatObject * object)
{
// Set up the random heading if required.
double hdg_deg = 0;
if (object->get_heading_type() == SGMatObject::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( globals->get_model_loader(),
globals->get_fg_root(),
globals->get_props(),
globals->get_sim_time_sec() ) );
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.
*
* This pretraversal callback is attached to a branch that is traversed
* only when a triangle is in range. If the triangle is not currently
* populated with randomly-placed objects, this callback will populate
* it.
*
* @param entity The entity to which the callback is attached (not used).
* @param mask The entity's traversal mask (not used).
* @return Always 1, to allow traversal and culling to continue.
*/
static int
tri_in_range_callback (ssgEntity * entity, int mask)
{
TriUserData * data = (TriUserData *)entity->getUserData();
if (!data->is_filled_in) {
data->fill_in_triangle();
data->is_filled_in = true;
}
return 1;
}
/**
* SSG callback for an out-of-range triangle of randomly-placed objects.
*
* This pretraversal callback is attached to a branch that is traversed
* only when a triangle is out of range. If the triangle is currently
* populated with randomly-placed objects, the objects will be removed.
*
*
* @param entity The entity to which the callback is attached (not used).
* @param mask The entity's traversal mask (not used).
* @return Always 0, to prevent any further traversal or culling.
*/
static int
tri_out_of_range_callback (ssgEntity * entity, int mask)
{
TriUserData * data = (TriUserData *)entity->getUserData();
if (data->is_filled_in) {
data->branch->removeAllKids();
data->is_filled_in = false;
}
return 0;
}
/**
* ssgEntity with a dummy bounding sphere, to fool culling.
*
* This forces the in-range and out-of-range branches to be visited
* when appropriate, even if they have no children. It's ugly, but
* it works and seems fairly efficient (since branches can still
* be culled when they're out of the view frustum).
*/
class DummyBSphereEntity : public ssgBranch
{
public:
DummyBSphereEntity (float radius)
{
bsphere.setCenter(0, 0, 0);
bsphere.setRadius(radius);
}
virtual ~DummyBSphereEntity () {}
virtual void recalcBSphere () { bsphere_is_invalid = false; }
};
/**
* Calculate the bounding radius of a triangle from its center.
*
* @param center The triangle center.
* @param p1 The first point in the triangle.
* @param p2 The second point in the triangle.
* @param p3 The third point in the triangle.
* @return The greatest distance any point lies from the center.
*/
static inline float
get_bounding_radius( sgVec3 center, float *p1, float *p2, float *p3)
{
return sqrt( SG_MAX3( sgDistanceSquaredVec3(center, p1),
sgDistanceSquaredVec3(center, p2),
sgDistanceSquaredVec3(center, p3) ) );
}
/**
* Set up a triangle for randomly-placed objects.
*
* No objects will be added unless the triangle comes into range.
*
*/
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);
// Set up a transformation to the center
// point, so that everything else can
// be specified relative to it.
ssgTransform * location = new ssgTransform;
sgMat4 TRANS;
sgMakeTransMat4(TRANS, center);
location->setTransform(TRANS);
branch->addKid(location);
// Iterate through all the object types.
int num_groups = mat->get_object_group_count();
for (int j = 0; j < num_groups; j++) {
// Look up the random object.
SGMatObjectGroup * 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,
group->get_range_m() + bounding_radius,
SG_MAX };
ssgRangeSelector * lod = new ssgRangeSelector;
lod->setRanges(ranges, 3);
location->addKid(lod);
// Create the in-range and out-of-range
// branches.
ssgBranch * in_range = new ssgBranch;
ssgBranch * out_of_range = new ssgBranch;
// Set up the user data for if/when
// the random objects in this triangle
// are filled in.
TriUserData * data = new TriUserData;
data->is_filled_in = false;
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->leafData = this;
data->seed = (unsigned int)(p1[0] * j);
// Set up the in-range node.
in_range->setUserData(data);
in_range->setTravCallback(SSG_CALLBACK_PRETRAV,
tri_in_range_callback);
lod->addKid(in_range);
// Set up the out-of-range node.
out_of_range->setUserData(data);
out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
tri_out_of_range_callback);
out_of_range->addKid(new DummyBSphereEntity(bounding_radius));
lod->addKid(out_of_range);
}
}
/** /**
* SSG callback for an in-range leaf of randomly-placed objects. * SSG callback for an in-range leaf of randomly-placed objects.
* *

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@ -37,7 +37,7 @@
#include <plib/ssg.h> // plib include #include <plib/ssg.h> // plib include
#include <simgear/math/sg_types.hxx> #include <simgear/math/point3d.hxx>
SG_USING_STD(string); SG_USING_STD(string);

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@ -0,0 +1,303 @@
// userdata.hxx -- two classes for populating ssg user data slots in association
// with our implimenation of random surface objects.
//
// Written by David Megginson, started December 2001.
//
// Copyright (C) 2001 - 2003 Curtis L. Olson - curt@flightgear.org
//
// 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 <plib/sg.h>
#include <plib/ssg.h>
#include <simgear/sg_inlines.h>
#include <simgear/math/point3d.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/scene/material/mat.hxx>
#include <simgear/scene/material/matmodel.hxx>
#include <Main/globals.hxx>
#include "userdata.hxx"
static void random_pt_inside_tri( float *res,
float *n1, float *n2, float *n3 )
{
double a = sg_random();
double b = sg_random();
if ( a + b > 1.0 ) {
a = 1.0 - a;
b = 1.0 - b;
}
double c = 1 - a - b;
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;
}
/**
* Fill in a triangle with randomly-placed objects.
*
* This method is invoked by a callback when the triangle is in range
* but not yet populated.
*
*/
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++) {
SGMatModel * object = object_group->get_object(i);
double num = area / object->get_coverage_m2();
// place an object each unit of area
while ( num > 1.0 ) {
add_object_to_triangle(object);
num -= 1.0;
}
// for partial units of area, use a zombie door method to
// create the proper random chance of an object being created
// for this triangle
if ( num > 0.0 ) {
if ( sg_random() <= num ) {
// a zombie made it through our door
add_object_to_triangle(object);
}
}
}
}
void TriUserData::add_object_to_triangle (SGMatModel * object)
{
// Set up the random heading if required.
double hdg_deg = 0;
if (object->get_heading_type() == SGMatModel::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( globals->get_model_loader(),
globals->get_fg_root(),
globals->get_props(),
globals->get_sim_time_sec() ) );
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.
*
* This pretraversal callback is attached to a branch that is traversed
* only when a triangle is in range. If the triangle is not currently
* populated with randomly-placed objects, this callback will populate
* it.
*
* @param entity The entity to which the callback is attached (not used).
* @param mask The entity's traversal mask (not used).
* @return Always 1, to allow traversal and culling to continue.
*/
static int
tri_in_range_callback (ssgEntity * entity, int mask)
{
TriUserData * data = (TriUserData *)entity->getUserData();
if (!data->is_filled_in) {
data->fill_in_triangle();
data->is_filled_in = true;
}
return 1;
}
/**
* SSG callback for an out-of-range triangle of randomly-placed objects.
*
* This pretraversal callback is attached to a branch that is traversed
* only when a triangle is out of range. If the triangle is currently
* populated with randomly-placed objects, the objects will be removed.
*
*
* @param entity The entity to which the callback is attached (not used).
* @param mask The entity's traversal mask (not used).
* @return Always 0, to prevent any further traversal or culling.
*/
static int
tri_out_of_range_callback (ssgEntity * entity, int mask)
{
TriUserData * data = (TriUserData *)entity->getUserData();
if (data->is_filled_in) {
data->branch->removeAllKids();
data->is_filled_in = false;
}
return 0;
}
/**
* Calculate the bounding radius of a triangle from its center.
*
* @param center The triangle center.
* @param p1 The first point in the triangle.
* @param p2 The second point in the triangle.
* @param p3 The third point in the triangle.
* @return The greatest distance any point lies from the center.
*/
static inline float
get_bounding_radius( sgVec3 center, float *p1, float *p2, float *p3)
{
return sqrt( SG_MAX3( sgDistanceSquaredVec3(center, p1),
sgDistanceSquaredVec3(center, p2),
sgDistanceSquaredVec3(center, p3) ) );
}
/**
* Set up a triangle for randomly-placed objects.
*
* No objects will be added unless the triangle comes into range.
*
*/
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);
// Set up a transformation to the center
// point, so that everything else can
// be specified relative to it.
ssgTransform * location = new ssgTransform;
sgMat4 TRANS;
sgMakeTransMat4(TRANS, center);
location->setTransform(TRANS);
branch->addKid(location);
// Iterate through all the object types.
int num_groups = mat->get_object_group_count();
for (int j = 0; j < num_groups; j++) {
// Look up the random object.
SGMatModelGroup * 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,
group->get_range_m() + bounding_radius,
SG_MAX };
ssgRangeSelector * lod = new ssgRangeSelector;
lod->setRanges(ranges, 3);
location->addKid(lod);
// Create the in-range and out-of-range
// branches.
ssgBranch * in_range = new ssgBranch;
ssgBranch * out_of_range = new ssgBranch;
// Set up the user data for if/when
// the random objects in this triangle
// are filled in.
TriUserData * data = new TriUserData;
data->is_filled_in = false;
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->leafData = this;
data->seed = (unsigned int)(p1[0] * j);
// Set up the in-range node.
in_range->setUserData(data);
in_range->setTravCallback(SSG_CALLBACK_PRETRAV,
tri_in_range_callback);
lod->addKid(in_range);
// Set up the out-of-range node.
out_of_range->setUserData(data);
out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
tri_out_of_range_callback);
out_of_range->addKid(new DummyBSphereEntity(bounding_radius));
lod->addKid(out_of_range);
}
}

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// userdata.hxx -- two classes for populating ssg user data slots in association
// with our implimenation of random surface objects.
//
// Written by David Megginson, started December 2001.
//
// Copyright (C) 2001 - 2003 Curtis L. Olson - curt@flightgear.org
//
// 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 <plib/ssg.h>
class SGMaterial;
class SGMatModel;
class SGMatModelGroup;
/**
* User data for populating leaves when they come in range.
*/
class LeafUserData : public ssgBase
{
public:
bool is_filled_in;
ssgLeaf *leaf;
SGMaterial *mat;
ssgBranch *branch;
float sin_lat;
float cos_lat;
float sin_lon;
float cos_lon;
void setup_triangle( int i );
};
/**
* User data for populating triangles when they come in range.
*/
class TriUserData : public ssgBase
{
public:
bool is_filled_in;
float * p1;
float * p2;
float * p3;
sgVec3 center;
double area;
SGMatModelGroup * object_group;
ssgBranch * branch;
LeafUserData * leafData;
unsigned int seed;
void fill_in_triangle();
void add_object_to_triangle(SGMatModel * object);
void makeWorldMatrix (sgMat4 ROT, double hdg_deg );
};
/**
* ssgEntity with a dummy bounding sphere, to fool culling.
*
* This forces the in-range and out-of-range branches to be visited
* when appropriate, even if they have no children. It's ugly, but
* it works and seems fairly efficient (since branches can still
* be culled when they're out of the view frustum).
*/
class DummyBSphereEntity : public ssgBranch
{
public:
DummyBSphereEntity (float radius)
{
bsphere.setCenter(0, 0, 0);
bsphere.setRadius(radius);
}
virtual ~DummyBSphereEntity () {}
virtual void recalcBSphere () { bsphere_is_invalid = false; }
};