Split out some code from obj.cxx to userdata.[ch]xx
This commit is contained in:
parent
3e3d79dec3
commit
55ff4577d3
5 changed files with 406 additions and 359 deletions
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@ -1,6 +1,7 @@
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noinst_LIBRARIES = libObjects.a
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libObjects_a_SOURCES = \
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obj.cxx obj.hxx
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obj.cxx obj.hxx \
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userdata.cxx userdata.hxx
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INCLUDES = -I$(top_srcdir) -I$(top_srcdir)/src
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@ -22,52 +22,29 @@
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// $Id$
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#ifdef SG_MATH_EXCEPTION_CLASH
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# include <math.h>
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#endif
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#include <stdio.h>
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#include <string.h>
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// #ifdef HAVE_CONFIG_H
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// # include <config.h>
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// #endif
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#include <simgear/compiler.h>
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#include STL_STRING
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#include <map> // STL
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#include <vector> // STL
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#include <ctype.h> // isdigit()
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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/bucket/newbucket.hxx>
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#include <simgear/io/sg_binobj.hxx>
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#include <simgear/math/point3d.hxx>
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#include <simgear/math/polar3d.hxx>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/math/sg_random.h>
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#include <simgear/math/vector.hxx>
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#include <simgear/misc/sgstream.hxx>
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#include <simgear/misc/stopwatch.hxx>
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#include <simgear/math/sg_types.hxx>
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#include <simgear/misc/texcoord.hxx>
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#include <simgear/scene/material/mat.hxx>
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#include <simgear/scene/material/matlib.hxx>
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#include <simgear/scene/tgdb/leaf.hxx>
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#include <simgear/scene/tgdb/pt_lights.hxx>
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#include <Main/globals.hxx>
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#include "userdata.hxx"
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#include "obj.hxx"
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SG_USING_STD(string);
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SG_USING_STD(vector);
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typedef vector < int > int_list;
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typedef int_list::iterator int_list_iterator;
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typedef int_list::const_iterator int_point_list_iterator;
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// Generate an ocean tile
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@ -200,334 +177,6 @@ bool fgGenTile( const string& path, SGBucket b,
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}
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static void random_pt_inside_tri( float *res,
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float *n1, float *n2, float *n3 )
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{
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double a = sg_random();
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double b = sg_random();
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if ( a + b > 1.0 ) {
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a = 1.0 - a;
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b = 1.0 - b;
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}
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double c = 1 - a - b;
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res[0] = n1[0]*a + n2[0]*b + n3[0]*c;
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res[1] = n1[1]*a + n2[1]*b + n3[1]*c;
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res[2] = n1[2]*a + n2[2]*b + n3[2]*c;
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}
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/**
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* User data for populating leaves when they come in range.
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*/
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class LeafUserData : public ssgBase
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{
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public:
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bool is_filled_in;
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ssgLeaf *leaf;
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SGMaterial *mat;
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ssgBranch *branch;
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float sin_lat;
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float cos_lat;
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float sin_lon;
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float cos_lon;
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void setup_triangle( int i );
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};
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/**
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* User data for populating triangles when they come in range.
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*/
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class TriUserData : public ssgBase
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{
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public:
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bool is_filled_in;
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float * p1;
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float * p2;
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float * p3;
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sgVec3 center;
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double area;
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SGMatObjectGroup * object_group;
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ssgBranch * branch;
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LeafUserData * leafData;
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unsigned int seed;
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void fill_in_triangle();
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void add_object_to_triangle(SGMatObject * object);
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void makeWorldMatrix (sgMat4 ROT, double hdg_deg );
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};
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/**
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* Fill in a triangle with randomly-placed objects.
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*
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* This method is invoked by a callback when the triangle is in range
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* but not yet populated.
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*
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*/
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void TriUserData::fill_in_triangle ()
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{
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// generate a repeatable random seed
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sg_srandom(seed);
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int nObjects = object_group->get_object_count();
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for (int i = 0; i < nObjects; i++) {
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SGMatObject * object = object_group->get_object(i);
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double num = area / object->get_coverage_m2();
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// place an object each unit of area
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while ( num > 1.0 ) {
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add_object_to_triangle(object);
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num -= 1.0;
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}
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// for partial units of area, use a zombie door method to
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// create the proper random chance of an object being created
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// for this triangle
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if ( num > 0.0 ) {
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if ( sg_random() <= num ) {
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// a zombie made it through our door
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add_object_to_triangle(object);
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}
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}
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}
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}
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void TriUserData::add_object_to_triangle (SGMatObject * object)
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{
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// Set up the random heading if required.
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double hdg_deg = 0;
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if (object->get_heading_type() == SGMatObject::HEADING_RANDOM)
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hdg_deg = sg_random() * 360;
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sgMat4 mat;
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makeWorldMatrix(mat, hdg_deg);
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ssgTransform * pos = new ssgTransform;
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pos->setTransform(mat);
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pos->addKid( object->get_random_model( globals->get_model_loader(),
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globals->get_fg_root(),
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globals->get_props(),
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globals->get_sim_time_sec() ) );
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branch->addKid(pos);
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}
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void TriUserData::makeWorldMatrix (sgMat4 mat, double hdg_deg )
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{
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if (hdg_deg == 0) {
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mat[0][0] = leafData->sin_lat * leafData->cos_lon;
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mat[0][1] = leafData->sin_lat * leafData->sin_lon;
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mat[0][2] = -leafData->cos_lat;
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mat[0][3] = SG_ZERO;
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mat[1][0] = -leafData->sin_lon;
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mat[1][1] = leafData->cos_lon;
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mat[1][2] = SG_ZERO;
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mat[1][3] = SG_ZERO;
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} else {
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float sin_hdg = sin( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
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float cos_hdg = cos( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
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mat[0][0] = cos_hdg * leafData->sin_lat * leafData->cos_lon - sin_hdg * leafData->sin_lon;
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mat[0][1] = cos_hdg * leafData->sin_lat * leafData->sin_lon + sin_hdg * leafData->cos_lon;
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mat[0][2] = -cos_hdg * leafData->cos_lat;
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mat[0][3] = SG_ZERO;
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mat[1][0] = -sin_hdg * leafData->sin_lat * leafData->cos_lon - cos_hdg * leafData->sin_lon;
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mat[1][1] = -sin_hdg * leafData->sin_lat * leafData->sin_lon + cos_hdg * leafData->cos_lon;
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mat[1][2] = sin_hdg * leafData->cos_lat;
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mat[1][3] = SG_ZERO;
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}
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mat[2][0] = leafData->cos_lat * leafData->cos_lon;
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mat[2][1] = leafData->cos_lat * leafData->sin_lon;
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mat[2][2] = leafData->sin_lat;
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mat[2][3] = SG_ZERO;
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// translate to random point in triangle
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sgVec3 result;
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random_pt_inside_tri(result, p1, p2, p3);
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sgSubVec3(mat[3], result, center);
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mat[3][3] = SG_ONE ;
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}
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/**
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* SSG callback for an in-range triangle of randomly-placed objects.
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*
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* This pretraversal callback is attached to a branch that is traversed
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* only when a triangle is in range. If the triangle is not currently
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* populated with randomly-placed objects, this callback will populate
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* it.
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*
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* @param entity The entity to which the callback is attached (not used).
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* @param mask The entity's traversal mask (not used).
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* @return Always 1, to allow traversal and culling to continue.
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*/
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static int
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tri_in_range_callback (ssgEntity * entity, int mask)
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{
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TriUserData * data = (TriUserData *)entity->getUserData();
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if (!data->is_filled_in) {
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data->fill_in_triangle();
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data->is_filled_in = true;
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}
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return 1;
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}
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/**
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* SSG callback for an out-of-range triangle of randomly-placed objects.
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*
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* This pretraversal callback is attached to a branch that is traversed
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* only when a triangle is out of range. If the triangle is currently
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* populated with randomly-placed objects, the objects will be removed.
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*
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*
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* @param entity The entity to which the callback is attached (not used).
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* @param mask The entity's traversal mask (not used).
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* @return Always 0, to prevent any further traversal or culling.
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*/
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static int
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tri_out_of_range_callback (ssgEntity * entity, int mask)
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{
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TriUserData * data = (TriUserData *)entity->getUserData();
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if (data->is_filled_in) {
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data->branch->removeAllKids();
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data->is_filled_in = false;
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}
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return 0;
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}
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/**
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* ssgEntity with a dummy bounding sphere, to fool culling.
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*
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* This forces the in-range and out-of-range branches to be visited
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* when appropriate, even if they have no children. It's ugly, but
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* it works and seems fairly efficient (since branches can still
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* be culled when they're out of the view frustum).
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*/
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class DummyBSphereEntity : public ssgBranch
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{
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public:
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DummyBSphereEntity (float radius)
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{
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bsphere.setCenter(0, 0, 0);
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bsphere.setRadius(radius);
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}
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virtual ~DummyBSphereEntity () {}
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virtual void recalcBSphere () { bsphere_is_invalid = false; }
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};
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/**
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* Calculate the bounding radius of a triangle from its center.
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*
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* @param center The triangle center.
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* @param p1 The first point in the triangle.
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* @param p2 The second point in the triangle.
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* @param p3 The third point in the triangle.
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* @return The greatest distance any point lies from the center.
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*/
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static inline float
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get_bounding_radius( sgVec3 center, float *p1, float *p2, float *p3)
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{
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return sqrt( SG_MAX3( sgDistanceSquaredVec3(center, p1),
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sgDistanceSquaredVec3(center, p2),
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sgDistanceSquaredVec3(center, p3) ) );
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}
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/**
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* Set up a triangle for randomly-placed objects.
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*
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* No objects will be added unless the triangle comes into range.
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*
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*/
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void LeafUserData::setup_triangle (int i )
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{
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short n1, n2, n3;
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leaf->getTriangle(i, &n1, &n2, &n3);
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float * p1 = leaf->getVertex(n1);
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float * p2 = leaf->getVertex(n2);
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float * p3 = leaf->getVertex(n3);
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// Set up a single center point for LOD
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sgVec3 center;
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sgSetVec3(center,
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(p1[0] + p2[0] + p3[0]) / 3.0,
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(p1[1] + p2[1] + p3[1]) / 3.0,
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(p1[2] + p2[2] + p3[2]) / 3.0);
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double area = sgTriArea(p1, p2, p3);
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// maximum radius of an object from center.
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double bounding_radius = get_bounding_radius(center, p1, p2, p3);
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// Set up a transformation to the center
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// point, so that everything else can
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// be specified relative to it.
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ssgTransform * location = new ssgTransform;
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sgMat4 TRANS;
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sgMakeTransMat4(TRANS, center);
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location->setTransform(TRANS);
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branch->addKid(location);
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// Iterate through all the object types.
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int num_groups = mat->get_object_group_count();
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for (int j = 0; j < num_groups; j++) {
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// Look up the random object.
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SGMatObjectGroup * group = mat->get_object_group(j);
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// Set up the range selector for the entire
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// triangle; note that we use the object
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// range plus the bounding radius here, to
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// allow for objects far from the center.
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float ranges[] = { 0,
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group->get_range_m() + bounding_radius,
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SG_MAX };
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ssgRangeSelector * lod = new ssgRangeSelector;
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lod->setRanges(ranges, 3);
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location->addKid(lod);
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// Create the in-range and out-of-range
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// branches.
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ssgBranch * in_range = new ssgBranch;
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ssgBranch * out_of_range = new ssgBranch;
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// Set up the user data for if/when
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// the random objects in this triangle
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// are filled in.
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TriUserData * data = new TriUserData;
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data->is_filled_in = false;
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data->p1 = p1;
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data->p2 = p2;
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data->p3 = p3;
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sgCopyVec3 (data->center, center);
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data->area = area;
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data->object_group = group;
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data->branch = in_range;
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data->leafData = this;
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data->seed = (unsigned int)(p1[0] * j);
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// Set up the in-range node.
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in_range->setUserData(data);
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in_range->setTravCallback(SSG_CALLBACK_PRETRAV,
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tri_in_range_callback);
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lod->addKid(in_range);
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// Set up the out-of-range node.
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out_of_range->setUserData(data);
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out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
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tri_out_of_range_callback);
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out_of_range->addKid(new DummyBSphereEntity(bounding_radius));
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lod->addKid(out_of_range);
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}
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}
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/**
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* SSG callback for an in-range leaf of randomly-placed objects.
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*
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@ -37,7 +37,7 @@
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#include <plib/ssg.h> // plib include
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#include <simgear/math/sg_types.hxx>
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#include <simgear/math/point3d.hxx>
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SG_USING_STD(string);
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303
src/Objects/userdata.cxx
Normal file
303
src/Objects/userdata.cxx
Normal file
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@ -0,0 +1,303 @@
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// userdata.hxx -- two classes for populating ssg user data slots in association
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// with our implimenation of random surface objects.
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//
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// Written by David Megginson, started December 2001.
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//
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// Copyright (C) 2001 - 2003 Curtis L. Olson - curt@flightgear.org
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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., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#include <plib/sg.h>
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#include <plib/ssg.h>
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#include <simgear/sg_inlines.h>
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#include <simgear/math/point3d.hxx>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/math/sg_random.h>
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#include <simgear/scene/material/mat.hxx>
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#include <simgear/scene/material/matmodel.hxx>
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#include <Main/globals.hxx>
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#include "userdata.hxx"
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static void random_pt_inside_tri( float *res,
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float *n1, float *n2, float *n3 )
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{
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double a = sg_random();
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double b = sg_random();
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if ( a + b > 1.0 ) {
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a = 1.0 - a;
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b = 1.0 - b;
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}
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double c = 1 - a - b;
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res[0] = n1[0]*a + n2[0]*b + n3[0]*c;
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res[1] = n1[1]*a + n2[1]*b + n3[1]*c;
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res[2] = n1[2]*a + n2[2]*b + n3[2]*c;
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}
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|
||||
/**
|
||||
* 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);
|
||||
}
|
||||
}
|
94
src/Objects/userdata.hxx
Normal file
94
src/Objects/userdata.hxx
Normal file
|
@ -0,0 +1,94 @@
|
|||
// 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; }
|
||||
};
|
||||
|
||||
|
Loading…
Add table
Reference in a new issue