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Modified Files:

groundcache.cxx: Reorder intersection tests a bit
This commit is contained in:
frohlich 2006-11-08 20:46:07 +00:00
parent bd97270782
commit 9148f9065a

View file

@ -232,9 +232,11 @@ public:
{
setTraversalMask(SG_NODEMASK_TERRAIN_BIT);
mDown = down;
mLocalDown = down;
sphIsec = true;
mBackfaceCulling = false;
mCacheReference = cacheReference;
mLocalCacheReference = cacheReference;
mCacheRadius = cacheRadius;
mWireCacheRadius = wireCacheRadius;
@ -320,7 +322,7 @@ public:
break;
}
// Copy the velocity from the carrier class.
ud->carrier->getVelocityWrtEarth( gp.vel, gp.rot, gp.pivot );
ud->carrier->getVelocityWrtEarth(gp.vel, gp.rot, gp.pivot);
return true;
}
@ -377,13 +379,23 @@ public:
FGGroundCache::GroundProperty oldGp = mGroundProperty;
/// transform the caches center to local coords
osg::Matrix oldLocalToGlobal = mLocalToGlobal;
osg::Matrix oldGlobalToLocal = mGlobalToLocal;
transform.computeLocalToWorldMatrix(mLocalToGlobal, this);
transform.computeWorldToLocalMatrix(mGlobalToLocal, this);
SGVec3d oldLocalCacheReference = mLocalCacheReference;
mLocalCacheReference.osg() = mCacheReference.osg()*mGlobalToLocal;
SGVec3d oldLocalDown = mLocalDown;
mLocalDown.osg() = osg::Matrixd::transform3x3(mDown.osg(), mGlobalToLocal);
// walk the children
traverse(transform);
// Restore that one
mLocalDown = oldLocalDown;
mLocalCacheReference = oldLocalCacheReference;
mLocalToGlobal = oldLocalToGlobal;
mGlobalToLocal = oldGlobalToLocal;
sphIsec = oldSphIsec;
mBackfaceCulling = oldBackfaceCulling;
mGroundProperty = oldGp;
@ -392,58 +404,81 @@ public:
void addTriangle(const osg::Vec3& v1, const osg::Vec3& v2,
const osg::Vec3& v3)
{
FGGroundCache::Triangle t;
osg::Vec3d gv1 = osg::Vec3d(v1)*mLocalToGlobal;
osg::Vec3d gv2 = osg::Vec3d(v2)*mLocalToGlobal;
osg::Vec3d gv3 = osg::Vec3d(v3)*mLocalToGlobal;
for (unsigned i = 0; i < 3; ++i) {
t.vertices[0][i] = gv1[i];
t.vertices[1][i] = gv2[i];
t.vertices[2][i] = gv3[i];
}
// FIXME: can do better ...
t.boundCenter = (1.0/3)*(t.vertices[0] + t.vertices[1] + t.vertices[2]);
t.boundRadius = std::max(length(t.vertices[0] - t.boundCenter),
length(t.vertices[1] - t.boundCenter));
t.boundRadius = std::max(t.boundRadius,
length(t.vertices[2] - t.boundCenter));
SGVec3d v[3] = {
SGVec3d(v1),
SGVec3d(v2),
SGVec3d(v3)
};
// a bounding sphere in the node local system
SGVec3d boundCenter = (1.0/3)*(v[0] + v[1] + v[2]);
#if 0
double boundRadius = std::max(norm1(v[0] - boundCenter),
norm1(v[1] - boundCenter));
boundRadius = std::max(boundRadius, norm1(v[2] - boundCenter));
// Ok, we take the 1-norm instead of the expensive 2 norm.
// Therefore we need that scaling factor - roughly sqrt(3)
boundRadius = 1.733*boundRadius;
#else
double boundRadius = std::max(distSqr(v[0], boundCenter),
distSqr(v[1], boundCenter));
boundRadius = std::max(boundRadius, distSqr(v[2], boundCenter));
boundRadius = sqrt(boundRadius);
#endif
sgdMakePlane(t.plane.sg(), t.vertices[0].sg(), t.vertices[1].sg(),
t.vertices[2].sg());
double d = sgdScalarProductVec3(mDown.sg(), t.plane.sg());
if (d > 0) {
// if we are not in the downward cylinder bail out
if (!fgdIsectSphereInfLine(boundCenter, boundRadius + mCacheRadius,
mLocalCacheReference, mLocalDown))
return;
// The normal and plane in the node local coordinate system
SGVec3d n = normalize(cross(v[1] - v[0], v[2] - v[0]));
if (0 < dot(mLocalDown, n)) {
if (mBackfaceCulling) {
// Surface points downwards, ignore for altitude computations.
return;
} else
t.plane = -t.plane;
n = -n;
}
// Check if the sphere around the vehicle intersects the sphere
// around that triangle. If so, put that triangle into the cache.
if (sphIsec &&
distSqr(t.boundCenter, mCacheReference)
< (t.boundRadius + mCacheRadius)*(t.boundRadius + mCacheRadius) ) {
t.velocity = mGroundProperty.vel;
t.rotation = mGroundProperty.rot;
t.rotation_pivot = mGroundProperty.pivot - mGroundCache->cache_center;
t.type = mGroundProperty.type;
mGroundCache->triangles.push_back(t);
// Only check if the triangle is in the cache sphere if the plane
// containing the triangle is near enough
if (sphIsec && fabs(dot(n, v[0] - mLocalCacheReference)) < mCacheRadius) {
// Check if the sphere around the vehicle intersects the sphere
// around that triangle. If so, put that triangle into the cache.
double r2 = boundRadius + mCacheRadius;
if (distSqr(boundCenter, mLocalCacheReference) < r2*r2) {
FGGroundCache::Triangle t;
for (unsigned i = 0; i < 3; ++i)
t.vertices[i].osg() = v[i].osg()*mLocalToGlobal;
t.boundCenter.osg() = boundCenter.osg()*mLocalToGlobal;
t.boundRadius = boundRadius;
SGVec3d tmp;
tmp.osg() = osg::Matrixd::transform3x3(n.osg(), mLocalToGlobal);
t.plane = SGVec4d(tmp[0], tmp[1], tmp[2], -dot(tmp, t.vertices[0]));
t.velocity = mGroundProperty.vel;
t.rotation = mGroundProperty.rot;
t.rotation_pivot = mGroundProperty.pivot - mGroundCache->cache_center;
t.type = mGroundProperty.type;
mGroundCache->triangles.push_back(t);
}
}
// In case the cache is empty, we still provide agl computations.
// But then we use the old way of having a fixed elevation value for
// the whole lifetime of this cache.
if ( fgdIsectSphereInfLine(t.boundCenter, t.boundRadius,
mCacheReference, mDown) ) {
SGVec3d isectpoint;
if ( sgdIsectInfLinePlane( isectpoint.sg(), mCacheReference.sg(),
mDown.sg(), t.plane.sg() ) &&
fgdPointInTriangle( isectpoint, t.vertices ) ) {
SGVec4d plane = SGVec4d(n[0], n[1], n[2], -dot(n, v[0]));
SGVec3d isectpoint;
if ( sgdIsectInfLinePlane( isectpoint.sg(), mLocalCacheReference.sg(),
mLocalDown.sg(), plane.sg() ) ) {
if (fgdPointInTriangle(isectpoint, v)) {
// Only accept the altitude if the intersection point is below the
// ground cache midpoint
if (0 < dot(isectpoint - mCacheReference, mDown)) {
if (0 < dot(isectpoint - mLocalCacheReference, mLocalDown)) {
mGroundCache->found_ground = true;
isectpoint.osg() = isectpoint.osg()*mLocalToGlobal;
isectpoint += mGroundCache->cache_center;
double this_radius = length(isectpoint);
if (mGroundCache->ground_radius < this_radius)
@ -452,11 +487,11 @@ public:
}
}
}
void addLine(const osg::Vec3& v1, const osg::Vec3& v2)
{
SGVec3d gv1 = SGVec3d(osg::Vec3d(v1)*mLocalToGlobal);
SGVec3d gv2 = SGVec3d(osg::Vec3d(v2)*mLocalToGlobal);
SGVec3d gv1(osg::Vec3d(v1)*mLocalToGlobal);
SGVec3d gv2(osg::Vec3d(v2)*mLocalToGlobal);
SGVec3d boundCenter = 0.5*(gv1 + gv2);
double boundRadius = length(gv1 - boundCenter);
@ -501,7 +536,10 @@ public:
double mCacheRadius;
double mWireCacheRadius;
osg::Matrix mLocalToGlobal;
osg::Matrix mGlobalToLocal;
SGVec3d mDown;
SGVec3d mLocalDown;
SGVec3d mLocalCacheReference;
bool sphIsec;
bool mBackfaceCulling;
FGGroundCache::GroundProperty mGroundProperty;