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Further restructuring to facilitate the tile edge matching process.

This commit is contained in:
curt 1999-05-02 22:11:30 +00:00
parent 5308916996
commit 99e83c21a4
4 changed files with 5 additions and 137 deletions

View file

@ -24,108 +24,12 @@
#include <time.h>
#include <Math/mat3.h>
#include <Polygon/names.hxx>
#include <Tools/scenery_version.hxx>
#include "genobj.hxx"
// build the node -> element (triangle) reverse lookup table. there
// is an entry for each point containing a list of all the triangles
// that share that point.
void FGGenOutput::gen_node_ele_lookup_table( FGConstruct& c ) {
int_list ele_list;
ele_list.erase( ele_list.begin(), ele_list.end() );
// initialize reverse_ele_lookup structure by creating an empty
// list for each point
point_list wgs84_nodes = c.get_wgs84_nodes();
const_point_list_iterator w_current = wgs84_nodes.begin();
const_point_list_iterator w_last = wgs84_nodes.end();
for ( ; w_current != w_last; ++w_current ) {
reverse_ele_lookup.push_back( ele_list );
}
// traverse triangle structure building reverse lookup table
const_triele_list_iterator current = tri_elements.begin();
const_triele_list_iterator last = tri_elements.end();
int counter = 0;
for ( ; current != last; ++current ) {
reverse_ele_lookup[ current->get_n1() ].push_back( counter );
reverse_ele_lookup[ current->get_n2() ].push_back( counter );
reverse_ele_lookup[ current->get_n3() ].push_back( counter );
++counter;
}
}
// caclulate the normal for the specified triangle face
Point3D FGGenOutput::calc_normal( FGConstruct& c, int i ) {
double v1[3], v2[3], normal[3];
double temp;
point_list wgs84_nodes = c.get_wgs84_nodes();
Point3D p1 = wgs84_nodes[ tri_elements[i].get_n1() ];
Point3D p2 = wgs84_nodes[ tri_elements[i].get_n2() ];
Point3D p3 = wgs84_nodes[ tri_elements[i].get_n3() ];
v1[0] = p2.x() - p1.x(); v1[1] = p2.y() - p1.y(); v1[2] = p2.z() - p1.z();
v2[0] = p3.x() - p1.x(); v2[1] = p3.y() - p1.y(); v2[2] = p3.z() - p1.z();
MAT3cross_product(normal, v1, v2);
MAT3_NORMALIZE_VEC(normal,temp);
return Point3D( normal[0], normal[1], normal[2] );
}
// build the face normal list
void FGGenOutput::gen_face_normals( FGConstruct& c ) {
// traverse triangle structure building the face normal table
cout << "calculating face normals" << endl;
for ( int i = 0; i < (int)tri_elements.size(); i++ ) {
// cout << calc_normal( i ) << endl;
face_normals.push_back( calc_normal( c, i ) );
}
}
// calculate the normals for each point in wgs84_nodes
void FGGenOutput::gen_normals( FGConstruct& c ) {
Point3D normal;
cout << "caculating node normals" << endl;
point_list wgs84_nodes = c.get_wgs84_nodes();
// for each node
for ( int i = 0; i < (int)wgs84_nodes.size(); ++i ) {
int_list tri_list = reverse_ele_lookup[i];
int_list_iterator current = tri_list.begin();
int_list_iterator last = tri_list.end();
Point3D average( 0.0 );
// for each triangle that shares this node
for ( ; current != last; ++current ) {
normal = face_normals[ *current ];
average += normal;
// cout << normal << endl;
}
average /= tri_list.size();
// cout << "average = " << average << endl;
point_normals.push_back( average );
}
}
// calculate the global bounding sphere. Center is the average of the
// points.
void FGGenOutput::calc_gbs( FGConstruct& c ) {
@ -158,7 +62,7 @@ void FGGenOutput::calc_gbs( FGConstruct& c ) {
// build the necessary output structures based on the triangulation
// data
int FGGenOutput::build( FGConstruct& c, const FGArray& array ) {
int FGGenOutput::build( FGConstruct& c ) {
FGTriNodes trinodes = c.get_tri_nodes();
// copy the geodetic node list into this class
@ -192,15 +96,6 @@ int FGGenOutput::build( FGConstruct& c, const FGArray& array ) {
calc_gbs( c );
cout << "center = " << gbs_center << " radius = " << gbs_radius << endl;
// build the node -> element (triangle) reverse lookup table
gen_node_ele_lookup_table( c );
// build the face normal list
gen_face_normals( c );
// calculate the normals for each point in wgs84_nodes
gen_normals( c );
return 1;
}
@ -342,6 +237,7 @@ int FGGenOutput::write( FGConstruct &c ) {
fprintf(fp, "\n");
// write vertex normals
point_list point_normals = c.get_point_normals();
fprintf(fp, "# vertex normal list\n");
const_point_list_iterator n_current = point_normals.begin();
const_point_list_iterator n_last = point_normals.end();

View file

@ -48,11 +48,6 @@ FG_USING_STD(string);
FG_USING_STD(vector);
typedef vector < int_list > belongs_to_list;
typedef belongs_to_list::iterator belongs_to_list_iterator;
typedef belongs_to_list::const_iterator belongs_to_list_tripoly_iterator;
class FGGenOutput {
private:
@ -60,40 +55,16 @@ private:
// node list in geodetic coordinates
point_list geod_nodes;
// face normal list (for flat shading)
point_list face_normals;
// normal list (for each point) in cart coords (for smooth
// shading)
point_list point_normals;
// triangles (by index into point list)
triele_list tri_elements;
// fan list
fan_list fans[FG_MAX_AREA_TYPES];
// for each node, a list of triangle indices that contain this node
belongs_to_list reverse_ele_lookup;
// global bounding sphere
Point3D gbs_center;
double gbs_radius;
// build the node -> element (triangle) reverse lookup table.
// there is an entry for each point containing a list of all the
// triangles that share that point.
void gen_node_ele_lookup_table( FGConstruct& c );
// calculate the normals for each point in wgs84_nodes
void gen_normals( FGConstruct& c );
// build the face normal list
void gen_face_normals( FGConstruct& c );
// caclulate the normal for the specified triangle face
Point3D calc_normal( FGConstruct& c, int i );
// calculate the global bounding sphere. Center is the average of
// the points.
void calc_gbs( FGConstruct& c );
@ -114,7 +85,7 @@ public:
// build the necessary output structures based on the
// triangulation data
int build( FGConstruct& c, const FGArray& array );
int build( FGConstruct& c );
// write out the fgfs scenery file
int write( FGConstruct &c );

View file

@ -86,6 +86,7 @@ public:
inline FGTriNodes get_out_nodes() const { return out_nodes; }
inline size_t get_out_nodes_size() const { return out_nodes.size(); }
inline triele_list get_elelist() const { return elelist; }
inline FGTriSegments get_out_segs() const { return out_segs; }
};

View file

@ -105,7 +105,7 @@ public:
void unique_divide_and_add( const point_list& node_list,
const FGTriSeg& s );
// return the master node list
// return the master segment list
inline triseg_list get_seg_list() const { return seg_list; }
// return the ith segment