Removed Files:
hitlist.cxx hitlist.hxx: Is obsolete.
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// hitlist.cxx -
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// Height Over Terrain and Assosciated Routines for FlightGear based Scenery
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// Written by Norman Vine, started 2000.
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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 <float.h>
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#include <math.h>
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#include <plib/sg.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/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/vector.hxx>
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#include <simgear/timing/timestamp.hxx>
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#include <Main/globals.hxx>
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#include <Main/viewer.hxx>
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#include <Scenery/scenery.hxx>
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#include "hitlist.hxx"
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// Specialized version of sgMultMat4 needed because of mixed matrix
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// types
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static inline void sgMultMat4(sgdMat4 dst, sgdMat4 m1, sgMat4 m2) {
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for ( int j = 0 ; j < 4 ; j++ ) {
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dst[0][j] = m2[0][0] * m1[0][j] +
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m2[0][1] * m1[1][j] +
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m2[0][2] * m1[2][j] +
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m2[0][3] * m1[3][j] ;
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dst[1][j] = m2[1][0] * m1[0][j] +
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m2[1][1] * m1[1][j] +
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m2[1][2] * m1[2][j] +
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m2[1][3] * m1[3][j] ;
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dst[2][j] = m2[2][0] * m1[0][j] +
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m2[2][1] * m1[1][j] +
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m2[2][2] * m1[2][j] +
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m2[2][3] * m1[3][j] ;
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dst[3][j] = m2[3][0] * m1[0][j] +
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m2[3][1] * m1[1][j] +
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m2[3][2] * m1[2][j] +
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m2[3][3] * m1[3][j] ;
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}
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}
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/*
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* Walk backwards up the tree, transforming the vertex by all the
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* matrices along the way.
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*
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* Upwards recursion hurts my head.
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*/
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static void ssgGetEntityTransform(ssgEntity *entity, sgMat4 m ) {
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sgMat4 mat ;
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// If this node has a parent - get the composite matrix for the
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// parent.
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if ( entity->getNumParents() > 0 )
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ssgGetEntityTransform ( entity->getParent(0), mat ) ;
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else
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sgMakeIdentMat4 ( mat ) ;
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// If this node has a transform - then concatenate it.
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if ( entity -> isAKindOf ( ssgTypeTransform () ) ) {
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sgMat4 this_mat ;
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((ssgTransform *) entity) -> getTransform ( this_mat ) ;
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sgPostMultMat4 ( mat, this_mat ) ;
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}
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sgCopyMat4 ( m, mat ) ;
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}
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// return the passed entitity's bsphere's center point radius and
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// fully formed current model matrix for entity
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static inline void ssgGetCurrentBSphere( ssgEntity *entity, sgVec3 center,
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float *radius, sgMat4 m )
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{
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sgSphere *bsphere = entity->getBSphere();
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*radius = (double)bsphere->getRadius();
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sgCopyVec3( center, bsphere->getCenter() );
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sgMakeIdentMat4 ( m ) ;
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ssgGetEntityTransform( entity, m );
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}
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// This is same as PLib's sgdIsectInfLinePlane() and can be replaced
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// by it after the next PLib release
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static inline bool fgdIsectInfLinePlane( sgdVec3 dst,
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const sgdVec3 l_org,
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const sgdVec3 l_vec,
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const sgdVec4 plane )
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{
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SGDfloat tmp = sgdScalarProductVec3 ( l_vec, plane ) ;
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/* Is line parallel to plane? */
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if ( fabs ( tmp ) < FLT_EPSILON )
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return false ;
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sgdScaleVec3 ( dst, l_vec, -( sgdScalarProductVec3 ( l_org, plane )
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+ plane[3] ) / tmp ) ;
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sgdAddVec3 ( dst, l_org ) ;
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return true ;
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}
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/*
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* Given a point and a triangle lying on the same plane check to see
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* if the point is inside the triangle
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*
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* This is same as PLib's sgdPointInTriangle() and can be replaced by
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* it after the next PLib release
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*/
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static inline bool fgdPointInTriangle( sgdVec3 point, sgdVec3 tri[3] )
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{
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sgdVec3 dif;
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// Some tolerance in meters we accept a point to be outside of the triangle
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// and still return that it is inside.
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SGDfloat eps = 1e-4;
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SGDfloat min, max;
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// punt if outside bouding cube
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SG_MIN_MAX3 ( min, max, tri[0][0], tri[1][0], tri[2][0] );
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if( (point[0] < min - eps) || (point[0] > max + eps) )
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return false;
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dif[0] = max - min;
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SG_MIN_MAX3 ( min, max, tri[0][1], tri[1][1], tri[2][1] );
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if( (point[1] < min - eps) || (point[1] > max + eps) )
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return false;
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dif[1] = max - min;
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SG_MIN_MAX3 ( min, max, tri[0][2], tri[1][2], tri[2][2] );
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if( (point[2] < min - eps) || (point[2] > max + eps) )
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return false;
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dif[2] = max - min;
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// drop the smallest dimension so we only have to work in 2d.
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SGDfloat min_dim = SG_MIN3 (dif[0], dif[1], dif[2]);
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SGDfloat x1, y1, x2, y2, x3, y3, rx, ry;
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if ( fabs(min_dim-dif[0]) <= DBL_EPSILON ) {
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// x is the smallest dimension
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x1 = point[1];
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y1 = point[2];
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x2 = tri[0][1];
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y2 = tri[0][2];
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x3 = tri[1][1];
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y3 = tri[1][2];
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rx = tri[2][1];
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ry = tri[2][2];
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} else if ( fabs(min_dim-dif[1]) <= DBL_EPSILON ) {
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// y is the smallest dimension
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x1 = point[0];
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y1 = point[2];
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x2 = tri[0][0];
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y2 = tri[0][2];
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x3 = tri[1][0];
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y3 = tri[1][2];
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rx = tri[2][0];
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ry = tri[2][2];
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} else if ( fabs(min_dim-dif[2]) <= DBL_EPSILON ) {
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// z is the smallest dimension
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x1 = point[0];
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y1 = point[1];
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x2 = tri[0][0];
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y2 = tri[0][1];
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x3 = tri[1][0];
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y3 = tri[1][1];
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rx = tri[2][0];
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ry = tri[2][1];
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} else {
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// all dimensions are really small so lets call it close
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// enough and return a successful match
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return true;
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}
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// check if intersection point is on the same side of p1 <-> p2 as p3
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SGDfloat tmp = (y2 - y3);
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SGDfloat tmpn = (x2 - x3);
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int side1 = SG_SIGN (tmp * (rx - x3) + (y3 - ry) * tmpn);
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int side2 = SG_SIGN (tmp * (x1 - x3) + (y3 - y1) * tmpn
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+ side1 * eps * fabs(tmpn));
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if ( side1 != side2 ) {
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// printf("failed side 1 check\n");
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return false;
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}
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// check if intersection point is on correct side of p2 <-> p3 as p1
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tmp = (y3 - ry);
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tmpn = (x3 - rx);
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side1 = SG_SIGN (tmp * (x2 - rx) + (ry - y2) * tmpn);
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side2 = SG_SIGN (tmp * (x1 - rx) + (ry - y1) * tmpn
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+ side1 * eps * fabs(tmpn));
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if ( side1 != side2 ) {
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// printf("failed side 2 check\n");
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return false;
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}
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// check if intersection point is on correct side of p1 <-> p3 as p2
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tmp = (y2 - ry);
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tmpn = (x2 - rx);
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side1 = SG_SIGN (tmp * (x3 - rx) + (ry - y3) * tmpn);
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side2 = SG_SIGN (tmp * (x1 - rx) + (ry - y1) * tmpn
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+ side1 * eps * fabs(tmpn));
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if ( side1 != side2 ) {
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// printf("failed side 3 check\n");
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return false;
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}
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return true;
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}
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// Check if all three vertices are the same point (or close enough)
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static inline int isZeroAreaTri( sgdVec3 tri[3] )
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{
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return( sgdEqualVec3(tri[0], tri[1]) ||
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sgdEqualVec3(tri[1], tri[2]) ||
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sgdEqualVec3(tri[2], tri[0]) );
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}
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// Constructor
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FGHitList::FGHitList() :
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last(NULL), test_dist(DBL_MAX)
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{
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}
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// Destructor
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FGHitList::~FGHitList() {}
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// http://www.cs.lth.se/home/Tomas_Akenine_Moller/raytri/raytri.c
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// http://little3d.free.fr/ressources/jgt%20Fast,%20Minumum%20Storage%20Ray-Triangle%20Intersection.htm
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// http://www.acm.org/jgt/papers/MollerTrumbore97/
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/* Ray-Triangle Intersection Test Routines */
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/* Different optimizations of my and Ben Trumbore's */
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/* code from journals of graphics tools (JGT) */
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/* http://www.acm.org/jgt/ */
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/* by Tomas Moller, May 2000 */
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/* code rewritten to do tests on the sign of the determinant */
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/* the division is at the end in the code */
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// cosmetics change by H.J :
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// make u & v locals since we don't use them, use sg functions
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static bool intersect_triangle(const double orig[3], const double dir[3],
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const double vert0[3], const double vert1[3], const double vert2[3],
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double *t)
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{
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double u, v;
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double edge1[3], edge2[3], tvec[3], pvec[3], qvec[3];
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const SGDfloat eps = 1e-4;
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/* find vectors for two edges sharing vert0 */
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sgdSubVec3(edge1, vert1, vert0);
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sgdSubVec3(edge2, vert2, vert0);
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/* begin calculating determinant - also used to calculate U parameter */
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sgdVectorProductVec3(pvec, dir, edge2);
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/* if determinant is near zero, ray lies in plane of triangle */
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double det = sgdScalarProductVec3(edge1, pvec);
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if (det > eps)
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{
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/* calculate distance from vert0 to ray origin */
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sgdSubVec3(tvec, orig, vert0);
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/* calculate U parameter and test bounds */
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u = sgdScalarProductVec3(tvec, pvec);
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if (u < 0.0 || u > det)
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return false;
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/* prepare to test V parameter */
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sgdVectorProductVec3(qvec, tvec, edge1);
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/* calculate V parameter and test bounds */
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v = sgdScalarProductVec3(dir, qvec);
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if (v < 0.0 || u + v > det)
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return false;
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}
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else if(det < -eps)
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{
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/* calculate distance from vert0 to ray origin */
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sgdSubVec3(tvec, orig, vert0);
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/* calculate U parameter and test bounds */
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u = sgdScalarProductVec3(tvec, pvec);
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if (u > 0.0 || u < det)
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return false;
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/* prepare to test V parameter */
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sgdVectorProductVec3(qvec, tvec, edge1);
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/* calculate V parameter and test bounds */
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v = sgdScalarProductVec3(dir, qvec) ;
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if (v > 0.0 || u + v < det)
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return false;
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}
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else return false; /* ray is parallell to the plane of the triangle */
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/* calculate t, ray intersects triangle */
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*t = sgdScalarProductVec3(edge2, qvec) / det;
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return true;
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}
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/*
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Find the intersection of an infinite line with a leaf the line being
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defined by a point and direction.
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Variables
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In:
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ssgLeaf pointer -- leaf
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qualified matrix -- m
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line origin -- orig
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line direction -- dir
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Out:
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result -- intersection point
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normal -- intersected tri's normal
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Returns:
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true if intersection found
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false otherwise
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!!! WARNING !!!
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If you need an exhaustive list of hitpoints YOU MUST use the generic
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version of this function as the specialized versions will do an early
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out of expensive tests if the point can not be the closest one found
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!!! WARNING !!!
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*/
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int FGHitList::IntersectLeaf( ssgLeaf *leaf, sgdMat4 m,
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sgdVec3 orig, sgdVec3 dir )
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{
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int num_hits = 0;
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int i = 0;
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for ( ; i < leaf->getNumTriangles(); ++i ) {
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short i1, i2, i3;
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leaf->getTriangle( i, &i1, &i2, &i3 );
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sgdVec3 tri[3];
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sgdSetVec3( tri[0], leaf->getVertex( i1 ) );
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sgdSetVec3( tri[1], leaf->getVertex( i2 ) );
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sgdSetVec3( tri[2], leaf->getVertex( i3 ) );
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#if 1
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sgdFloat t;
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if( intersect_triangle( orig, dir, tri[0], tri[1], tri[2], &t) ) {
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sgdVec4 plane;
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sgdMakePlane( plane, tri[0], tri[1], tri[2] );
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// t is the distance to the triangle plane
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// so P = Orig + t*dir
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sgdVec3 point;
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sgdAddScaledVec3( point, orig, dir, t );
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sgdXformPnt3( point, point, m );
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sgdXformPnt4(plane,plane,m);
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add(leaf,i,point,plane);
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num_hits++;
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}
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#else
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if( isZeroAreaTri( tri ) )
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continue;
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sgdVec4 plane;
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sgdMakePlane( plane, tri[0], tri[1], tri[2] );
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sgdVec3 point;
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if( fgdIsectInfLinePlane( point, orig, dir, plane ) ) {
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if( fgdPointInTriangle( point, tri ) ) {
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// transform point into passed into desired coordinate frame
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sgdXformPnt3( point, point, m );
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sgdXformPnt4(plane,plane,m);
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add(leaf,i,point,plane);
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num_hits++;
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}
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}
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#endif
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}
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return num_hits;
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}
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// Short circuit/slightly optimized version of the full IntersectLeaf()
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int FGHitList::IntersectLeaf( ssgLeaf *leaf, sgdMat4 m,
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sgdVec3 orig, sgdVec3 dir,
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GLenum primType )
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{
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double tmp_dist;
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// number of hits but there could be more that
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// were not found because of short circut switch !
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// so you may want to use the unspecialized IntersectLeaf()
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int n, num_hits = 0;
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int ntri = leaf->getNumTriangles();
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for ( n = 0; n < ntri; ++n )
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{
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sgdVec3 tri[3];
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switch ( primType )
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{
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case GL_POLYGON :
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SG_LOG( SG_TERRAIN, SG_ALERT,
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"WARNING: dubiously handled GL_POLYGON" );
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case GL_TRIANGLE_FAN :
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/* SG_LOG( SG_TERRAIN, SG_ALERT,
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"IntersectLeaf: GL_TRIANGLE_FAN" ); */
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if ( !n ) {
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sgdSetVec3( tri[0], leaf->getVertex( short(0) ) );
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sgdSetVec3( tri[1], leaf->getVertex( short(1) ) );
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sgdSetVec3( tri[2], leaf->getVertex( short(2) ) );
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} else {
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sgdCopyVec3( tri[1], tri[2] );
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sgdSetVec3( tri[2], leaf->getVertex( short(n+2) ) );
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}
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break;
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case GL_TRIANGLES :
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/* SG_LOG( SG_TERRAIN, SG_DEBUG,
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"IntersectLeaf: GL_TRIANGLES" ); */
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sgdSetVec3( tri[0], leaf->getVertex( short(n*3) ) );
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sgdSetVec3( tri[1], leaf->getVertex( short(n*3+1) ) );
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||||
sgdSetVec3( tri[2], leaf->getVertex( short(n*3+2) ) );
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||||
break;
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case GL_QUAD_STRIP :
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||||
SG_LOG( SG_TERRAIN, SG_ALERT,
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||||
"WARNING: dubiously handled GL_QUAD_STRIP" );
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case GL_TRIANGLE_STRIP :
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/* SG_LOG( SG_TERRAIN, SG_ALERT,
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||||
"IntersectLeaf: GL_TRIANGLE_STRIP" ); */
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||||
if ( !n ) {
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||||
sgdSetVec3( tri[0], leaf->getVertex( short(0) ) );
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||||
sgdSetVec3( tri[1], leaf->getVertex( short(1) ) );
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||||
sgdSetVec3( tri[2], leaf->getVertex( short(2) ) );
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||||
} else {
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||||
if ( n & 1 ) {
|
||||
sgdCopyVec3( tri[0], tri[2] );
|
||||
sgdSetVec3( tri[2], leaf->getVertex( short(n+2) ) );
|
||||
} else {
|
||||
sgdCopyVec3( tri[1], tri[2] );
|
||||
sgdSetVec3( tri[2], leaf->getVertex( short(n+2) ) );
|
||||
}
|
||||
}
|
||||
break;
|
||||
case GL_QUADS :
|
||||
SG_LOG( SG_TERRAIN, SG_ALERT,
|
||||
"WARNING: dubiously handled GL_QUADS" );
|
||||
sgdSetVec3( tri[0], leaf->getVertex( short(n*2) ) );
|
||||
sgdSetVec3( tri[1], leaf->getVertex( short(n*2+1) ) );
|
||||
sgdSetVec3( tri[2], leaf->getVertex( short(n*2 + 2 - (n&1)*4) ) );
|
||||
break;
|
||||
default:
|
||||
SG_LOG( SG_TERRAIN, SG_ALERT,
|
||||
"WARNING: not-handled structure: " << primType );
|
||||
return IntersectLeaf( leaf, m, orig, dir);
|
||||
}
|
||||
|
||||
if( isZeroAreaTri( tri ) )
|
||||
continue;
|
||||
|
||||
sgdVec4 plane;
|
||||
sgdMakePlane( plane, tri[0], tri[1], tri[2] );
|
||||
|
||||
sgdVec3 point;
|
||||
|
||||
// find point of intersection of line from point org
|
||||
// in direction dir with triangle's plane
|
||||
SGDfloat tmp = sgdScalarProductVec3 ( dir, plane ) ;
|
||||
/* Is line parallel to plane? */
|
||||
if ( sgdAbs ( tmp ) < FLT_EPSILON /*DBL_EPSILON*/ )
|
||||
continue ;
|
||||
|
||||
// find parametric point
|
||||
sgdScaleVec3 ( point, dir,
|
||||
-( sgdScalarProductVec3 ( orig, plane ) + plane[3] )
|
||||
/ tmp ) ;
|
||||
|
||||
// short circut if this point is further away then a previous hit
|
||||
tmp_dist = sgdDistanceSquaredVec3(point, orig );
|
||||
if( tmp_dist > test_dist )
|
||||
continue;
|
||||
|
||||
// place parametric point in world
|
||||
sgdAddVec3 ( point, orig ) ;
|
||||
|
||||
if( fgdPointInTriangle( point, tri ) ) {
|
||||
// transform point into passed coordinate frame
|
||||
sgdXformPnt3( point, point, m );
|
||||
sgdXformPnt4(plane,plane,m);
|
||||
add(leaf,n,point,plane);
|
||||
test_dist = tmp_dist;
|
||||
num_hits++;
|
||||
}
|
||||
}
|
||||
return num_hits;
|
||||
}
|
||||
|
||||
|
||||
|
||||
inline static bool IN_RANGE( sgdVec3 v, double radius ) {
|
||||
return ( sgdScalarProductVec3(v, v) < (radius*radius) );
|
||||
}
|
||||
|
||||
|
||||
void FGHitList::IntersectBranch( ssgBranch *branch, sgdMat4 m,
|
||||
sgdVec3 orig, sgdVec3 dir )
|
||||
{
|
||||
/* the lookat vector and matrix in branch's coordinate frame but
|
||||
* we won't determine these unless needed, This 'lazy evaluation'
|
||||
* is a result of profiling data */
|
||||
sgdVec3 orig_leaf, dir_leaf;
|
||||
sgdMat4 m_leaf;
|
||||
|
||||
// 'lazy evaluation' flag
|
||||
int first_time = 1;
|
||||
|
||||
for ( ssgEntity *kid = branch->getKid( 0 );
|
||||
kid != NULL;
|
||||
kid = branch->getNextKid() )
|
||||
{
|
||||
if ( kid->getTraversalMask() & SSGTRAV_HOT
|
||||
&& !kid->getBSphere()->isEmpty() )
|
||||
{
|
||||
sgdVec3 center;
|
||||
const sgFloat *BSCenter = kid->getBSphere()->getCenter();
|
||||
sgdSetVec3( center,
|
||||
BSCenter[0],
|
||||
BSCenter[1],
|
||||
BSCenter[2] );
|
||||
sgdXformPnt3( center, m ) ;
|
||||
|
||||
// sgdClosestPointToLineDistSquared( center, orig, dir )
|
||||
// inlined here because because of profiling results
|
||||
sgdVec3 u, u1, v;
|
||||
sgdSubVec3(u, center, orig);
|
||||
sgdScaleVec3( u1, dir, sgdScalarProductVec3(u,dir) );
|
||||
sgdSubVec3(v, u, u1);
|
||||
|
||||
// double because of possible overflow
|
||||
if ( IN_RANGE( v, double(kid->getBSphere()->getRadius()) ) )
|
||||
{
|
||||
if ( kid->isAKindOf ( ssgTypeBranch() ) )
|
||||
{
|
||||
sgdMat4 m_new;
|
||||
if ( kid->isA( ssgTypeTransform() ) )
|
||||
{
|
||||
sgMat4 fxform;
|
||||
((ssgTransform *)kid)->getTransform( fxform );
|
||||
sgMultMat4(m_new, m, fxform);
|
||||
} else {
|
||||
sgdCopyMat4(m_new, m);
|
||||
}
|
||||
IntersectBranch( (ssgBranch *)kid, m_new, orig, dir );
|
||||
}
|
||||
else if ( kid->isAKindOf( ssgTypeLeaf() ) )
|
||||
{
|
||||
if ( first_time ) {
|
||||
sgdTransposeNegateMat4( m_leaf, m );
|
||||
sgdXformPnt3( orig_leaf, orig, m_leaf );
|
||||
sgdXformVec3( dir_leaf, dir, m_leaf );
|
||||
first_time = 0;
|
||||
}
|
||||
// GLenum primType = ((ssgLeaf *)kid)->getPrimitiveType();
|
||||
// IntersectLeaf( (ssgLeaf *)kid, m, orig_leaf, dir_leaf,
|
||||
// primType );
|
||||
IntersectLeaf( (ssgLeaf *)kid, m, orig_leaf, dir_leaf );
|
||||
}
|
||||
} // Out of range
|
||||
} // branch not requested to be traversed
|
||||
} // end for loop
|
||||
}
|
||||
|
||||
|
||||
// a temporary hack until we get everything rewritten with sgdVec3
|
||||
static inline Point3D operator + (const Point3D& a, const sgdVec3 b)
|
||||
{
|
||||
return Point3D(a.x()+b[0], a.y()+b[1], a.z()+b[2]);
|
||||
}
|
||||
|
||||
|
||||
void FGHitList::Intersect( ssgBranch *scene, sgdVec3 orig, sgdVec3 dir ) {
|
||||
sgdMat4 m;
|
||||
clear();
|
||||
sgdMakeIdentMat4 ( m ) ;
|
||||
IntersectBranch( scene, m, orig, dir );
|
||||
}
|
||||
|
||||
|
||||
void FGHitList::Intersect( ssgBranch *scene, sgdMat4 m, sgdVec3 orig, sgdVec3 dir )
|
||||
{
|
||||
clear();
|
||||
IntersectBranch( scene, m, orig, dir );
|
||||
}
|
||||
|
||||
|
||||
// Determine scenery altitude via ssg.
|
||||
// returned results are in meters
|
||||
// static double hitlist1_time = 0.0;
|
||||
|
||||
bool fgCurrentElev( sgdVec3 abs_view_pos, double max_alt_m,
|
||||
sgdVec3 scenery_center,
|
||||
FGHitList *hit_list,
|
||||
double *terrain_elev, double *radius, double *normal)
|
||||
{
|
||||
// SGTimeStamp start; start.stamp();
|
||||
|
||||
bool result;
|
||||
sgdVec3 view_pos;
|
||||
sgdSubVec3( view_pos, abs_view_pos, scenery_center );
|
||||
|
||||
sgdVec3 orig, dir;
|
||||
sgdCopyVec3(orig, view_pos );
|
||||
sgdCopyVec3(dir, abs_view_pos );
|
||||
|
||||
sgdNormaliseVec3( dir );
|
||||
hit_list->Intersect( globals->get_scenery()->get_terrain_branch(),
|
||||
orig, dir );
|
||||
|
||||
int this_hit = -1;
|
||||
int max_hit = -1;
|
||||
double hit_elev = -9999;
|
||||
double max_elev = -9999;
|
||||
Point3D sc(scenery_center[0], scenery_center[1], scenery_center[2]) ;
|
||||
|
||||
int hitcount = hit_list->num_hits();
|
||||
// cout << "hits = " << hitcount << endl;
|
||||
for ( int i = 0; i < hitcount; ++i ) {
|
||||
// FIXME: sgCartToGeod is slow. Call it just once for the
|
||||
// "sc" point, and then handle the rest with a geodetic "up"
|
||||
// vector approximation. Across one tile, this will be
|
||||
// acceptable.
|
||||
double alt = sgCartToGeod( sc + hit_list->get_point(i) ).elev();
|
||||
// cout << "hit " << i << " lon = " << geoc.lon() << " lat = "
|
||||
// << lat_geod << " alt = " << alt << " max alt = " << max_alt_m
|
||||
// << endl;
|
||||
if ( alt > hit_elev && alt < max_alt_m ) {
|
||||
// cout << " it's a keeper" << endl;
|
||||
hit_elev = alt;
|
||||
this_hit = i;
|
||||
}
|
||||
if ( alt > hit_elev ) {
|
||||
max_elev = alt;
|
||||
max_hit = i;
|
||||
}
|
||||
}
|
||||
|
||||
if ( this_hit < 0 ) {
|
||||
// no hits below us, take the max hit
|
||||
this_hit = max_hit;
|
||||
hit_elev = max_elev;
|
||||
}
|
||||
|
||||
if ( hit_elev > -9000 ) {
|
||||
*terrain_elev = hit_elev;
|
||||
*radius = sgCartToPolar3d(sc + hit_list->get_point(this_hit)).radius();
|
||||
sgVec3 tmp;
|
||||
sgSetVec3(tmp, hit_list->get_normal(this_hit));
|
||||
// cout << "cur_normal: " << tmp[0] << " " << tmp[1] << " " << tmp[2] << endl;
|
||||
sgdSetVec3( normal, tmp );
|
||||
// float *up = globals->get_current_view()->get_world_up();
|
||||
// cout << "world_up : " << up[0] << " " << up[1] << " " << up[2] << endl;
|
||||
/* ssgState *IntersectedLeafState =
|
||||
((ssgLeaf*)hit_list->get_entity(this_hit))->getState(); */
|
||||
result = true;
|
||||
} else {
|
||||
SG_LOG( SG_TERRAIN, SG_INFO, "no terrain intersection" );
|
||||
*terrain_elev = 0.0;
|
||||
float *up = globals->get_current_view()->get_world_up();
|
||||
sgdSetVec3(normal, up[0], up[1], up[2]);
|
||||
result = false;
|
||||
}
|
||||
|
||||
// SGTimeStamp finish; finish.stamp();
|
||||
// hitlist1_time = ( 29.0 * hitlist1_time + (finish - start) ) / 30.0;
|
||||
// cout << " time per call = " << hitlist1_time << endl;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
// static double hitlist2_time = 0.0;
|
||||
|
||||
// Determine scenery altitude via ssg.
|
||||
// returned results are in meters
|
||||
bool fgCurrentElev( sgdVec3 abs_view_pos, double max_alt_m,
|
||||
sgdVec3 scenery_center,
|
||||
ssgBranch *branch,
|
||||
FGHitList *hit_list,
|
||||
double *terrain_elev, double *radius, double *normal,
|
||||
int & this_hit )
|
||||
{
|
||||
// SGTimeStamp start; start.stamp();
|
||||
|
||||
bool result;
|
||||
sgdVec3 view_pos;
|
||||
sgdSubVec3( view_pos, abs_view_pos, scenery_center );
|
||||
|
||||
sgdVec3 orig, dir;
|
||||
sgdCopyVec3(orig, view_pos );
|
||||
|
||||
sgdCopyVec3(dir, abs_view_pos );
|
||||
sgdNormalizeVec3(dir);
|
||||
|
||||
sgMat4 fxform;
|
||||
sgMakeIdentMat4 ( fxform ) ;
|
||||
ssgGetEntityTransform( branch, fxform );
|
||||
|
||||
sgdMat4 xform;
|
||||
sgdSetMat4(xform,fxform);
|
||||
hit_list->Intersect( branch, xform, orig, dir );
|
||||
|
||||
this_hit = -1;
|
||||
int max_hit = -1;
|
||||
double hit_elev = -9999;
|
||||
double max_elev = -9999;
|
||||
Point3D sc(scenery_center[0], scenery_center[1], scenery_center[2]) ;
|
||||
|
||||
int hitcount = hit_list->num_hits();
|
||||
// cout << "hits = " << hitcount << endl;
|
||||
for ( int i = 0; i < hitcount; ++i ) {
|
||||
// FIXME: sgCartToGeod is slow. Call it just once for the
|
||||
// "sc" point, and then handle the rest with a geodetic "up"
|
||||
// vector approximation. Across one tile, this will be
|
||||
// acceptable.
|
||||
double alt = sgCartToGeod( sc + hit_list->get_point(i) ).elev();
|
||||
// cout << "hit " << i << " lon = " << geoc.lon() << " lat = "
|
||||
// << lat_geod << " alt = " << alt << " max alt = " << max_alt_m
|
||||
// << endl;
|
||||
if ( alt > hit_elev && alt < max_alt_m ) {
|
||||
hit_elev = alt;
|
||||
this_hit = i;
|
||||
// cout << " it's a keeper" << endl;
|
||||
}
|
||||
if ( alt > hit_elev ) {
|
||||
max_elev = alt;
|
||||
max_hit = i;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if ( this_hit < 0 ) {
|
||||
// no hits below us, take the max hit
|
||||
this_hit = max_hit;
|
||||
hit_elev = max_elev;
|
||||
}
|
||||
|
||||
if ( hit_elev > -9000 ) {
|
||||
*terrain_elev = hit_elev;
|
||||
*radius = sgCartToPolar3d(sc + hit_list->get_point(this_hit)).radius();
|
||||
|
||||
sgVec3 tmp;
|
||||
sgSetVec3(tmp, hit_list->get_normal(this_hit));
|
||||
// cout << "cur_normal: " << tmp[0] << " " << tmp[1] << " " << tmp[2] << endl;
|
||||
sgdSetVec3( normal, tmp );
|
||||
// float *up = globals->get_current_view()->get_world_up();
|
||||
// cout << "world_up : " << up[0] << " " << up[1] << " " << up[2] << endl;
|
||||
/* ssgState *IntersectedLeafState =
|
||||
((ssgLeaf*)hit_list->get_entity(this_hit))->getState(); */
|
||||
result = true;
|
||||
} else {
|
||||
SG_LOG( SG_TERRAIN, SG_DEBUG, "DOING FULL TERRAIN INTERSECTION" );
|
||||
result = fgCurrentElev( abs_view_pos, max_alt_m, scenery_center,
|
||||
hit_list, terrain_elev, radius, normal);
|
||||
}
|
||||
|
||||
// SGTimeStamp finish; finish.stamp();
|
||||
// hitlist2_time = ( 29.0 * hitlist2_time + (finish - start) ) / 30.0;
|
||||
// cout << "time per call 2 = " << hitlist2_time << endl;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
|
@ -1,106 +0,0 @@
|
|||
// hitlist.hxx
|
||||
// Height Over Terrain and Assosciated Routines for FlightGear based Scenery
|
||||
// Written by Norman Vine, started 2000.
|
||||
|
||||
#ifndef _HITLIST_HXX
|
||||
#define _HITLIST_HXX
|
||||
|
||||
#ifndef __cplusplus
|
||||
# error This library requires C++
|
||||
#endif
|
||||
|
||||
#include <simgear/compiler.h>
|
||||
|
||||
#include <vector>
|
||||
SG_USING_STD(vector);
|
||||
|
||||
class ssgEntity;
|
||||
class ssgBranch;
|
||||
class ssgLeaf;
|
||||
|
||||
class FGHitRec {
|
||||
|
||||
private:
|
||||
ssgEntity *ent;
|
||||
int index;
|
||||
sgdVec3 point;
|
||||
sgdVec3 normal;
|
||||
|
||||
public:
|
||||
|
||||
FGHitRec( ssgEntity *e, int idx, sgdVec3 p, sgdVec3 n ) {
|
||||
ent = e;
|
||||
index = idx;
|
||||
sgdSetVec3(point,p[0],p[1],p[2]);
|
||||
sgdSetVec3(normal,n[0],n[1],n[2]);
|
||||
}
|
||||
|
||||
ssgEntity *get_entity(void) { return ent; }
|
||||
int get_face(void) { return index; }
|
||||
double *get_point(void) { return point; }
|
||||
double *get_normal(void) { return normal; }
|
||||
};
|
||||
|
||||
|
||||
class FGHitList {
|
||||
|
||||
private:
|
||||
|
||||
ssgEntity *last;
|
||||
vector < FGHitRec > list;
|
||||
double test_dist;
|
||||
|
||||
public:
|
||||
|
||||
FGHitList();
|
||||
~FGHitList();
|
||||
|
||||
void init(void) { list.clear(); test_dist=DBL_MAX; }
|
||||
void clear(void) { init(); last = NULL; }
|
||||
void add( ssgEntity *ent, int idx, sgdVec3 point, sgdVec3 normal ) {
|
||||
list.push_back( FGHitRec( ent,idx,point,normal) );
|
||||
last = ent;
|
||||
}
|
||||
int num_hits(void) { return list.size(); }
|
||||
ssgEntity *get_entity(int i) { return list[i].get_entity(); }
|
||||
ssgEntity *last_hit(void) { return last; }
|
||||
int get_face(int i) { return list[i].get_face(); }
|
||||
double *get_point(int i) { return list[i].get_point(); }
|
||||
double *get_normal(int i) { return list[i].get_normal(); }
|
||||
|
||||
void Intersect( ssgBranch *branch, sgdVec3 orig, sgdVec3 dir );
|
||||
void Intersect( ssgBranch *scene, sgdMat4 m, sgdVec3 orig, sgdVec3 dir );
|
||||
|
||||
void IntersectBranch( ssgBranch *branch, sgdMat4 m, sgdVec3 orig, sgdVec3 dir);
|
||||
|
||||
int IntersectLeaf( ssgLeaf *leaf, sgdMat4 m,
|
||||
sgdVec3 orig, sgdVec3 dir );
|
||||
|
||||
int IntersectLeaf( ssgLeaf *leaf, sgdMat4 m,
|
||||
sgdVec3 orig, sgdVec3 dir,
|
||||
GLenum primType );
|
||||
};
|
||||
|
||||
|
||||
// Associated functions, assuming a wgs84 world with 0,0,0 at the
|
||||
// center, find the current terrain intersection elevation for the
|
||||
// point specified.
|
||||
bool fgCurrentElev( sgdVec3 abs_view_pos,
|
||||
double max_alt_m,
|
||||
sgdVec3 scenery_center,
|
||||
ssgBranch *branch,
|
||||
FGHitList *hit_list,
|
||||
double *terrain_elev,
|
||||
double *radius,
|
||||
double *normal,
|
||||
int & this_hit );
|
||||
|
||||
bool fgCurrentElev( sgdVec3 abs_view_pos,
|
||||
double max_alt_m,
|
||||
sgdVec3 scenery_center,
|
||||
FGHitList *hit_list,
|
||||
double *terrain_elev,
|
||||
double *radius,
|
||||
double *normal );
|
||||
|
||||
#endif // _HITLIST_HXX
|
Loading…
Add table
Reference in a new issue