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Began work on adding support for loading additional 3d models per tile.

Began work on my own ssgLOS() (line of sight) routine.
This commit is contained in:
curt 1999-11-03 21:01:59 +00:00
parent 8ce39244df
commit bd198f503b
3 changed files with 394 additions and 36 deletions

View file

@ -35,6 +35,7 @@
#include <ssg.h> // plib include
#include <Debug/logstream.hxx>
#include <Misc/fgstream.hxx>
#include <Airports/genapt.hxx>
#include <Bucket/newbucket.hxx>
#include <Clouds/cloudobj.hxx>
@ -42,6 +43,7 @@
#include <Main/views.hxx>
#include <Misc/fgpath.hxx>
#include <Objects/obj.hxx>
#include <Scenery/scenery.hxx> // for scenery.center
#include "tilecache.hxx"
#include "tileentry.hxx"
@ -162,29 +164,74 @@ FGTileCache::fill_in( int index, const FGBucket& p )
exit(-1);
}
// Load the appropriate data file and build tile fragment list
FGPath tile_path( current_options.get_fg_root() );
tile_path.append( "Scenery" );
tile_path.append( p.gen_base_path() );
tile_path.append( p.gen_index_str() );
tile_cache[index].tile_bucket = p;
tile_cache[index].select_ptr = new ssgSelector;
tile_cache[index].transform_ptr = new ssgTransform;
tile_cache[index].range_ptr = new ssgRangeSelector;
tile_cache[index].tile_bucket = p;
ssgBranch *new_tile = fgObjLoad( tile_path.str(), &tile_cache[index] );
if ( current_options.get_clouds() ) {
ssgLeaf *cloud_layer = fgGenCloudLayer( &tile_cache[index],
current_options.get_clouds_asl() );
new_tile -> addKid( cloud_layer );
}
FGPath tile_path( current_options.get_fg_root() );
tile_path.append( "Scenery" );
tile_path.append( p.gen_base_path() );
// Load the appropriate data file and build tile fragment list
FGPath tile_base = tile_path;
tile_base.append( p.gen_index_str() );
ssgBranch *new_tile = fgObjLoad( tile_base.str(), &tile_cache[index],
true );
if ( new_tile != NULL ) {
tile_cache[index].range_ptr->addKid( new_tile );
}
// load custom objects
cout << "CUSTOM OBJECTS" << endl;
FGPath index_path = tile_path;
index_path.append( p.gen_index_str() );
index_path.concat( ".ind" );
cout << "Looking in " << index_path.str() << endl;
fg_gzifstream in( index_path.str() );
if ( in.is_open() ) {
string token, name;
while ( ! in.eof() ) {
in >> token;
in >> name;
in >> skipws;
cout << "token = " << token << " name = " << name << endl;
FGPath custom_path = tile_path;
custom_path.append( name );
ssgBranch *custom_obj = fgObjLoad( custom_path.str(),
&tile_cache[index], false );
if ( (new_tile != NULL) && (custom_obj != NULL) ) {
new_tile -> addKid( custom_obj );
}
}
}
// generate cloud layer
if ( current_options.get_clouds() ) {
ssgLeaf *cloud_layer = fgGenCloudLayer( &tile_cache[index],
current_options.get_clouds_asl() );
cloud_layer->clrTraversalMaskBits( SSGTRAV_HOT );
new_tile -> addKid( cloud_layer );
}
tile_cache[index].transform_ptr->addKid( tile_cache[index].range_ptr );
// calculate initial tile offset
tile_cache[index].SetOffset( scenery.center );
sgCoord sgcoord;
sgSetCoord( &sgcoord,
tile_cache[index].offset.x(),
tile_cache[index].offset.y(), tile_cache[index].offset.z(),
0.0, 0.0, 0.0 );
tile_cache[index].transform_ptr->setTransform( &sgcoord );
tile_cache[index].select_ptr->addKid( tile_cache[index].transform_ptr );
terrain->addKid( tile_cache[index].select_ptr );

View file

@ -369,6 +369,319 @@ FGTileMgr::current_elev( double lon, double lat, const Point3D& abs_view_pos ) {
}
inline int fg_sign( const double x ) {
return x < 0 ? -1 : 1;
}
inline double fg_min( const double a, const double b ) {
return b < a ? b : a;
}
inline double fg_max( const double a, const double b ) {
return a < b ? b : a;
}
// return the minimum of the three values
inline double fg_min3( const double a, const double b, const double c ) {
return a > b ? fg_min(b, c) : fg_min(a, c);
}
// return the maximum of the three values
inline double fg_max3 (const double a, const double b, const double c ) {
return a < b ? fg_max(b, c) : fg_max(a, c);
}
// check for an instersection with the individual triangles of a leaf
static bool my_ssg_instersect_leaf( string s, ssgLeaf *leaf, sgMat4 m,
const sgVec3 p, const sgVec3 dir,
sgVec3 result )
{
sgVec3 v1, v2, n;
sgVec3 p1, p2, p3;
double x, y, z; // temporary holding spot for result
double a, b, c, d;
double x0, y0, z0, x1, y1, z1, a1, b1, c1;
double t1, t2, t3;
double xmin, xmax, ymin, ymax, zmin, zmax;
double dx, dy, dz, min_dim, x2, y2, x3, y3, rx, ry;
float *tmp;
int side1, side2;
short i1, i2, i3;
cout << s << "Intersecting" << endl;
// traverse the triangle list for this leaf
for ( int i = 0; i < leaf->getNumTriangles(); ++i ) {
cout << s << "testing triangle = " << i << endl;
leaf->getTriangle( i, &i1, &i2, &i3 );
// get triangle vertex coordinates
tmp = leaf->getVertex( i1 );
cout << s << "orig point 1 = " << tmp[0] << " " << tmp[1]
<< " " << tmp[2] << endl;
sgXformPnt3( p1, tmp, m ) ;
tmp = leaf->getVertex( i2 );
cout << s << "orig point 2 = " << tmp[0] << " " << tmp[1]
<< " " << tmp[2] << endl;
sgXformPnt3( p2, tmp, m ) ;
tmp = leaf->getVertex( i3 );
cout << s << "orig point 3 = " << tmp[0] << " " << tmp[1]
<< " " << tmp[2] << endl;
sgXformPnt3( p3, tmp, m ) ;
cout << s << "point 1 = " << p1[0] << " " << p1[1] << " " << p1[2]
<< endl;
cout << s << "point 2 = " << p2[0] << " " << p2[1] << " " << p2[2]
<< endl;
cout << s << "point 3 = " << p3[0] << " " << p3[1] << " " << p3[2]
<< endl;
// calculate two edge vectors, and the face normal
sgSubVec3(v1, p2, p1);
sgSubVec3(v2, p3, p1);
sgVectorProductVec3(n, v1, v2);
// calculate the plane coefficients for the plane defined by
// this face. If n is the normal vector, n = (a, b, c) and p1
// is a point on the plane, p1 = (x0, y0, z0), then the
// equation of the line is a(x-x0) + b(y-y0) + c(z-z0) = 0
a = n[0];
b = n[1];
c = n[2];
d = a * p1[0] + b * p1[1] + c * p1[2];
// printf("a, b, c, d = %.2f %.2f %.2f %.2f\n", a, b, c, d);
// printf("p1(d) = %.2f\n", a * p1[0] + b * p1[1] + c * p1[2]);
// printf("p2(d) = %.2f\n", a * p2[0] + b * p2[1] + c * p2[2]);
// printf("p3(d) = %.2f\n", a * p3[0] + b * p3[1] + c * p3[2]);
// calculate the line coefficients for the specified line
x0 = p[0]; x1 = p[0] + dir[0];
y0 = p[1]; y1 = p[1] + dir[1];
z0 = p[2]; z1 = p[2] + dir[2];
if ( fabs(x1 - x0) > FG_EPSILON ) {
a1 = 1.0 / (x1 - x0);
} else {
// we got a big divide by zero problem here
a1 = 0.0;
}
b1 = y1 - y0;
c1 = z1 - z0;
// intersect the specified line with this plane
t1 = b * b1 * a1;
t2 = c * c1 * a1;
// printf("a = %.2f t1 = %.2f t2 = %.2f\n", a, t1, t2);
if ( fabs(a + t1 + t2) > FG_EPSILON ) {
x = (t1*x0 - b*y0 + t2*x0 - c*z0 + d) / (a + t1 + t2);
t3 = a1 * (x - x0);
y = b1 * t3 + y0;
z = c1 * t3 + z0;
// printf("result(d) = %.2f\n", a * x + b * y + c * z);
} else {
// no intersection point
continue;
}
#if 0
if ( side_flag ) {
// check to see if end0 and end1 are on opposite sides of
// plane
if ( (x - x0) > FG_EPSILON ) {
t1 = x;
t2 = x0;
t3 = x1;
} else if ( (y - y0) > FG_EPSILON ) {
t1 = y;
t2 = y0;
t3 = y1;
} else if ( (z - z0) > FG_EPSILON ) {
t1 = z;
t2 = z0;
t3 = z1;
} else {
// everything is too close together to tell the difference
// so the current intersection point should work as good
// as any
sgSetVec3( result, x, y, z );
return true;
}
side1 = fg_sign (t1 - t2);
side2 = fg_sign (t1 - t3);
if ( side1 == side2 ) {
// same side, punt
continue;
}
}
#endif
// check to see if intersection point is in the bounding
// cube of the face
#ifdef XTRA_DEBUG_STUFF
xmin = fg_min3 (p1[0], p2[0], p3[0]);
xmax = fg_max3 (p1[0], p2[0], p3[0]);
ymin = fg_min3 (p1[1], p2[1], p3[1]);
ymax = fg_max3 (p1[1], p2[1], p3[1]);
zmin = fg_min3 (p1[2], p2[2], p3[2]);
zmax = fg_max3 (p1[2], p2[2], p3[2]);
printf("bounding cube = %.2f,%.2f,%.2f %.2f,%.2f,%.2f\n",
xmin, ymin, zmin, xmax, ymax, zmax);
#endif
// punt if outside bouding cube
if ( x < (xmin = fg_min3 (p1[0], p2[0], p3[0])) ) {
continue;
} else if ( x > (xmax = fg_max3 (p1[0], p2[0], p3[0])) ) {
continue;
} else if ( y < (ymin = fg_min3 (p1[1], p2[1], p3[1])) ) {
continue;
} else if ( y > (ymax = fg_max3 (p1[1], p2[1], p3[1])) ) {
continue;
} else if ( z < (zmin = fg_min3 (p1[2], p2[2], p3[2])) ) {
continue;
} else if ( z > (zmax = fg_max3 (p1[2], p2[2], p3[2])) ) {
continue;
}
// (finally) check to see if the intersection point is
// actually inside this face
//first, drop the smallest dimension so we only have to work
//in 2d.
dx = xmax - xmin;
dy = ymax - ymin;
dz = zmax - zmin;
min_dim = fg_min3 (dx, dy, dz);
if ( fabs(min_dim - dx) <= FG_EPSILON ) {
// x is the smallest dimension
x1 = p1[1];
y1 = p1[2];
x2 = p2[1];
y2 = p2[2];
x3 = p3[1];
y3 = p3[2];
rx = y;
ry = z;
} else if ( fabs(min_dim - dy) <= FG_EPSILON ) {
// y is the smallest dimension
x1 = p1[0];
y1 = p1[2];
x2 = p2[0];
y2 = p2[2];
x3 = p3[0];
y3 = p3[2];
rx = x;
ry = z;
} else if ( fabs(min_dim - dz) <= FG_EPSILON ) {
// z is the smallest dimension
x1 = p1[0];
y1 = p1[1];
x2 = p2[0];
y2 = p2[1];
x3 = p3[0];
y3 = p3[1];
rx = x;
ry = y;
} else {
// all dimensions are really small so lets call it close
// enough and return a successful match
sgSetVec3( result, x, y, z );
return true;
}
// check if intersection point is on the same side of p1 <-> p2 as p3
t1 = (y1 - y2) / (x1 - x2);
side1 = fg_sign (t1 * ((x3) - x2) + y2 - (y3));
side2 = fg_sign (t1 * ((rx) - x2) + y2 - (ry));
if ( side1 != side2 ) {
// printf("failed side 1 check\n");
continue;
}
// check if intersection point is on correct side of p2 <-> p3 as p1
t1 = (y2 - y3) / (x2 - x3);
side1 = fg_sign (t1 * ((x1) - x3) + y3 - (y1));
side2 = fg_sign (t1 * ((rx) - x3) + y3 - (ry));
if ( side1 != side2 ) {
// printf("failed side 2 check\n");
continue;
}
// check if intersection point is on correct side of p1 <-> p3 as p2
t1 = (y1 - y3) / (x1 - x3);
side1 = fg_sign (t1 * ((x2) - x3) + y3 - (y2));
side2 = fg_sign (t1 * ((rx) - x3) + y3 - (ry));
if ( side1 != side2 ) {
// printf("failed side 3 check\n");
continue;
}
// printf( "intersection point = %.2f %.2f %.2f\n", x, y, z);
sgSetVec3( result, x, y, z );
return true;
}
// printf("\n");
return false;
}
void FGTileMgr::my_ssg_los( string s, ssgBranch *branch, sgMat4 m,
const sgVec3 p, const sgVec3 dir )
{
sgSphere *bsphere;
for ( ssgEntity *kid = branch->getKid( 0 );
kid != NULL;
kid = branch->getNextKid() )
{
if ( kid->getTraversalMask() & SSGTRAV_HOT ) {
bsphere = kid->getBSphere();
sgVec3 center;
sgCopyVec3( center, bsphere->getCenter() );
sgXformPnt3( center, m ) ;
cout << s << "entity bounding sphere:" << endl;
cout << s << "center = " << center[0] << " "
<< center[1] << " " << center[2] << endl;
cout << s << "radius = " << bsphere->getRadius() << endl;
double radius_sqd = bsphere->getRadius() * bsphere->getRadius();
if ( sgPointLineDistSquared( center, p, dir ) < radius_sqd ) {
// possible intersections
if ( kid->isAKindOf ( ssgTypeBranch() ) ) {
sgMat4 m_new;
sgCopyMat4(m_new, m);
if ( kid->isA( ssgTypeTransform() ) ) {
sgMat4 xform;
((ssgTransform *)kid)->getTransform( xform );
sgPreMultMat4( m_new, xform );
}
my_ssg_los( s + " ", (ssgBranch *)kid, m_new, p, dir );
} else if ( kid->isAKindOf ( ssgTypeLeaf() ) ) {
sgVec3 result;
if ( my_ssg_instersect_leaf( s, (ssgLeaf *)kid, m, p, dir,
result ) )
{
cout << "sgLOS hit: " << result[0] << ","
<< result[1] << "," << result[2] << endl;
}
}
} else {
// end of the line for this branch
}
} else {
// branch requested not to be traversed
}
}
}
// Determine scenery altitude via ssg. Normally this just happens
// when we render the scene, but we'd also like to be able to do this
// explicitely. lat & lon are in radians. view_pos in current world
@ -378,28 +691,18 @@ double
FGTileMgr::current_elev_ssg( const Point3D& abs_view_pos,
const Point3D& view_pos )
{
ssgHit *results ;
// cout << "view pos = " << view_pos << endl;
// cout << "abs view pos = " << abs_view_pos << endl;
hitcount = 0;
sgMat4 m;
sgMakeTransMat4( m, view_pos.x(), view_pos.y(), view_pos.z() );
sgMakeIdentMat4 ( m ) ;
sgVec3 s;
sgSetVec3(s, -abs_view_pos.x(), -abs_view_pos.y(), -abs_view_pos.z() );
sgVec3 sgavp, sgvp;
sgSetVec3(sgavp, abs_view_pos.x(), abs_view_pos.y(), abs_view_pos.z() );
sgSetVec3(sgvp, view_pos.x(), view_pos.y(), view_pos.z() );
int num_hits = ssgLOS ( scene, s, m, &results ) ;
for ( int i = 0 ; i < num_hits ; i++ ) {
ssgHit *h = &(results [ i ]) ;
// cout << "got a hit!" << endl;
/* Do something with 'h' */
}
FG_LOG( FG_TERRAIN, FG_INFO, "(ssg) no terrain intersection found" );
return 0.0;
cout << "starting ssg_los, view pos = " << view_pos[0] << " "
<< view_pos[1] << " " << view_pos[2] << endl;
my_ssg_los( "", scene, m, sgvp, sgavp );
}
@ -595,10 +898,10 @@ int FGTileMgr::update( void ) {
scenery.cur_elev =
current_elev( f->get_Longitude(), f->get_Latitude(), tmp_abs_view_pos );
// cout << "current elevation == " << scenery.cur_elev << endl;
// double junk = current_elev_ssg( current_view.abs_view_pos,
// current_view.view_pos );
// cout << "current elevation (ssg) == " <<
cout << "current elevation == " << scenery.cur_elev << endl;
double junk = current_elev_ssg( current_view.abs_view_pos,
current_view.view_pos );
cout << "current elevation (ssg) == " << junk << endl;
p_last = p1;
last_lon = f->get_Longitude() * RAD_TO_DEG;

View file

@ -59,6 +59,9 @@ public:
};
#define MAX_HITS 100
class FGTileMgr {
private:
@ -81,6 +84,9 @@ private:
// load a tile
void load_tile( const FGBucket& b, int cache_index );
int hitcount;
ssgHit hitlist [ MAX_HITS ] ;
public:
// Constructor
@ -102,6 +108,8 @@ public:
// explicitely. lat & lon are in radians. abs_view_pos in
// meters. Returns result in meters.
double current_elev( double lon, double lat, const Point3D& abs_view_pos );
void my_ssg_los( string s, ssgBranch *branch, sgMat4 m,
const sgVec3 p, const sgVec3 dir );
double current_elev_ssg( const Point3D& abs_view_pos,
const Point3D& view_pos );
double current_elev_new( const FGBucket& p );