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:
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8ce39244df
commit
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3 changed files with 394 additions and 36 deletions
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@ -35,6 +35,7 @@
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#include <ssg.h> // plib include
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#include <Debug/logstream.hxx>
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#include <Misc/fgstream.hxx>
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#include <Airports/genapt.hxx>
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#include <Bucket/newbucket.hxx>
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#include <Clouds/cloudobj.hxx>
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@ -42,6 +43,7 @@
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#include <Main/views.hxx>
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#include <Misc/fgpath.hxx>
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#include <Objects/obj.hxx>
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#include <Scenery/scenery.hxx> // for scenery.center
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#include "tilecache.hxx"
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#include "tileentry.hxx"
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@ -162,29 +164,74 @@ FGTileCache::fill_in( int index, const FGBucket& p )
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exit(-1);
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}
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// Load the appropriate data file and build tile fragment list
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FGPath tile_path( current_options.get_fg_root() );
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tile_path.append( "Scenery" );
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tile_path.append( p.gen_base_path() );
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tile_path.append( p.gen_index_str() );
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tile_cache[index].tile_bucket = p;
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tile_cache[index].select_ptr = new ssgSelector;
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tile_cache[index].transform_ptr = new ssgTransform;
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tile_cache[index].range_ptr = new ssgRangeSelector;
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tile_cache[index].tile_bucket = p;
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ssgBranch *new_tile = fgObjLoad( tile_path.str(), &tile_cache[index] );
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if ( current_options.get_clouds() ) {
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ssgLeaf *cloud_layer = fgGenCloudLayer( &tile_cache[index],
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current_options.get_clouds_asl() );
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new_tile -> addKid( cloud_layer );
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}
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FGPath tile_path( current_options.get_fg_root() );
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tile_path.append( "Scenery" );
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tile_path.append( p.gen_base_path() );
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// Load the appropriate data file and build tile fragment list
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FGPath tile_base = tile_path;
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tile_base.append( p.gen_index_str() );
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ssgBranch *new_tile = fgObjLoad( tile_base.str(), &tile_cache[index],
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true );
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if ( new_tile != NULL ) {
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tile_cache[index].range_ptr->addKid( new_tile );
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}
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// load custom objects
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cout << "CUSTOM OBJECTS" << endl;
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FGPath index_path = tile_path;
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index_path.append( p.gen_index_str() );
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index_path.concat( ".ind" );
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cout << "Looking in " << index_path.str() << endl;
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fg_gzifstream in( index_path.str() );
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if ( in.is_open() ) {
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string token, name;
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while ( ! in.eof() ) {
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in >> token;
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in >> name;
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in >> skipws;
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cout << "token = " << token << " name = " << name << endl;
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FGPath custom_path = tile_path;
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custom_path.append( name );
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ssgBranch *custom_obj = fgObjLoad( custom_path.str(),
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&tile_cache[index], false );
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if ( (new_tile != NULL) && (custom_obj != NULL) ) {
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new_tile -> addKid( custom_obj );
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}
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}
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}
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// generate cloud layer
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if ( current_options.get_clouds() ) {
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ssgLeaf *cloud_layer = fgGenCloudLayer( &tile_cache[index],
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current_options.get_clouds_asl() );
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cloud_layer->clrTraversalMaskBits( SSGTRAV_HOT );
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new_tile -> addKid( cloud_layer );
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}
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tile_cache[index].transform_ptr->addKid( tile_cache[index].range_ptr );
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// calculate initial tile offset
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tile_cache[index].SetOffset( scenery.center );
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sgCoord sgcoord;
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sgSetCoord( &sgcoord,
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tile_cache[index].offset.x(),
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tile_cache[index].offset.y(), tile_cache[index].offset.z(),
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0.0, 0.0, 0.0 );
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tile_cache[index].transform_ptr->setTransform( &sgcoord );
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tile_cache[index].select_ptr->addKid( tile_cache[index].transform_ptr );
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terrain->addKid( tile_cache[index].select_ptr );
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@ -369,6 +369,319 @@ FGTileMgr::current_elev( double lon, double lat, const Point3D& abs_view_pos ) {
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}
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inline int fg_sign( const double x ) {
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return x < 0 ? -1 : 1;
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}
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inline double fg_min( const double a, const double b ) {
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return b < a ? b : a;
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}
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inline double fg_max( const double a, const double b ) {
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return a < b ? b : a;
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}
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// return the minimum of the three values
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inline double fg_min3( const double a, const double b, const double c ) {
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return a > b ? fg_min(b, c) : fg_min(a, c);
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}
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// return the maximum of the three values
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inline double fg_max3 (const double a, const double b, const double c ) {
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return a < b ? fg_max(b, c) : fg_max(a, c);
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}
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// check for an instersection with the individual triangles of a leaf
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static bool my_ssg_instersect_leaf( string s, ssgLeaf *leaf, sgMat4 m,
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const sgVec3 p, const sgVec3 dir,
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sgVec3 result )
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{
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sgVec3 v1, v2, n;
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sgVec3 p1, p2, p3;
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double x, y, z; // temporary holding spot for result
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double a, b, c, d;
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double x0, y0, z0, x1, y1, z1, a1, b1, c1;
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double t1, t2, t3;
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double xmin, xmax, ymin, ymax, zmin, zmax;
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double dx, dy, dz, min_dim, x2, y2, x3, y3, rx, ry;
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float *tmp;
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int side1, side2;
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short i1, i2, i3;
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cout << s << "Intersecting" << endl;
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// traverse the triangle list for this leaf
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for ( int i = 0; i < leaf->getNumTriangles(); ++i ) {
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cout << s << "testing triangle = " << i << endl;
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leaf->getTriangle( i, &i1, &i2, &i3 );
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// get triangle vertex coordinates
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tmp = leaf->getVertex( i1 );
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cout << s << "orig point 1 = " << tmp[0] << " " << tmp[1]
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<< " " << tmp[2] << endl;
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sgXformPnt3( p1, tmp, m ) ;
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tmp = leaf->getVertex( i2 );
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cout << s << "orig point 2 = " << tmp[0] << " " << tmp[1]
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<< " " << tmp[2] << endl;
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sgXformPnt3( p2, tmp, m ) ;
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tmp = leaf->getVertex( i3 );
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cout << s << "orig point 3 = " << tmp[0] << " " << tmp[1]
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<< " " << tmp[2] << endl;
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sgXformPnt3( p3, tmp, m ) ;
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cout << s << "point 1 = " << p1[0] << " " << p1[1] << " " << p1[2]
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<< endl;
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cout << s << "point 2 = " << p2[0] << " " << p2[1] << " " << p2[2]
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<< endl;
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cout << s << "point 3 = " << p3[0] << " " << p3[1] << " " << p3[2]
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<< endl;
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// calculate two edge vectors, and the face normal
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sgSubVec3(v1, p2, p1);
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sgSubVec3(v2, p3, p1);
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sgVectorProductVec3(n, v1, v2);
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// calculate the plane coefficients for the plane defined by
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// this face. If n is the normal vector, n = (a, b, c) and p1
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// is a point on the plane, p1 = (x0, y0, z0), then the
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// equation of the line is a(x-x0) + b(y-y0) + c(z-z0) = 0
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a = n[0];
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b = n[1];
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c = n[2];
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d = a * p1[0] + b * p1[1] + c * p1[2];
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// printf("a, b, c, d = %.2f %.2f %.2f %.2f\n", a, b, c, d);
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// printf("p1(d) = %.2f\n", a * p1[0] + b * p1[1] + c * p1[2]);
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// printf("p2(d) = %.2f\n", a * p2[0] + b * p2[1] + c * p2[2]);
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// printf("p3(d) = %.2f\n", a * p3[0] + b * p3[1] + c * p3[2]);
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// calculate the line coefficients for the specified line
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x0 = p[0]; x1 = p[0] + dir[0];
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y0 = p[1]; y1 = p[1] + dir[1];
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z0 = p[2]; z1 = p[2] + dir[2];
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if ( fabs(x1 - x0) > FG_EPSILON ) {
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a1 = 1.0 / (x1 - x0);
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} else {
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// we got a big divide by zero problem here
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a1 = 0.0;
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}
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b1 = y1 - y0;
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c1 = z1 - z0;
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// intersect the specified line with this plane
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t1 = b * b1 * a1;
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t2 = c * c1 * a1;
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// printf("a = %.2f t1 = %.2f t2 = %.2f\n", a, t1, t2);
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if ( fabs(a + t1 + t2) > FG_EPSILON ) {
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x = (t1*x0 - b*y0 + t2*x0 - c*z0 + d) / (a + t1 + t2);
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t3 = a1 * (x - x0);
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y = b1 * t3 + y0;
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z = c1 * t3 + z0;
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// printf("result(d) = %.2f\n", a * x + b * y + c * z);
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} else {
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// no intersection point
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continue;
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}
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#if 0
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if ( side_flag ) {
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// check to see if end0 and end1 are on opposite sides of
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// plane
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if ( (x - x0) > FG_EPSILON ) {
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t1 = x;
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t2 = x0;
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t3 = x1;
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} else if ( (y - y0) > FG_EPSILON ) {
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t1 = y;
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t2 = y0;
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t3 = y1;
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} else if ( (z - z0) > FG_EPSILON ) {
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t1 = z;
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t2 = z0;
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t3 = z1;
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} else {
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// everything is too close together to tell the difference
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// so the current intersection point should work as good
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// as any
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sgSetVec3( result, x, y, z );
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return true;
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}
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side1 = fg_sign (t1 - t2);
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side2 = fg_sign (t1 - t3);
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if ( side1 == side2 ) {
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// same side, punt
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continue;
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}
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}
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#endif
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// check to see if intersection point is in the bounding
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// cube of the face
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#ifdef XTRA_DEBUG_STUFF
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xmin = fg_min3 (p1[0], p2[0], p3[0]);
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xmax = fg_max3 (p1[0], p2[0], p3[0]);
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ymin = fg_min3 (p1[1], p2[1], p3[1]);
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ymax = fg_max3 (p1[1], p2[1], p3[1]);
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zmin = fg_min3 (p1[2], p2[2], p3[2]);
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zmax = fg_max3 (p1[2], p2[2], p3[2]);
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printf("bounding cube = %.2f,%.2f,%.2f %.2f,%.2f,%.2f\n",
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xmin, ymin, zmin, xmax, ymax, zmax);
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#endif
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// punt if outside bouding cube
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if ( x < (xmin = fg_min3 (p1[0], p2[0], p3[0])) ) {
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continue;
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} else if ( x > (xmax = fg_max3 (p1[0], p2[0], p3[0])) ) {
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continue;
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} else if ( y < (ymin = fg_min3 (p1[1], p2[1], p3[1])) ) {
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continue;
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} else if ( y > (ymax = fg_max3 (p1[1], p2[1], p3[1])) ) {
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continue;
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} else if ( z < (zmin = fg_min3 (p1[2], p2[2], p3[2])) ) {
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continue;
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} else if ( z > (zmax = fg_max3 (p1[2], p2[2], p3[2])) ) {
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continue;
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}
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// (finally) check to see if the intersection point is
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// actually inside this face
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//first, drop the smallest dimension so we only have to work
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//in 2d.
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dx = xmax - xmin;
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dy = ymax - ymin;
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dz = zmax - zmin;
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min_dim = fg_min3 (dx, dy, dz);
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if ( fabs(min_dim - dx) <= FG_EPSILON ) {
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// x is the smallest dimension
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x1 = p1[1];
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y1 = p1[2];
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x2 = p2[1];
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y2 = p2[2];
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x3 = p3[1];
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y3 = p3[2];
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rx = y;
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ry = z;
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} else if ( fabs(min_dim - dy) <= FG_EPSILON ) {
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// y is the smallest dimension
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x1 = p1[0];
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y1 = p1[2];
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x2 = p2[0];
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y2 = p2[2];
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x3 = p3[0];
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y3 = p3[2];
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rx = x;
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ry = z;
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} else if ( fabs(min_dim - dz) <= FG_EPSILON ) {
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// z is the smallest dimension
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x1 = p1[0];
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y1 = p1[1];
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x2 = p2[0];
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y2 = p2[1];
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x3 = p3[0];
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y3 = p3[1];
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rx = x;
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ry = y;
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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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sgSetVec3( result, x, y, z );
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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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t1 = (y1 - y2) / (x1 - x2);
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side1 = fg_sign (t1 * ((x3) - x2) + y2 - (y3));
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side2 = fg_sign (t1 * ((rx) - x2) + y2 - (ry));
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if ( side1 != side2 ) {
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// printf("failed side 1 check\n");
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continue;
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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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t1 = (y2 - y3) / (x2 - x3);
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side1 = fg_sign (t1 * ((x1) - x3) + y3 - (y1));
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side2 = fg_sign (t1 * ((rx) - x3) + y3 - (ry));
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if ( side1 != side2 ) {
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// printf("failed side 2 check\n");
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continue;
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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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t1 = (y1 - y3) / (x1 - x3);
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side1 = fg_sign (t1 * ((x2) - x3) + y3 - (y2));
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side2 = fg_sign (t1 * ((rx) - x3) + y3 - (ry));
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if ( side1 != side2 ) {
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// printf("failed side 3 check\n");
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continue;
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}
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// printf( "intersection point = %.2f %.2f %.2f\n", x, y, z);
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sgSetVec3( result, x, y, z );
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return true;
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}
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// printf("\n");
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return false;
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}
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void FGTileMgr::my_ssg_los( string s, ssgBranch *branch, sgMat4 m,
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const sgVec3 p, const sgVec3 dir )
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{
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sgSphere *bsphere;
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for ( ssgEntity *kid = branch->getKid( 0 );
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kid != NULL;
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kid = branch->getNextKid() )
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{
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if ( kid->getTraversalMask() & SSGTRAV_HOT ) {
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bsphere = kid->getBSphere();
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sgVec3 center;
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sgCopyVec3( center, bsphere->getCenter() );
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sgXformPnt3( center, m ) ;
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cout << s << "entity bounding sphere:" << endl;
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cout << s << "center = " << center[0] << " "
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<< center[1] << " " << center[2] << endl;
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cout << s << "radius = " << bsphere->getRadius() << endl;
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double radius_sqd = bsphere->getRadius() * bsphere->getRadius();
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if ( sgPointLineDistSquared( center, p, dir ) < radius_sqd ) {
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// possible intersections
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if ( kid->isAKindOf ( ssgTypeBranch() ) ) {
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sgMat4 m_new;
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sgCopyMat4(m_new, m);
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if ( kid->isA( ssgTypeTransform() ) ) {
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sgMat4 xform;
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((ssgTransform *)kid)->getTransform( xform );
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sgPreMultMat4( m_new, xform );
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}
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my_ssg_los( s + " ", (ssgBranch *)kid, m_new, p, dir );
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} else if ( kid->isAKindOf ( ssgTypeLeaf() ) ) {
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sgVec3 result;
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if ( my_ssg_instersect_leaf( s, (ssgLeaf *)kid, m, p, dir,
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result ) )
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{
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cout << "sgLOS hit: " << result[0] << ","
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<< result[1] << "," << result[2] << endl;
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}
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}
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} else {
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// end of the line for this branch
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}
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} else {
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// branch requested not to be traversed
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}
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}
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}
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// Determine scenery altitude via ssg. Normally this just happens
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// when we render the scene, but we'd also like to be able to do this
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||||
// 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;
|
||||
|
|
|
@ -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 );
|
||||
|
|
Loading…
Add table
Reference in a new issue