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Added a new range-selector layer above each tile. That way, by

default, each tile has only 3 extra SSG nodes unless it falls into
range.
This commit is contained in:
david 2002-07-25 17:32:31 +00:00
parent 1c35d89eb4
commit e7e576055f

View file

@ -402,7 +402,11 @@ add_object_to_triangle (sgVec3 p1, sgVec3 p2, sgVec3 p3, sgVec3 center,
branch->addKid(pos);
}
class RandomObjectUserData : public ssgBase
/**
* User data for populating triangles when they come in range.
*/
class TriUserData : public ssgBase
{
public:
bool is_filled_in;
@ -436,6 +440,9 @@ fill_in_triangle (float * p1, float * p2, float * p3,
FGNewMat::ObjectGroup * object_group, ssgBranch * branch,
double lon_deg, double lat_deg)
{
// generate a repeatable random seed
sg_srandom((unsigned int)(p1[0]));
int nObjects = object_group->get_object_count();
for (int i = 0; i < nObjects; i++) {
FGNewMat::Object * object = object_group->get_object(i);
@ -466,7 +473,6 @@ fill_in_triangle (float * p1, float * p2, float * p3,
}
}
/**
* SSG callback for an in-range triangle of randomly-placed objects.
*
@ -480,9 +486,9 @@ fill_in_triangle (float * p1, float * p2, float * p3,
* @return Always 1, to allow traversal and culling to continue.
*/
static int
in_range_callback (ssgEntity * entity, int mask)
tri_in_range_callback (ssgEntity * entity, int mask)
{
RandomObjectUserData * data = (RandomObjectUserData *)entity->getUserData();
TriUserData * data = (TriUserData *)entity->getUserData();
if (!data->is_filled_in) {
fill_in_triangle(data->p1, data->p2, data->p3, data->object_group,
data->branch, data->lon_deg, data->lat_deg);
@ -505,9 +511,9 @@ in_range_callback (ssgEntity * entity, int mask)
* @return Always 0, to prevent any further traversal or culling.
*/
static int
out_of_range_callback (ssgEntity * entity, int mask)
tri_out_of_range_callback (ssgEntity * entity, int mask)
{
RandomObjectUserData * data = (RandomObjectUserData *)entity->getUserData();
TriUserData * data = (TriUserData *)entity->getUserData();
if (data->is_filled_in) {
data->branch->removeAllKids();
data->is_filled_in = false;
@ -630,7 +636,7 @@ setup_triangle (float * p1, float * p2, float * p3,
// allow for objects far from the center.
float ranges[] = {0,
group->get_range_m() + bounding_radius,
500000};
SG_MAX};
ssgRangeSelector * lod = new ssgRangeSelector;
lod->setRanges(ranges, 3);
location->addKid(lod);
@ -643,7 +649,7 @@ setup_triangle (float * p1, float * p2, float * p3,
// Set up the user data for if/when
// the random objects in this triangle
// are filled in.
RandomObjectUserData * data = new RandomObjectUserData;
TriUserData * data = new TriUserData;
data->is_filled_in = false;
data->p1 = p1;
data->p2 = p2;
@ -656,29 +662,107 @@ setup_triangle (float * p1, float * p2, float * p3,
// Set up the in-range node.
in_range->setUserData(data);
in_range->setTravCallback(SSG_CALLBACK_PRETRAV,
in_range_callback);
tri_in_range_callback);
lod->addKid(in_range);
// Set up the out-of-range node.
out_of_range->setUserData(data);
out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
out_of_range_callback);
tri_out_of_range_callback);
out_of_range->addKid(DummyBSphereEntity::get_entity());
lod->addKid(out_of_range);
}
}
/**
* User data for populating tiles when they come in range.
*/
class TileUserData : public ssgBase
{
public:
bool is_filled_in;
ssgLeaf * leaf;
FGNewMat * mat;
ssgBranch * branch;
double lon_deg;
double lat_deg;
};
/**
* SSG callback for an in-range tile of randomly-placed objects.
*
* This pretraversal callback is attached to a branch that is
* traversed only when a tile is in range. If the tile is not
* currently prepared to be populated with randomly-placed objects,
* this callback will prepare it (actual population is handled by
* the tri_in_range_callback for individual triangles).
*
* @param entity The entity to which the callback is attached (not used).
* @param mask The entity's traversal mask (not used).
* @return Always 1, to allow traversal and culling to continue.
*/
static int
tile_in_range_callback (ssgEntity * entity, int mask)
{
TileUserData * data = (TileUserData *)entity->getUserData();
if (!data->is_filled_in) {
// Iterate through all the triangles
// and populate them.
int num_tris = data->leaf->getNumTriangles();
for ( int i = 0; i < num_tris; ++i ) {
short n1, n2, n3;
data->leaf->getTriangle(i, &n1, &n2, &n3);
setup_triangle(data->leaf->getVertex(n1),
data->leaf->getVertex(n2),
data->leaf->getVertex(n3),
data->mat, data->branch, data->lon_deg, data->lat_deg);
}
data->is_filled_in = true;
}
return 1;
}
/**
* SSG callback for an out-of-range tile of randomly-placed objects.
*
* This pretraversal callback is attached to a branch that is
* traversed only when a tile is out of range. If the tile is
* currently prepared to be populated with randomly-placed objects (or
* is actually populated), the objects will be removed.
*
* @param entity The entity to which the callback is attached (not used).
* @param mask The entity's traversal mask (not used).
* @return Always 0, to prevent any further traversal or culling.
*/
static int
tile_out_of_range_callback (ssgEntity * entity, int mask)
{
TileUserData * data = (TileUserData *)entity->getUserData();
if (data->is_filled_in) {
data->branch->removeAllKids();
data->is_filled_in = false;
}
return 0;
}
/**
* Randomly place objects on a surface.
*
* The leaf node provides the geometry of the surface, while the
* material provides the objects and placement density. Latitude
* and longitude are required so that the objects can be rotated
* to the world-up vector.
* to the world-up vector. This function does not actually add
* any objects; instead, it attaches an ssgRangeSelector to the
* branch with callbacks to generate the objects when needed.
*
* @param leaf The surface where the objects should be placed.
* @param branch The branch that will hold the randomly-placed objects.
* @param center The center of the tile in FlightGear coordinates.
* @param lon_deg The longitude of the surface center, in degrees.
* @param lat_deg The latitude of the surface center, in degrees.
* @param material_name The name of the surface's material.
@ -686,12 +770,16 @@ setup_triangle (float * p1, float * p2, float * p3,
static void
gen_random_surface_objects (ssgLeaf *leaf,
ssgBranch *branch,
float lon_deg,
float lat_deg,
Point3D * center,
const string &material_name)
{
// First, look up the material
// for this surface.
// If the surface has no triangles, return
// now.
int num_tris = leaf->getNumTriangles();
if (num_tris < 1)
return;
// Get the material for this surface.
FGNewMat * mat = material_lib.find(material_name);
if (mat == 0) {
SG_LOG(SG_INPUT, SG_ALERT, "Unknown material " << material_name);
@ -703,25 +791,44 @@ gen_random_surface_objects (ssgLeaf *leaf,
if (mat->get_object_group_count() < 1)
return;
// If the surface has no triangles, return
// now.
int num_tris = leaf->getNumTriangles();
if (num_tris < 1)
return;
// Calculate the geodetic centre of
// the tile, for aligning automatic
// objects.
double lon_deg, lat_rad, lat_deg, alt_m, sl_radius_m;
Point3D geoc = sgCartToPolar3d(*center);
lon_deg = geoc.lon() * SGD_RADIANS_TO_DEGREES;
sgGeocToGeod(geoc.lat(), geoc.radius(),
&lat_rad, &alt_m, &sl_radius_m);
lat_deg = lat_rad * SGD_RADIANS_TO_DEGREES;
// generate a repeatable random seed
sg_srandom((unsigned int)(leaf->getVertex(0)[0]));
// LOD for the tile
// max random object range: 20000m
float ranges[] = {0, 20000, 1000000};
ssgRangeSelector * lod = new ssgRangeSelector;
lod->setRanges(ranges, 3);
branch->addKid(lod);
// Iterate through all the triangles
// and populate them.
for ( int i = 0; i < num_tris; ++i ) {
short n1, n2, n3;
leaf->getTriangle(i, &n1, &n2, &n3);
setup_triangle(leaf->getVertex(n1),
leaf->getVertex(n2),
leaf->getVertex(n3),
mat, branch, lon_deg, lat_deg);
}
// Create the in-range and out-of-range
// branches.
ssgBranch * in_range = new ssgBranch;
ssgBranch * out_of_range = new ssgBranch;
lod->addKid(in_range);
lod->addKid(out_of_range);
TileUserData * data = new TileUserData;
data->is_filled_in = false;
data->leaf = leaf;
data->mat = mat;
data->branch = in_range;
data->lon_deg = lon_deg;
data->lat_deg = lat_deg;
in_range->setUserData(data);
in_range->setTravCallback(SSG_CALLBACK_PRETRAV, tile_in_range_callback);
out_of_range->setUserData(data);
out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
tile_out_of_range_callback);
out_of_range->addKid(DummyBSphereEntity::get_entity());
}
@ -1339,22 +1446,11 @@ bool fgBinObjLoad( const string& path, const bool is_base,
geometry->setName( (char *)path.c_str() );
double geod_lon = 0.0, geod_lat = 0.0, geod_alt = 0.0,
geod_sl_radius = 0.0;
if ( is_base ) {
// reference point (center offset/bounding sphere)
*center = obj.get_gbs_center();
*bounding_radius = obj.get_gbs_radius();
// Calculate the geodetic centre of
// the tile, for aligning automatic
// objects.
Point3D geoc = sgCartToPolar3d(*center);
geod_lon = geoc.lon();
sgGeocToGeod(geoc.lat(), geoc.radius(),
&geod_lat, &geod_alt, &geod_sl_radius);
geod_lon *= SGD_RADIANS_TO_DEGREES;
geod_lat *= SGD_RADIANS_TO_DEGREES;
}
point_list nodes = obj.get_wgs84_nodes();
@ -1419,8 +1515,7 @@ bool fgBinObjLoad( const string& path, const bool is_base,
is_base, ground_lights );
if (use_random_objects)
gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
material);
gen_random_surface_objects(leaf, geometry, center, material);
geometry->addKid( leaf );
}
@ -1440,8 +1535,7 @@ bool fgBinObjLoad( const string& path, const bool is_base,
is_base, ground_lights );
if (use_random_objects)
gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
material);
gen_random_surface_objects(leaf, geometry, center, material);
geometry->addKid( leaf );
}
@ -1460,8 +1554,7 @@ bool fgBinObjLoad( const string& path, const bool is_base,
vertex_index, normal_index, tex_index,
is_base, ground_lights );
if (use_random_objects)
gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
material);
gen_random_surface_objects(leaf, geometry, center, material);
geometry->addKid( leaf );
}