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.
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parent
1c35d89eb4
commit
e7e576055f
1 changed files with 142 additions and 49 deletions
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@ -402,7 +402,11 @@ add_object_to_triangle (sgVec3 p1, sgVec3 p2, sgVec3 p3, sgVec3 center,
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branch->addKid(pos);
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}
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class RandomObjectUserData : public ssgBase
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/**
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* User data for populating triangles when they come in range.
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*/
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class TriUserData : public ssgBase
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{
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public:
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bool is_filled_in;
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@ -436,6 +440,9 @@ fill_in_triangle (float * p1, float * p2, float * p3,
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FGNewMat::ObjectGroup * object_group, ssgBranch * branch,
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double lon_deg, double lat_deg)
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{
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// generate a repeatable random seed
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sg_srandom((unsigned int)(p1[0]));
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int nObjects = object_group->get_object_count();
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for (int i = 0; i < nObjects; i++) {
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FGNewMat::Object * object = object_group->get_object(i);
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@ -466,7 +473,6 @@ fill_in_triangle (float * p1, float * p2, float * p3,
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}
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}
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/**
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* SSG callback for an in-range triangle of randomly-placed objects.
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*
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@ -480,9 +486,9 @@ fill_in_triangle (float * p1, float * p2, float * p3,
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* @return Always 1, to allow traversal and culling to continue.
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*/
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static int
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in_range_callback (ssgEntity * entity, int mask)
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tri_in_range_callback (ssgEntity * entity, int mask)
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{
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RandomObjectUserData * data = (RandomObjectUserData *)entity->getUserData();
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TriUserData * data = (TriUserData *)entity->getUserData();
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if (!data->is_filled_in) {
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fill_in_triangle(data->p1, data->p2, data->p3, data->object_group,
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data->branch, data->lon_deg, data->lat_deg);
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@ -505,9 +511,9 @@ in_range_callback (ssgEntity * entity, int mask)
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* @return Always 0, to prevent any further traversal or culling.
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*/
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static int
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out_of_range_callback (ssgEntity * entity, int mask)
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tri_out_of_range_callback (ssgEntity * entity, int mask)
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{
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RandomObjectUserData * data = (RandomObjectUserData *)entity->getUserData();
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TriUserData * data = (TriUserData *)entity->getUserData();
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if (data->is_filled_in) {
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data->branch->removeAllKids();
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data->is_filled_in = false;
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@ -630,7 +636,7 @@ setup_triangle (float * p1, float * p2, float * p3,
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// allow for objects far from the center.
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float ranges[] = {0,
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group->get_range_m() + bounding_radius,
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500000};
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SG_MAX};
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ssgRangeSelector * lod = new ssgRangeSelector;
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lod->setRanges(ranges, 3);
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location->addKid(lod);
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@ -643,7 +649,7 @@ setup_triangle (float * p1, float * p2, float * p3,
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// Set up the user data for if/when
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// the random objects in this triangle
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// are filled in.
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RandomObjectUserData * data = new RandomObjectUserData;
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TriUserData * data = new TriUserData;
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data->is_filled_in = false;
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data->p1 = p1;
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data->p2 = p2;
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@ -656,29 +662,107 @@ setup_triangle (float * p1, float * p2, float * p3,
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// Set up the in-range node.
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in_range->setUserData(data);
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in_range->setTravCallback(SSG_CALLBACK_PRETRAV,
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in_range_callback);
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tri_in_range_callback);
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lod->addKid(in_range);
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// Set up the out-of-range node.
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out_of_range->setUserData(data);
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out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
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out_of_range_callback);
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tri_out_of_range_callback);
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out_of_range->addKid(DummyBSphereEntity::get_entity());
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lod->addKid(out_of_range);
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}
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}
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/**
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* User data for populating tiles when they come in range.
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*/
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class TileUserData : public ssgBase
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{
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public:
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bool is_filled_in;
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ssgLeaf * leaf;
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FGNewMat * mat;
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ssgBranch * branch;
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double lon_deg;
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double lat_deg;
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};
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/**
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* SSG callback for an in-range tile of randomly-placed objects.
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*
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* This pretraversal callback is attached to a branch that is
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* traversed only when a tile is in range. If the tile is not
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* currently prepared to be populated with randomly-placed objects,
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* this callback will prepare it (actual population is handled by
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* the tri_in_range_callback for individual triangles).
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*
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* @param entity The entity to which the callback is attached (not used).
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* @param mask The entity's traversal mask (not used).
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* @return Always 1, to allow traversal and culling to continue.
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*/
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static int
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tile_in_range_callback (ssgEntity * entity, int mask)
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{
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TileUserData * data = (TileUserData *)entity->getUserData();
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if (!data->is_filled_in) {
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// Iterate through all the triangles
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// and populate them.
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int num_tris = data->leaf->getNumTriangles();
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for ( int i = 0; i < num_tris; ++i ) {
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short n1, n2, n3;
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data->leaf->getTriangle(i, &n1, &n2, &n3);
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setup_triangle(data->leaf->getVertex(n1),
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data->leaf->getVertex(n2),
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data->leaf->getVertex(n3),
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data->mat, data->branch, data->lon_deg, data->lat_deg);
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}
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data->is_filled_in = true;
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}
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return 1;
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}
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/**
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* SSG callback for an out-of-range tile of randomly-placed objects.
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*
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* This pretraversal callback is attached to a branch that is
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* traversed only when a tile is out of range. If the tile is
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* currently prepared to be populated with randomly-placed objects (or
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* is actually populated), the objects will be removed.
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*
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* @param entity The entity to which the callback is attached (not used).
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* @param mask The entity's traversal mask (not used).
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* @return Always 0, to prevent any further traversal or culling.
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*/
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static int
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tile_out_of_range_callback (ssgEntity * entity, int mask)
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{
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TileUserData * data = (TileUserData *)entity->getUserData();
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if (data->is_filled_in) {
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data->branch->removeAllKids();
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data->is_filled_in = false;
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}
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return 0;
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}
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/**
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* Randomly place objects on a surface.
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*
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* The leaf node provides the geometry of the surface, while the
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* material provides the objects and placement density. Latitude
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* and longitude are required so that the objects can be rotated
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* to the world-up vector.
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* to the world-up vector. This function does not actually add
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* any objects; instead, it attaches an ssgRangeSelector to the
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* branch with callbacks to generate the objects when needed.
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*
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* @param leaf The surface where the objects should be placed.
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* @param branch The branch that will hold the randomly-placed objects.
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* @param center The center of the tile in FlightGear coordinates.
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* @param lon_deg The longitude of the surface center, in degrees.
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* @param lat_deg The latitude of the surface center, in degrees.
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* @param material_name The name of the surface's material.
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@ -686,12 +770,16 @@ setup_triangle (float * p1, float * p2, float * p3,
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static void
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gen_random_surface_objects (ssgLeaf *leaf,
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ssgBranch *branch,
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float lon_deg,
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float lat_deg,
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Point3D * center,
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const string &material_name)
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{
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// First, look up the material
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// for this surface.
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// If the surface has no triangles, return
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// now.
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int num_tris = leaf->getNumTriangles();
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if (num_tris < 1)
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return;
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// Get the material for this surface.
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FGNewMat * mat = material_lib.find(material_name);
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if (mat == 0) {
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SG_LOG(SG_INPUT, SG_ALERT, "Unknown material " << material_name);
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@ -703,25 +791,44 @@ gen_random_surface_objects (ssgLeaf *leaf,
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if (mat->get_object_group_count() < 1)
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return;
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// If the surface has no triangles, return
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// now.
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int num_tris = leaf->getNumTriangles();
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if (num_tris < 1)
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return;
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// Calculate the geodetic centre of
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// the tile, for aligning automatic
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// objects.
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double lon_deg, lat_rad, lat_deg, alt_m, sl_radius_m;
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Point3D geoc = sgCartToPolar3d(*center);
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lon_deg = geoc.lon() * SGD_RADIANS_TO_DEGREES;
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sgGeocToGeod(geoc.lat(), geoc.radius(),
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&lat_rad, &alt_m, &sl_radius_m);
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lat_deg = lat_rad * SGD_RADIANS_TO_DEGREES;
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// generate a repeatable random seed
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sg_srandom((unsigned int)(leaf->getVertex(0)[0]));
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// LOD for the tile
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// max random object range: 20000m
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float ranges[] = {0, 20000, 1000000};
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ssgRangeSelector * lod = new ssgRangeSelector;
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lod->setRanges(ranges, 3);
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branch->addKid(lod);
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// Iterate through all the triangles
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// and populate them.
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for ( int i = 0; i < num_tris; ++i ) {
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short n1, n2, n3;
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leaf->getTriangle(i, &n1, &n2, &n3);
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setup_triangle(leaf->getVertex(n1),
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leaf->getVertex(n2),
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leaf->getVertex(n3),
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mat, branch, lon_deg, lat_deg);
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}
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// Create the in-range and out-of-range
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// branches.
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ssgBranch * in_range = new ssgBranch;
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ssgBranch * out_of_range = new ssgBranch;
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lod->addKid(in_range);
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lod->addKid(out_of_range);
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TileUserData * data = new TileUserData;
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data->is_filled_in = false;
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data->leaf = leaf;
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data->mat = mat;
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data->branch = in_range;
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data->lon_deg = lon_deg;
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data->lat_deg = lat_deg;
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in_range->setUserData(data);
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in_range->setTravCallback(SSG_CALLBACK_PRETRAV, tile_in_range_callback);
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out_of_range->setUserData(data);
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out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
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tile_out_of_range_callback);
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out_of_range->addKid(DummyBSphereEntity::get_entity());
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}
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@ -1339,22 +1446,11 @@ bool fgBinObjLoad( const string& path, const bool is_base,
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geometry->setName( (char *)path.c_str() );
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double geod_lon = 0.0, geod_lat = 0.0, geod_alt = 0.0,
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geod_sl_radius = 0.0;
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if ( is_base ) {
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// reference point (center offset/bounding sphere)
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*center = obj.get_gbs_center();
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*bounding_radius = obj.get_gbs_radius();
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// Calculate the geodetic centre of
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// the tile, for aligning automatic
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// objects.
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Point3D geoc = sgCartToPolar3d(*center);
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geod_lon = geoc.lon();
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sgGeocToGeod(geoc.lat(), geoc.radius(),
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&geod_lat, &geod_alt, &geod_sl_radius);
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geod_lon *= SGD_RADIANS_TO_DEGREES;
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geod_lat *= SGD_RADIANS_TO_DEGREES;
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}
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point_list nodes = obj.get_wgs84_nodes();
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is_base, ground_lights );
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if (use_random_objects)
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gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
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material);
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gen_random_surface_objects(leaf, geometry, center, material);
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geometry->addKid( leaf );
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}
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@ -1440,8 +1535,7 @@ bool fgBinObjLoad( const string& path, const bool is_base,
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is_base, ground_lights );
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if (use_random_objects)
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gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
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material);
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gen_random_surface_objects(leaf, geometry, center, material);
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geometry->addKid( leaf );
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}
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vertex_index, normal_index, tex_index,
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is_base, ground_lights );
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if (use_random_objects)
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gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
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material);
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gen_random_surface_objects(leaf, geometry, center, material);
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geometry->addKid( leaf );
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}
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