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Modifed random-object code for more memory efficiency:

1. Only one copy of each object (and its texture) is stored in memory,
   no matter how many materials use it.

2. Random objects are added to a triangle only when the objects are in
   range, and they are deleted as soon as the objects are out of
   range.  That way, only a relatively small number of ssg nodes are
   used at any one time.

This patch seems to eliminate freezes when tiles are freed.  There are
occasional stutters at extremely high speeds (i.e. over 3,000kt), but
it seems smooth enough for normal aviation speeds.
This commit is contained in:
david 2002-07-18 01:04:08 +00:00
parent cc8567ad63
commit f7a17c9020
2 changed files with 202 additions and 38 deletions

View file

@ -27,6 +27,11 @@
#include <simgear/compiler.h>
#include <map>
SG_USING_STD(map);
#include <simgear/compiler.h>
#ifdef SG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
@ -40,12 +45,34 @@
#include "newmat.hxx"
////////////////////////////////////////////////////////////////////////
// Local static variables.
// FIXME: write a proper manager.
////////////////////////////////////////////////////////////////////////
// Objects already loaded (that can be reused).
map<string,ssgEntity *> object_map;
////////////////////////////////////////////////////////////////////////
// Local static functions.
////////////////////////////////////////////////////////////////////////
// FIXME: this is totally evil and non-robust: it assumes that
// entities will never be refcounted to 0 (which is safe for now).
static ssgEntity *
load_object (char * path)
{
ssgEntity * object = object_map[path];
if (object == 0) {
object = ssgLoad(path);
object_map[path] = object;
}
return object;
}
/**
* Internal method to test whether a file exists.
*
@ -152,7 +179,7 @@ FGNewMat::read_properties (const SGPropertyNode * props)
SGPath path = globals->get_fg_root();
path.append(object_node->getStringValue("path"));
ssgTexturePath((char *)path.dir().c_str());
ssgEntity * model = ssgLoad((char *)path.c_str());
ssgEntity * model = load_object((char *)path.c_str());
if (model != 0) {
// float ranges[] = {0, object_node->getDoubleValue("range-m", 2000)};
// object.model = new ssgRangeSelector;

View file

@ -346,15 +346,136 @@ add_object_to_triangle (sgVec3 p1, sgVec3 p2, sgVec3 p3, sgVec3 center,
branch->addKid(pos);
}
class RandomObjectUserData : public ssgBase
{
public:
bool is_filled_in;
float * p1;
float * p2;
float * p3;
FGNewMat * mat;
int object_index;
ssgBranch * branch;
sgMat4 ROT;
};
/**
* Populate a single triangle with randomly-placed objects.
* Fill in a triangle with randomly-placed objects.
*
* The objects and their density are defined in the material. If the
* density is smaller than the minimum, there is an appropriate chance
* of one appearing. The ssgBranch supplied will be populated
* with the randomly-placed objects, with all objects of each type
* under a range selector.
* This method is invoked by a callback when the triangle is in range
* but not yet populated.
*
* @param p1 The first vertex of the triangle.
* @param p2 The second vertex of the triangle.
* @param p3 The third vertex of the triangle.
* @param mat The triangle's material.
* @param object_index The index of the random object in the triangle.
* @param branch The branch where the objects should be added.
* @param ROT The rotation matrix to align objects with the earth's
* surface.
*/
static void
fill_in_triangle (float * p1, float * p2, float * p3, FGNewMat * mat,
int object_index, ssgBranch * branch, sgMat4 ROT)
{
sgVec3 center;
sgSetVec3(center,
(p1[0] + p2[0] + p3[0]) / 3.0,
(p1[1] + p2[1] + p3[1]) / 3.0,
(p1[2] + p2[2] + p3[2]) / 3.0);
double area = sgTriArea(p1, p2, p3);
double num = area / mat->get_object_coverage(object_index);
// place an object each unit of area
while ( num > 1.0 ) {
add_object_to_triangle(p1, p2, p3, center,
ROT, mat, object_index, branch);
num -= 1.0;
}
// for partial units of area, use a zombie door method to
// create the proper random chance of an object being created
// for this triangle
if ( num > 0.0 ) {
if ( sg_random() <= num ) {
// a zombie made it through our door
add_object_to_triangle(p1, p2, p3, center,
ROT, mat, object_index, branch);
}
}
}
/**
* SSG callback for an in-range triangle of randomly-placed objects.
*
* This pretraversal callback is attached to a branch that is traversed
* only when a triangle is in range. If the triangle is not currently
* populated with randomly-placed objects, this callback will populate
* it.
*
* @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
in_range_callback (ssgEntity * entity, int mask)
{
RandomObjectUserData * data = (RandomObjectUserData *)entity->getUserData();
if (!data->is_filled_in) {
fill_in_triangle(data->p1, data->p2, data->p3, data->mat,
data->object_index, data->branch, data->ROT);
data->is_filled_in = true;
}
return 1;
}
/**
* SSG callback for an out-of-range triangle of randomly-placed objects.
*
* This pretraversal callback is attached to a branch that is traversed
* only when a triangle is out of range. If the triangle is currently
* populated with randomly-placed objects, 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
out_of_range_callback (ssgEntity * entity, int mask)
{
RandomObjectUserData * data = (RandomObjectUserData *)entity->getUserData();
if (data->is_filled_in) {
data->branch->removeAllKids();
data->is_filled_in = false;
}
return 0;
}
/**
* ssgEntity pre-traversal callback to skip a culling test.
*
* This is necessary so that the in-range/out-of-range callbacks will
* be reached even when there is no leaf data underneath.
*
* @param entity The entity originating the callback (not used).
* @param mask The entity's traversal mask (not used).
* @return Always 2 to allow traversal without a cull test.
*/
static int
notest_callback (ssgEntity * entity, int mask)
{
return 2;
}
/**
* Set up a triangle for randomly-placed objects.
*
* No objects will be added unless the triangle comes into range.
*
* @param leaf The leaf containing the data for the terrain surface.
* @param tri_index The index of the triangle in the leaf.
@ -365,12 +486,9 @@ add_object_to_triangle (sgVec3 p1, sgVec3 p2, sgVec3 p3, sgVec3 center,
* surface at the current lat/lon.
*/
static void
populate_triangle (float * p1, float * p2, float * p3,
setup_triangle (float * p1, float * p2, float * p3,
FGNewMat * mat, ssgBranch * branch, sgMat4 ROT)
{
// Calculate the triangle area.
double area = sgTriArea(p1, p2, p3);
// Set up a single center point for LOD
sgVec3 center;
sgSetVec3(center,
@ -385,35 +503,54 @@ populate_triangle (float * p1, float * p2, float * p3,
sgMat4 TRANS;
sgMakeTransMat4(TRANS, center);
location->setTransform(TRANS);
location->setTravCallback(SSG_CALLBACK_PRETRAV, notest_callback);
branch->addKid(location);
// Iterate through all the objects types.
// Calculate the triangle area.
double area = sgTriArea(p1, p2, p3);
// Iterate through all the object types.
int num_objects = mat->get_object_count();
for (int i = 0; i < num_objects; i++) {
double num = area / mat->get_object_coverage(i);
float ranges[] = {0, mat->get_object_lod(i)};
ssgRangeSelector * lod = new ssgRangeSelector;
lod->setRanges(ranges, 2);
location->addKid(lod);
ssgBranch * objects = new ssgBranch;
lod->addKid(objects);
// place an object each unit of area
while ( num > 1.0 ) {
add_object_to_triangle(p1, p2, p3, center,
ROT, mat, i, objects);
num -= 1.0;
}
// for partial units of area, use a zombie door method to
// create the proper random chance of an object being created
// for this triangle
if ( num > 0.0 ) {
if ( sg_random() <= num ) {
// a zombie made it through our door
add_object_to_triangle(p1, p2, p3, center,
ROT, mat, i, objects);
}
}
// Set up the range selector. Note that
// we provide only two ranges, so the
// upper limit will be infinity.
float ranges[] = {0, mat->get_object_lod(i), 9999999};
ssgRangeSelector * lod = new ssgRangeSelector;
lod->setRanges(ranges, 3);
lod->setTravCallback(SSG_CALLBACK_PRETRAV, notest_callback);
location->addKid(lod);
// Create the in-range and out-of-range
// branches.
ssgBranch * in_range = new ssgBranch;
ssgBranch * out_of_range = new ssgBranch;
// Set up the user data for if/when
// the random objects in this triangle
// are filled in.
RandomObjectUserData * data = new RandomObjectUserData;
data->is_filled_in = false;
data->p1 = p1;
data->p2 = p2;
data->p3 = p3;
data->mat = mat;
data->object_index = i;
data->branch = in_range;
sgCopyMat4(data->ROT, ROT);
// Set up the in-range node.
in_range->setUserData(data);
in_range->setTravCallback(SSG_CALLBACK_PRETRAV,
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);
lod->addKid(out_of_range);
}
}
@ -507,7 +644,7 @@ gen_random_surface_objects (ssgLeaf *leaf,
for ( int i = 0; i < num_tris; ++i ) {
short n1, n2, n3;
leaf->getTriangle(i, &n1, &n2, &n3);
populate_triangle(leaf->getVertex(n1),
setup_triangle(leaf->getVertex(n1),
leaf->getVertex(n2),
leaf->getVertex(n3),
mat, branch, ROT);