// groundcache.cxx -- carries a small subset of the scenegraph near the vehicle // // Written by Mathias Froehlich, started Nov 2004. // // Copyright (C) 2004 Mathias Froehlich - Mathias.Froehlich@web.de // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ #include #include #include #include #include #include
#include #include #include #include "flight.hxx" #include "groundcache.hxx" FGGroundCache::FGGroundCache() { sgdSetVec3(cache_center, 0.0, 0.0, 0.0); ground_radius = 0.0; cache_ref_time = 0.0; wire_id = 0; sgdSetVec3(reference_wgs84_point, 0.0, 0.0, 0.0); reference_vehicle_radius = 0.0; found_ground = false; } FGGroundCache::~FGGroundCache() { cache_root.removeAllKids(); } FGGroundCache::GroundProperty* FGGroundCache::extractGroundProperty( ssgLeaf* l ) { // FIXME: Do more ... // Idea: have a get_globals() function which knows about that stuff. // Or most propably read that from a configuration file, // from property tree or whatever ... // Get ground dependent data. GroundProperty *gp = new GroundProperty; gp->wire_id = -1; FGAICarrierHardware *ud = dynamic_cast(l->getUserData()); if (ud) { switch (ud->type) { case FGAICarrierHardware::Wire: gp->type = FGInterface::Wire; gp->wire_id = ud->id; break; case FGAICarrierHardware::Catapult: gp->type = FGInterface::Catapult; break; default: gp->type = FGInterface::Solid; break; } // Copy the velocity from the carrier class. ud->carrier->getVelocityWrtEarth( gp->vel ); } else { // Initialize velocity field. sgSetVec3( gp->vel, 0.0, 0.0, 0.0 ); } // Get the texture name and decide what ground type we have. ssgState *st = l->getState(); if (st != NULL && st->isAKindOf(ssgTypeSimpleState())) { ssgSimpleState *ss = (ssgSimpleState*)st; SGPath fullPath( ss->getTextureFilename() ? ss->getTextureFilename(): "" ); string file = fullPath.file(); SGPath dirPath(fullPath.dir()); string category = dirPath.file(); SG_LOG(SG_FLIGHT,SG_INFO, "New triangle in cache: " << category << " " << file ); if (category == "Runway") gp->type = FGInterface::Solid; else { if (file == "asphault.rgb" || file == "airport.rgb") gp->type = FGInterface::Solid; else if (file == "water.rgb" || file == "water-lake.rgb") gp->type = FGInterface::Water; else if (file == "forest.rgb" || file == "cropwood.rgb") gp->type = FGInterface::Forest; } } return gp; } // Test if the line given by the point on the line pt_on_line and the // line direction dir intersects the sphere sp. // Adapted from plib. static bool sgIsectSphereInfLine(const sgSphere *sp, const sgVec3 pt_on_line, const sgVec3 dir) { sgVec3 r ; sgSubVec3 ( r, sp->getCenter(), pt_on_line ) ; SGfloat projectedDistance = sgScalarProductVec3(r, dir); SGfloat dist = sgScalarProductVec3 ( r, r ) - projectedDistance * projectedDistance; SGfloat radius = sp->getRadius(); return dist < radius*radius; } void FGGroundCache::addAndFlattenLeaf(GLenum ty, ssgLeaf *l, ssgIndexArray *ia, const sgMat4 xform) { // Extract data from the leaf which is just copied. ssgVertexArray *va = ((ssgVtxTable *)l)->getVertices(); // Create a new leaf. ssgVtxArray *vtxa = new ssgVtxArray( ty, va, 0, 0, 0, ia ); // Clones data ... vtxa->removeUnusedVertices(); // Apply transform. We won't store transforms in our cache. vtxa->transform( xform ); // Check for magic texture names object names and such ... vtxa->setUserData( extractGroundProperty( l ) ); // Finally append to cache. cache_root.addKid((ssgEntity*)vtxa); } void FGGroundCache::putLineLeafIntoCache(const sgSphere *wsp, const sgMat4 xform, ssgLeaf *l) { ssgIndexArray *ia = 0; // Lines must have special meanings. // Wires and catapults are done with lines. int nl = l->getNumLines(); for (int i = 0; i < nl; ++i) { sgSphere tmp; short v[2]; l->getLine(i, v, v+1 ); for (int k=0; k<2; ++k) tmp.extend( l->getVertex( v[k] ) ); tmp.orthoXform(xform); if (wsp->intersects( &tmp )) { if (ia == 0) ia = new ssgIndexArray(); ia->add( v[0] ); ia->add( v[1] ); } } if (!ia) return; addAndFlattenLeaf(GL_LINES, l, ia, xform); } void FGGroundCache::putSurfaceLeafIntoCache(const sgSphere *sp, const sgMat4 xform, bool sphIsec, sgVec3 down, ssgLeaf *l) { ssgIndexArray *ia = 0; int nt = l->getNumTriangles(); for (int i = 0; i < nt; ++i) { // Build up a sphere around that particular triangle- sgSphere tmp; short v[3]; l->getTriangle(i, v, v+1, v+2 ); for (int k=0; k<3; ++k) tmp.extend( l->getVertex( v[k] ) ); tmp.orthoXform(xform); // Check if the sphere around the vehicle intersects the sphere // around that triangle. If so, put that triangle into the cache. if (sphIsec && sp->intersects( &tmp )) { if (ia == 0) ia = new ssgIndexArray(); ia->add( v[0] ); ia->add( v[1] ); ia->add( v[2] ); } // In case the cache is empty, we still provide agl computations. // But then we use the old way of having a fixed elevation value for // the whole lifetime of this cache. if ( sgIsectSphereInfLine(&tmp, sp->getCenter(), down) ) { sgVec3 tri[3]; for (int k=0; k<3; ++k) { sgCopyVec3( tri[k], l->getVertex( v[k] ) ); sgXformPnt3( tri[k], xform ); } sgVec4 plane; sgMakePlane( plane, tri[0], tri[1], tri[2] ); sgVec3 ac_cent; sgCopyVec3(ac_cent, sp->getCenter()); sgVec3 dst; sgIsectInfLinePlane( dst, ac_cent, down, plane ); if ( sgPointInTriangle ( dst, tri ) ) { found_ground = true; sgdVec3 ddst; sgdSetVec3(ddst, dst); sgdAddVec3(ddst, cache_center); double this_radius = sgdLengthVec3(ddst); if (ground_radius < this_radius) ground_radius = this_radius; } } } if (!ia) return; addAndFlattenLeaf(GL_TRIANGLES, l, ia, xform); } // Here is the point where rotation should be handled void FGGroundCache::extractCacheRelativeVertex(double t, ssgVtxArray *va, GroundProperty *gp, short i, sgVec3 rel_pos, sgdVec3 wgs84_vel) { sgCopyVec3( rel_pos, va->getVertex( i ) ); sgAddScaledVec3( rel_pos, gp->vel, t ); // Set velocity. sgdSetVec3( wgs84_vel, gp->vel ); } void FGGroundCache::extractWgs84Vertex(double t, ssgVtxArray *va, GroundProperty *gp, short i, sgdVec3 wgs84_pos, sgdVec3 wgs84_vel) { sgVec3 rel_pos; extractCacheRelativeVertex(t, va, gp, i, rel_pos, wgs84_vel); sgdSetVec3( wgs84_pos, rel_pos ); sgdAddVec3( wgs84_pos, cache_center ); } void FGGroundCache::cache_fill(ssgBranch *branch, sgMat4 xform, sgSphere* sp, sgVec3 down, sgSphere* wsp) { // Travel through all kids. ssgEntity *e; for ( e = branch->getKid(0); e != NULL ; e = branch->getNextKid() ) { if ( !( e->getTraversalMask() & SSGTRAV_HOT) ) continue; if ( e->getBSphere()->isEmpty() ) continue; // Wee need to check further if either the sphere around the branch // intersects the sphere around the aircraft or the line downwards from // the aircraft intersects the branchs sphere. sgSphere esphere = *(e->getBSphere()); esphere.orthoXform(xform); bool wspIsec = wsp->intersects(&esphere); bool downIsec = sgIsectSphereInfLine(&esphere, sp->getCenter(), down); if (!wspIsec && !downIsec) continue; // For branches collect up the transforms to reach that branch and // call cache_fill recursively. if ( e->isAKindOf( ssgTypeBranch() ) ) { ssgBranch *b = (ssgBranch *)e; if ( b->isAKindOf( ssgTypeTransform() ) ) { // Collect up the transfors required to reach that part of // the branch. sgMat4 xform2; sgMakeIdentMat4( xform2 ); ssgTransform *t = (ssgTransform*)b; t->getTransform( xform2 ); sgPostMultMat4( xform2, xform ); cache_fill( b, xform2, sp, down, wsp ); } else cache_fill( b, xform, sp, down, wsp ); } // For leafs, check each triangle for intersection. // This will minimize the number of vertices/triangles in the cache. else if (e->isAKindOf(ssgTypeLeaf())) { // Since we reach that leaf if we have an intersection with the // most propably bigger wire/catapult cache sphere, we need to check // that here, if the smaller cache for the surface has a chance for hits. // Also, if the spheres do not intersect compute a croase agl value // by following the line downwards originating at the aircraft. bool spIsec = sp->intersects(&esphere); putSurfaceLeafIntoCache(sp, xform, spIsec, down, (ssgLeaf *)e); // If we are here, we need to put all special hardware here into // the cache. if (wspIsec) putLineLeafIntoCache(wsp, xform, (ssgLeaf *)e); } } } bool FGGroundCache::prepare_ground_cache(double ref_time, const double pt[3], double rad) { // Empty cache. cache_root.removeAllKids(); ground_radius = 0.0; found_ground = false; // Store the parameters we used to build up that cache. sgdCopyVec3(reference_wgs84_point, pt); reference_vehicle_radius = rad; // Store the time reference used to compute movements of moving triangles. cache_ref_time = ref_time; // The center of the cache. Point3D psc = globals->get_tile_mgr()->get_current_center(); sgdSetVec3(cache_center, psc[0], psc[1], psc[2]); // Prepare sphere around the aircraft. sgSphere acSphere; acSphere.setRadius(rad); // Compute the postion of the aircraft relative to the scenery center. sgdVec3 doffset; sgdSubVec3( doffset, pt, cache_center ); sgVec3 offset; sgSetVec3( offset, doffset[0], doffset[1], doffset[2] ); acSphere.setCenter( offset ); // Prepare bigger sphere around the aircraft. // This one is required for reliably finding wires we have caught but // have already left the hopefully smaller sphere for the ground reactions. const double max_wire_dist = 300.0; sgSphere wireSphere; wireSphere.setRadius( max_wire_dist < rad ? rad : max_wire_dist ); wireSphere.setCenter( offset ); // Down vector. Is used for croase agl computations when we are far enough // from ground that we have an empty cache. sgVec3 down; sgSetVec3(down, -pt[0], -pt[1], -pt[2]); sgNormalizeVec3(down); // We collaps all transforms we need to reach a particular leaf. // The leafs itself will be then transformed later. // So our cache is just flat. // For leafs which are moving (carriers surface, etc ...) // we will later store a speed in the GroundType class. We can then apply // some translations to that nodes according to the time which has passed // compared to that snapshot. sgMat4 xform; sgMakeIdentMat4(xform); // Walk the terrain branch for now. ssgBranch *terrain = globals->get_scenery()->get_scene_graph(); cache_fill(terrain, xform, &acSphere, down, &wireSphere); // some stats SG_LOG(SG_FLIGHT,SG_INFO, "prepare_ground_cache(): ac radius = " << rad << ", # leafs = " << cache_root.getNumKids() << ", ground_radius = " << ground_radius ); // If the ground radius is still below 5e6 meters, then we do not yet have // any scenery. found_ground = found_ground && 5e6 < ground_radius; if (!found_ground) SG_LOG(SG_FLIGHT, SG_WARN, "prepare_ground_cache(): trying to build cache " "without any scenery below the aircraft" ); return found_ground; } bool FGGroundCache::is_valid(double *ref_time, double pt[3], double *rad) { sgdCopyVec3(pt, reference_wgs84_point); *rad = reference_vehicle_radius; *ref_time = cache_ref_time; return found_ground; } double FGGroundCache::get_cat(double t, const double dpt[3], double end[2][3], double vel[2][3]) { // start with a distance of 1e10 meters... double dist = 1e10; // Time difference to the reference time. t -= cache_ref_time; // We know that we have a flat cache ... ssgEntity *e; for ( e = cache_root.getKid(0); e != NULL ; e = cache_root.getNextKid() ) { // We just know that, because we build that ourselfs ... ssgVtxArray *va = (ssgVtxArray *)e; // Only lines are interresting ... if (va->getPrimitiveType() != GL_LINES) continue; GroundProperty *gp = dynamic_cast(va->getUserData()); // Assertation??? if ( !gp ) continue; // Check if we have a catapult ... if ( gp->type != FGInterface::Catapult ) continue; int nl = va->getNumLines(); for (int i=0; i < nl; ++i) { sgdLineSegment3 ls; sgdVec3 lsVel[2]; short vi[2]; va->getLine(i, vi, vi+1 ); extractWgs84Vertex(t, va, gp, vi[0], ls.a, lsVel[0]); extractWgs84Vertex(t, va, gp, vi[1], ls.b, lsVel[1]); double this_dist = sgdDistSquaredToLineSegmentVec3( ls, dpt ); if (this_dist < dist) { dist = this_dist; // end[0] is the end where the cat starts. // end[1] is the end where the cat ends. // The carrier code takes care of that ordering. sgdCopyVec3( end[0], ls.a ); sgdCopyVec3( end[1], ls.b ); sgdCopyVec3( vel[0], lsVel[0] ); sgdCopyVec3( vel[1], lsVel[1] ); } } } // At the end take the root, we only computed squared distances ... return sqrt(dist); } bool FGGroundCache::get_agl(double t, const double dpt[3], double contact[3], double normal[3], double vel[3], int *type, double *loadCapacity, double *frictionFactor, double *agl) { bool ret = false; *type = FGInterface::Unknown; // *agl = 0.0; *loadCapacity = DBL_MAX; *frictionFactor = 1.0; sgdSetVec3( vel, 0.0, 0.0, 0.0 ); sgdSetVec3( contact, 0.0, 0.0, 0.0 ); sgdSetVec3( normal, 0.0, 0.0, 0.0 ); // Time difference to th reference time. t -= cache_ref_time; // The double valued point we start to search for intersection. sgdVec3 tmp; sgdSubVec3( tmp, dpt, cache_center ); sgVec3 pt; sgSetVec3( pt, tmp ); // The search direction sgVec3 dir; sgSetVec3( dir, -dpt[0], -dpt[1], -dpt[2] ); // Initialize to something sensible double sqdist = DBL_MAX; // We know that we have a flat cache ... // We just know that, because we build that ourselfs ... ssgEntity *e; for ( e = cache_root.getKid(0) ; e != NULL ; e = cache_root.getNextKid() ) { // We just know that, because we build that ourselfs ... ssgVtxArray *va = (ssgVtxArray *)e; // AGL computations are done with triangle/surface leafs. if (va->getPrimitiveType() != GL_TRIANGLES) continue; GroundProperty *gp = dynamic_cast(va->getUserData()); // Assertation??? if ( !gp ) continue; int nt = va->getNumTriangles(); for (int i=0; i < nt; ++i) { short vi[3]; va->getTriangle( i, vi, vi+1, vi+2 ); sgVec3 tri[3]; sgdVec3 dvel[3]; for (int k=0; k<3; ++k) extractCacheRelativeVertex(t, va, gp, vi[k], tri[k], dvel[k]); sgVec4 plane; sgMakePlane( plane, tri[0], tri[1], tri[2] ); // Check for intersection. sgVec3 isecpoint; if ( sgIsectInfLinePlane( isecpoint, pt, dir, plane ) && sgPointInTriangle3( isecpoint, tri ) ) { // Check for the closest intersection point. // FIXME: is this the right one? double newSqdist = sgDistanceSquaredVec3( isecpoint, pt ); if ( newSqdist < sqdist ) { sqdist = newSqdist; ret = true; // Save the new potential intersection point. sgdSetVec3( contact, isecpoint ); sgdAddVec3( contact, cache_center ); // The first three values in the vector are the plane normal. sgdSetVec3( normal, plane ); // The velocity wrt earth. /// FIXME: only true for non rotating objects!!!! sgdCopyVec3( vel, dvel[0] ); // Save the ground type. *type = gp->type; // FIXME: figure out how to get that sign ... // *agl = sqrt(sqdist); *agl = sgdLengthVec3( dpt ) - sgdLengthVec3( contact ); // *loadCapacity = DBL_MAX; // *frictionFactor = 1.0; } } } } if (ret) return true; // Whenever we did not have a ground triangle for the requested point, // take the ground level we found during the current cache build. // This is as good as what we had before for agl. double r = sgdLengthVec3( dpt ); sgdCopyVec3( contact, dpt ); sgdScaleVec3( contact, ground_radius/r ); sgdCopyVec3( normal, dpt ); sgdNormaliseVec3( normal ); sgdSetVec3( vel, 0.0, 0.0, 0.0 ); // The altitude is the distance of the requested point from the // contact point. *agl = sgdLengthVec3( dpt ) - sgdLengthVec3( contact ); *type = FGInterface::Unknown; *loadCapacity = DBL_MAX; *frictionFactor = 1.0; return ret; } bool FGGroundCache::caught_wire(double t, const double cpt[4][3]) { bool ret = false; // Time difference to the reference time. t -= cache_ref_time; bool firsttime = true; sgVec4 plane[2]; sgVec3 tri[2][3]; // We know that we have a flat cache ... ssgEntity *e; for ( e = cache_root.getKid(0); e != NULL ; e = cache_root.getNextKid() ) { // We just know that, because we build that ourselfs ... ssgVtxArray *va = (ssgVtxArray *)e; // Only lines are interresting ... if (va->getPrimitiveType() != GL_LINES) continue; GroundProperty *gp = dynamic_cast(va->getUserData()); // Assertation??? if ( !gp ) continue; // Check if we have a catapult ... if ( gp->type != FGInterface::Wire ) continue; // Lazy compute the values required for intersectiion tests. // Since we normally do not have wires in the cache this is a // huge benefit. if (firsttime) { firsttime = false; sgVec3 pt[4]; for (int k=0; k<4; ++k) { sgdVec3 tmp; sgdSubVec3( tmp, cpt[k], cache_center ); sgSetVec3( pt[k], tmp ); } sgMakePlane( plane[0], pt[0], pt[1], pt[2] ); sgCopyVec3( tri[0][0], pt[0] ); sgCopyVec3( tri[0][1], pt[1] ); sgCopyVec3( tri[0][2], pt[2] ); sgMakePlane( plane[1], pt[0], pt[2], pt[3] ); sgCopyVec3( tri[1][0], pt[0] ); sgCopyVec3( tri[1][1], pt[2] ); sgCopyVec3( tri[1][2], pt[3] ); } int nl = va->getNumLines(); for (int i=0; i < nl; ++i) { short vi[2]; va->getLine(i, vi, vi+1 ); sgVec3 le[2]; sgdVec3 dummy; extractCacheRelativeVertex(t, va, gp, vi[0], le[0], dummy); extractCacheRelativeVertex(t, va, gp, vi[1], le[1], dummy); for (int k=0; k<2; ++k) { sgVec3 isecpoint; float isecval = sgIsectLinesegPlane( isecpoint, le[0], le[1], plane[k] ); if ( 0.0 <= isecval && isecval <= 1.0 && sgPointInTriangle( isecpoint, tri[k] ) ) { // Store the wire id. wire_id = gp->wire_id; ret = true; } } } } return ret; } bool FGGroundCache::get_wire_ends(double t, double end[2][3], double vel[2][3]) { // Fast return if we do not have an active wire. if (wire_id < 0) return false; bool ret = false; // Time difference to th reference time. t -= cache_ref_time; // We know that we have a flat cache ... ssgEntity *e; for ( e = cache_root.getKid(0); e != NULL ; e = cache_root.getNextKid() ) { // We just know that, because we build that ourselfs ... ssgVtxArray *va = (ssgVtxArray *)e; // Only lines are interresting ... if (va->getPrimitiveType() != GL_LINES) continue; GroundProperty *gp = dynamic_cast(va->getUserData()); // Assertation??? if ( !gp ) continue; // Check if we have a catapult ... if ( gp->type != FGInterface::Wire ) continue; if ( gp->wire_id != wire_id ) continue; // Get the line ends, that are the wire endpoints. short vi[2]; va->getLine(0, vi, vi+1 ); extractWgs84Vertex(t, va, gp, vi[0], end[0], vel[0]); extractWgs84Vertex(t, va, gp, vi[1], end[1], vel[1]); ret = true; } return ret; } void FGGroundCache::release_wire(void) { wire_id = -1; }