4317dbf729
src/Scenery/tileentry.cxx: Jonathan Wagner: Removes black dots by accounting for radius of nodes when calculating visible nodes for traversal without removing the optimization. Confirmed fix with a few people on IRC.
494 lines
16 KiB
C++
494 lines
16 KiB
C++
// tileentry.cxx -- routines to handle a scenery tile
|
|
//
|
|
// Written by Curtis Olson, started May 1998.
|
|
//
|
|
// Copyright (C) 1998 - 2001 Curtis L. Olson - http://www.flightgear.org/~curt
|
|
//
|
|
// 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
//
|
|
// $Id$
|
|
|
|
|
|
#ifdef HAVE_CONFIG_H
|
|
# include <config.h>
|
|
#endif
|
|
|
|
#include <simgear/compiler.h>
|
|
#include <plib/ul.h>
|
|
#include <Main/main.hxx>
|
|
|
|
|
|
#include STL_STRING
|
|
|
|
#include <osg/Array>
|
|
#include <osg/Geometry>
|
|
#include <osg/Geode>
|
|
#include <osg/LOD>
|
|
#include <osg/MatrixTransform>
|
|
#include <osg/NodeCallback>
|
|
#include <osg/Switch>
|
|
|
|
#include <simgear/bucket/newbucket.hxx>
|
|
#include <simgear/debug/logstream.hxx>
|
|
#include <simgear/math/polar3d.hxx>
|
|
#include <simgear/math/sg_geodesy.hxx>
|
|
#include <simgear/math/sg_random.h>
|
|
#include <simgear/misc/sgstream.hxx>
|
|
#include <simgear/scene/material/mat.hxx>
|
|
#include <simgear/scene/material/matlib.hxx>
|
|
#include <simgear/scene/tgdb/apt_signs.hxx>
|
|
#include <simgear/scene/tgdb/obj.hxx>
|
|
#include <simgear/scene/model/placementtrans.hxx>
|
|
#include <simgear/scene/util/SGUpdateVisitor.hxx>
|
|
|
|
#include <Aircraft/aircraft.hxx>
|
|
#include <Include/general.hxx>
|
|
#include <Main/fg_props.hxx>
|
|
#include <Main/globals.hxx>
|
|
#include <Main/viewer.hxx>
|
|
#include <Scenery/scenery.hxx>
|
|
#include <Time/light.hxx>
|
|
|
|
#include "tileentry.hxx"
|
|
#include "tilemgr.hxx"
|
|
|
|
SG_USING_STD(string);
|
|
|
|
// FIXME: investigate what huge update flood is clamped away here ...
|
|
class FGTileUpdateCallback : public osg::NodeCallback {
|
|
public:
|
|
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
|
|
{
|
|
assert(dynamic_cast<SGUpdateVisitor*>(nv));
|
|
SGUpdateVisitor* updateVisitor = static_cast<SGUpdateVisitor*>(nv);
|
|
|
|
osg::Vec3 center = node->getBound().center();
|
|
double distance = dist(updateVisitor->getGlobalEyePos(),
|
|
SGVec3d(center[0], center[1], center[2]));
|
|
if (updateVisitor->getVisibility() + node->getBound().radius() < distance)
|
|
return;
|
|
|
|
traverse(node, nv);
|
|
}
|
|
};
|
|
|
|
// Constructor
|
|
FGTileEntry::FGTileEntry ( const SGBucket& b )
|
|
: tile_bucket( b ),
|
|
terra_transform( new osg::Group ),
|
|
terra_range( new osg::LOD ),
|
|
loaded(false),
|
|
pending_models(0),
|
|
is_inner_ring(false),
|
|
free_tracker(0)
|
|
{
|
|
terra_transform->setUpdateCallback(new FGTileUpdateCallback);
|
|
}
|
|
|
|
|
|
// Destructor
|
|
FGTileEntry::~FGTileEntry () {
|
|
}
|
|
|
|
static void WorldCoordinate( osg::Matrix& obj_pos, double lat,
|
|
double lon, double elev, double hdg )
|
|
{
|
|
double lon_rad = lon * SGD_DEGREES_TO_RADIANS;
|
|
double lat_rad = lat * SGD_DEGREES_TO_RADIANS;
|
|
double hdg_rad = hdg * SGD_DEGREES_TO_RADIANS;
|
|
|
|
// setup transforms
|
|
Point3D geod( lon_rad, lat_rad, elev );
|
|
|
|
Point3D world_pos = sgGeodToCart( geod );
|
|
Point3D offset = world_pos;
|
|
|
|
sgdMat4 mat;
|
|
|
|
double sin_lat = sin( lat_rad );
|
|
double cos_lat = cos( lat_rad );
|
|
double cos_lon = cos( lon_rad );
|
|
double sin_lon = sin( lon_rad );
|
|
double sin_hdg = sin( hdg_rad ) ;
|
|
double cos_hdg = cos( hdg_rad ) ;
|
|
|
|
mat[0][0] = cos_hdg * sin_lat * cos_lon - sin_hdg * sin_lon;
|
|
mat[0][1] = cos_hdg * sin_lat * sin_lon + sin_hdg * cos_lon;
|
|
mat[0][2] = -cos_hdg * cos_lat;
|
|
mat[0][3] = SG_ZERO;
|
|
|
|
mat[1][0] = -sin_hdg * sin_lat * cos_lon - cos_hdg * sin_lon;
|
|
mat[1][1] = -sin_hdg * sin_lat * sin_lon + cos_hdg * cos_lon;
|
|
mat[1][2] = sin_hdg * cos_lat;
|
|
mat[1][3] = SG_ZERO;
|
|
|
|
mat[2][0] = cos_lat * cos_lon;
|
|
mat[2][1] = cos_lat * sin_lon;
|
|
mat[2][2] = sin_lat;
|
|
mat[2][3] = SG_ZERO;
|
|
|
|
mat[3][0] = offset.x();
|
|
mat[3][1] = offset.y();
|
|
mat[3][2] = offset.z();
|
|
mat[3][3] = SG_ONE ;
|
|
|
|
for (unsigned i = 0; i < 4; ++i)
|
|
for (unsigned j = 0; j < 4; ++j)
|
|
obj_pos(i, j) = mat[i][j];
|
|
}
|
|
|
|
|
|
// Free "n" leaf elements of an ssg tree. returns the number of
|
|
// elements freed. An empty branch node is considered a leaf. This
|
|
// is intended to spread the load of freeing a complex tile out over
|
|
// several frames.
|
|
static int fgPartialFreeSSGtree( osg::Group *b, int n ) {
|
|
int num_deletes = b->getNumChildren();
|
|
|
|
b->removeChildren(0, b->getNumChildren());
|
|
|
|
return num_deletes;
|
|
}
|
|
|
|
|
|
// Clean up the memory used by this tile and delete the arrays used by
|
|
// ssg as well as the whole ssg branch
|
|
bool FGTileEntry::free_tile() {
|
|
int delete_size = 100;
|
|
SG_LOG( SG_TERRAIN, SG_DEBUG,
|
|
"FREEING TILE = (" << tile_bucket << ")" );
|
|
|
|
SG_LOG( SG_TERRAIN, SG_DEBUG, "(start) free_tracker = " << free_tracker );
|
|
|
|
if ( !(free_tracker & NODES) ) {
|
|
free_tracker |= NODES;
|
|
} else if ( !(free_tracker & VEC_PTRS) ) {
|
|
free_tracker |= VEC_PTRS;
|
|
} else if ( !(free_tracker & TERRA_NODE) ) {
|
|
// delete the terrain branch (this should already have been
|
|
// disconnected from the scene graph)
|
|
SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING terra_transform" );
|
|
if ( fgPartialFreeSSGtree( terra_transform.get(), delete_size ) == 0 ) {
|
|
terra_transform = 0;
|
|
free_tracker |= TERRA_NODE;
|
|
}
|
|
} else if ( !(free_tracker & LIGHTMAPS) ) {
|
|
free_tracker |= LIGHTMAPS;
|
|
} else {
|
|
return true;
|
|
}
|
|
|
|
SG_LOG( SG_TERRAIN, SG_DEBUG, "(end) free_tracker = " << free_tracker );
|
|
|
|
// if we fall down to here, we still have work todo, return false
|
|
return false;
|
|
}
|
|
|
|
|
|
// Update the ssg transform node for this tile so it can be
|
|
// properly drawn relative to our (0,0,0) point
|
|
void FGTileEntry::prep_ssg_node(float vis) {
|
|
if ( !loaded ) return;
|
|
|
|
// visibility can change from frame to frame so we update the
|
|
// range selector cutoff's each time.
|
|
float bounding_radius = terra_range->getChild(0)->getBound().radius();
|
|
terra_range->setRange( 0, 0, vis + bounding_radius );
|
|
}
|
|
|
|
bool FGTileEntry::obj_load( const string& path,
|
|
osg::Group *geometry, bool is_base )
|
|
{
|
|
bool use_random_objects =
|
|
fgGetBool("/sim/rendering/random-objects", true);
|
|
|
|
// try loading binary format
|
|
osg::Node* node = SGLoadBTG(path, globals->get_matlib(), is_base, use_random_objects);
|
|
if (node)
|
|
geometry->addChild(node);
|
|
|
|
return node;
|
|
}
|
|
|
|
|
|
typedef enum {
|
|
OBJECT,
|
|
OBJECT_SHARED,
|
|
OBJECT_STATIC,
|
|
OBJECT_SIGN,
|
|
OBJECT_RUNWAY_SIGN
|
|
} object_type;
|
|
|
|
|
|
// storage class for deferred object processing in FGTileEntry::load()
|
|
struct Object {
|
|
Object(object_type t, const string& token, const SGPath& p, istream& in)
|
|
: type(t), path(p)
|
|
{
|
|
in >> name;
|
|
if (type != OBJECT)
|
|
in >> lon >> lat >> elev >> hdg;
|
|
in >> ::skipeol;
|
|
|
|
if (type == OBJECT)
|
|
SG_LOG(SG_TERRAIN, SG_INFO, " " << token << " " << name);
|
|
else
|
|
SG_LOG(SG_TERRAIN, SG_INFO, " " << token << " " << name << " lon=" <<
|
|
lon << " lat=" << lat << " elev=" << elev << " hdg=" << hdg);
|
|
}
|
|
object_type type;
|
|
string name;
|
|
SGPath path;
|
|
double lon, lat, elev, hdg;
|
|
};
|
|
|
|
|
|
void
|
|
FGTileEntry::load( const string_list &path_list, bool is_base )
|
|
{
|
|
bool found_tile_base = false;
|
|
|
|
SGPath object_base;
|
|
vector<const Object*> objects;
|
|
|
|
string index_str = tile_bucket.gen_index_str();
|
|
SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << index_str );
|
|
|
|
// scan and parse all files and store information
|
|
for (unsigned int i = 0; i < path_list.size(); i++) {
|
|
// If we found a terrain tile in Terrain/, we have to process the
|
|
// Objects/ dir in the same group, too, before we can stop scanning.
|
|
// FGGlobals::set_fg_scenery() inserts an empty string to path_list
|
|
// as marker.
|
|
if (path_list[i].empty()) {
|
|
if (found_tile_base)
|
|
break;
|
|
else
|
|
continue;
|
|
}
|
|
|
|
bool has_base = false;
|
|
|
|
SGPath tile_path = path_list[i];
|
|
tile_path.append( tile_bucket.gen_base_path() );
|
|
|
|
SGPath basename = tile_path;
|
|
basename.append( index_str );
|
|
|
|
SG_LOG( SG_TERRAIN, SG_INFO, " Trying " << basename.str() );
|
|
|
|
|
|
// Check for master .stg (scene terra gear) file
|
|
SGPath stg_name = basename;
|
|
stg_name.concat( ".stg" );
|
|
|
|
sg_gzifstream in( stg_name.str() );
|
|
if ( !in.is_open() )
|
|
continue;
|
|
|
|
while ( ! in.eof() ) {
|
|
string token;
|
|
in >> token;
|
|
|
|
if ( token[0] == '#' ) {
|
|
in >> ::skipeol;
|
|
continue;
|
|
}
|
|
// Load only once (first found)
|
|
if ( token == "OBJECT_BASE" ) {
|
|
string name;
|
|
in >> name >> ::skipws;
|
|
SG_LOG( SG_TERRAIN, SG_INFO, " " << token << " " << name );
|
|
|
|
if (!found_tile_base) {
|
|
found_tile_base = true;
|
|
has_base = true;
|
|
|
|
object_base = tile_path;
|
|
object_base.append(name);
|
|
|
|
} else
|
|
SG_LOG(SG_TERRAIN, SG_INFO, " (skipped)");
|
|
|
|
// Load only if base is not in another file
|
|
} else if ( token == "OBJECT" ) {
|
|
if (!found_tile_base || has_base)
|
|
objects.push_back(new Object(OBJECT, token, tile_path, in));
|
|
else {
|
|
string name;
|
|
in >> name >> ::skipeol;
|
|
SG_LOG(SG_TERRAIN, SG_INFO, " " << token << " "
|
|
<< name << " (skipped)");
|
|
}
|
|
|
|
// Always OK to load
|
|
} else if ( token == "OBJECT_STATIC" ) {
|
|
objects.push_back(new Object(OBJECT_STATIC, token, tile_path, in));
|
|
|
|
} else if ( token == "OBJECT_SHARED" ) {
|
|
objects.push_back(new Object(OBJECT_SHARED, token, tile_path, in));
|
|
|
|
} else if ( token == "OBJECT_SIGN" ) {
|
|
objects.push_back(new Object(OBJECT_SIGN, token, tile_path, in));
|
|
|
|
} else if ( token == "OBJECT_RUNWAY_SIGN" ) {
|
|
objects.push_back(new Object(OBJECT_RUNWAY_SIGN, token, tile_path, in));
|
|
|
|
} else {
|
|
SG_LOG( SG_TERRAIN, SG_DEBUG,
|
|
"Unknown token '" << token << "' in " << stg_name.str() );
|
|
in >> ::skipws;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// obj_load() will generate ground lighting for us ...
|
|
osg::Group* new_tile = new osg::Group;
|
|
|
|
if (found_tile_base) {
|
|
// load tile if found ...
|
|
obj_load( object_base.str(), new_tile, true );
|
|
|
|
} else {
|
|
// ... or generate an ocean tile on the fly
|
|
SG_LOG(SG_TERRAIN, SG_INFO, " Generating ocean tile");
|
|
if ( !SGGenTile( path_list[0], tile_bucket,
|
|
globals->get_matlib(), new_tile ) ) {
|
|
SG_LOG( SG_TERRAIN, SG_ALERT,
|
|
"Warning: failed to generate ocean tile!" );
|
|
}
|
|
}
|
|
|
|
|
|
// now that we have a valid center, process all the objects
|
|
for (unsigned int j = 0; j < objects.size(); j++) {
|
|
const Object *obj = objects[j];
|
|
|
|
if (obj->type == OBJECT) {
|
|
SGPath custom_path = obj->path;
|
|
custom_path.append( obj->name );
|
|
obj_load( custom_path.str(), new_tile, false );
|
|
|
|
} else if (obj->type == OBJECT_SHARED || obj->type == OBJECT_STATIC) {
|
|
// object loading is deferred to main render thread,
|
|
// but lets figure out the paths right now.
|
|
SGPath custom_path;
|
|
if ( obj->type == OBJECT_STATIC ) {
|
|
custom_path = obj->path;
|
|
} else {
|
|
custom_path = globals->get_fg_root();
|
|
}
|
|
custom_path.append( obj->name );
|
|
|
|
osg::Matrix obj_pos;
|
|
WorldCoordinate( obj_pos, obj->lat, obj->lon, obj->elev, obj->hdg );
|
|
|
|
osg::MatrixTransform *obj_trans = new osg::MatrixTransform;
|
|
obj_trans->setMatrix( obj_pos );
|
|
|
|
// wire as much of the scene graph together as we can
|
|
new_tile->addChild( obj_trans );
|
|
pending_models++;
|
|
|
|
// push an entry onto the model load queue
|
|
FGDeferredModel *dm
|
|
= new FGDeferredModel( custom_path.str(),
|
|
obj->path.str(),
|
|
tile_bucket,
|
|
this, obj_trans,
|
|
obj->type == OBJECT_SHARED );
|
|
FGTileMgr::model_ready( dm );
|
|
|
|
|
|
} else if (obj->type == OBJECT_SIGN || obj->type == OBJECT_RUNWAY_SIGN) {
|
|
// load the object itself
|
|
SGPath custom_path = obj->path;
|
|
custom_path.append( obj->name );
|
|
|
|
osg::Matrix obj_pos;
|
|
WorldCoordinate( obj_pos, obj->lat, obj->lon, obj->elev, obj->hdg );
|
|
|
|
osg::MatrixTransform *obj_trans = new osg::MatrixTransform;
|
|
obj_trans->setMatrix( obj_pos );
|
|
|
|
osg::Node *custom_obj = 0;
|
|
if (obj->type == OBJECT_SIGN)
|
|
custom_obj = SGMakeSign(globals->get_matlib(), custom_path.str(), obj->name);
|
|
else
|
|
custom_obj = SGMakeRunwaySign(globals->get_matlib(), custom_path.str(), obj->name);
|
|
|
|
// wire the pieces together
|
|
if ( custom_obj != NULL ) {
|
|
obj_trans -> addChild( custom_obj );
|
|
}
|
|
new_tile->addChild( obj_trans );
|
|
|
|
}
|
|
delete obj;
|
|
}
|
|
|
|
terra_range->addChild( new_tile );
|
|
terra_transform->addChild( terra_range.get() );
|
|
}
|
|
|
|
void
|
|
FGTileEntry::add_ssg_nodes( osg::Group *terrain_branch )
|
|
{
|
|
// bump up the ref count so we can remove this later without
|
|
// having ssg try to free the memory.
|
|
terrain_branch->addChild( terra_transform.get() );
|
|
|
|
SG_LOG( SG_TERRAIN, SG_DEBUG,
|
|
"connected a tile into scene graph. terra_transform = "
|
|
<< terra_transform.get() );
|
|
SG_LOG( SG_TERRAIN, SG_DEBUG, "num parents now = "
|
|
<< terra_transform->getNumParents() );
|
|
|
|
loaded = true;
|
|
}
|
|
|
|
|
|
void
|
|
FGTileEntry::disconnect_ssg_nodes()
|
|
{
|
|
SG_LOG( SG_TERRAIN, SG_DEBUG, "disconnecting ssg nodes" );
|
|
|
|
if ( ! loaded ) {
|
|
SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a not-fully loaded tile!" );
|
|
} else {
|
|
SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a fully loaded tile! terra_transform = " << terra_transform.get() );
|
|
}
|
|
|
|
// find the terrain branch parent
|
|
int pcount = terra_transform->getNumParents();
|
|
if ( pcount > 0 ) {
|
|
// find the first parent (should only be one)
|
|
osg::Group *parent = terra_transform->getParent( 0 ) ;
|
|
if( parent ) {
|
|
// disconnect the tile (we previously ref()'d it so it
|
|
// won't get freed now)
|
|
parent->removeChild( terra_transform.get() );
|
|
} else {
|
|
SG_LOG( SG_TERRAIN, SG_ALERT,
|
|
"parent pointer is NULL! Dying" );
|
|
exit(-1);
|
|
}
|
|
} else {
|
|
SG_LOG( SG_TERRAIN, SG_ALERT,
|
|
"Parent count is zero for an ssg tile! Dying" );
|
|
exit(-1);
|
|
}
|
|
}
|