413 lines
12 KiB
C++
413 lines
12 KiB
C++
// scenery.cxx -- data structures and routines for managing scenery.
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//
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// Written by Curtis Olson, started May 1997.
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//
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// Copyright (C) 1997 Curtis L. Olson - http://www.flightgear.org/~curt
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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// $Id$
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#include <config.h>
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#include <stdio.h>
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#include <string.h>
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#include <osg/Camera>
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#include <osg/Transform>
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#include <osg/MatrixTransform>
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#include <osg/PositionAttitudeTransform>
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#include <osg/CameraView>
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#include <osg/LOD>
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#include <osgViewer/Viewer>
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#include <simgear/constants.h>
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#include <simgear/sg_inlines.h>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/scene/tgdb/userdata.hxx>
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#include <simgear/scene/material/matlib.hxx>
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#include <simgear/scene/material/mat.hxx>
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#include <simgear/scene/util/SGNodeMasks.hxx>
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#include <simgear/scene/util/OsgMath.hxx>
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#include <simgear/scene/util/SGSceneUserData.hxx>
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#include <simgear/scene/model/CheckSceneryVisitor.hxx>
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#include <simgear/scene/sky/sky.hxx>
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#include <simgear/bvh/BVHNode.hxx>
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#include <simgear/bvh/BVHLineSegmentVisitor.hxx>
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#include <simgear/structure/commands.hxx>
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#include <Viewer/renderer.hxx>
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#include <Main/fg_props.hxx>
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#include <GUI/MouseCursor.hxx>
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#include "terrain_stg.hxx"
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using namespace flightgear;
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using namespace simgear;
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class FGGroundPickCallback : public SGPickCallback {
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public:
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FGGroundPickCallback() : SGPickCallback(PriorityScenery)
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{ }
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virtual bool buttonPressed( int button,
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const osgGA::GUIEventAdapter&,
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const Info& info )
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{
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// only on left mouse button
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if (button != 0)
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return false;
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SGGeod geod = SGGeod::fromCart(info.wgs84);
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SG_LOG( SG_TERRAIN, SG_INFO, "Got ground pick at " << geod );
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SGPropertyNode *c = fgGetNode("/sim/input/click", true);
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c->setDoubleValue("longitude-deg", geod.getLongitudeDeg());
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c->setDoubleValue("latitude-deg", geod.getLatitudeDeg());
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c->setDoubleValue("elevation-m", geod.getElevationM());
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c->setDoubleValue("elevation-ft", geod.getElevationFt());
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fgSetBool("/sim/signals/click", 1);
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return true;
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}
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};
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class FGSceneryIntersect : public osg::NodeVisitor {
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public:
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FGSceneryIntersect(const SGLineSegmentd& lineSegment,
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const osg::Node* skipNode) :
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osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN),
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_lineSegment(lineSegment),
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_skipNode(skipNode),
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_material(0),
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_haveHit(false)
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{ }
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bool getHaveHit() const
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{ return _haveHit; }
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const SGLineSegmentd& getLineSegment() const
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{ return _lineSegment; }
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const simgear::BVHMaterial* getMaterial() const
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{ return _material; }
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virtual void apply(osg::Node& node)
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{
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if (&node == _skipNode)
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return;
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if (!testBoundingSphere(node.getBound()))
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return;
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addBoundingVolume(node);
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}
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virtual void apply(osg::Group& group)
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{
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if (&group == _skipNode)
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return;
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if (!testBoundingSphere(group.getBound()))
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return;
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traverse(group);
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addBoundingVolume(group);
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}
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virtual void apply(osg::Transform& transform)
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{ handleTransform(transform); }
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virtual void apply(osg::Camera& camera)
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{
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if (camera.getRenderOrder() != osg::Camera::NESTED_RENDER)
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return;
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handleTransform(camera);
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}
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virtual void apply(osg::CameraView& transform)
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{ handleTransform(transform); }
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virtual void apply(osg::MatrixTransform& transform)
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{ handleTransform(transform); }
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virtual void apply(osg::PositionAttitudeTransform& transform)
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{ handleTransform(transform); }
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private:
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void handleTransform(osg::Transform& transform)
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{
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if (&transform == _skipNode)
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return;
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// Hmm, may be this needs to be refined somehow ...
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if (transform.getReferenceFrame() != osg::Transform::RELATIVE_RF)
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return;
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if (!testBoundingSphere(transform.getBound()))
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return;
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osg::Matrix inverseMatrix;
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if (!transform.computeWorldToLocalMatrix(inverseMatrix, this))
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return;
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osg::Matrix matrix;
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if (!transform.computeLocalToWorldMatrix(matrix, this))
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return;
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SGLineSegmentd lineSegment = _lineSegment;
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bool haveHit = _haveHit;
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const simgear::BVHMaterial* material = _material;
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_haveHit = false;
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_lineSegment = lineSegment.transform(SGMatrixd(inverseMatrix.ptr()));
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addBoundingVolume(transform);
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traverse(transform);
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if (_haveHit) {
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_lineSegment = _lineSegment.transform(SGMatrixd(matrix.ptr()));
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} else {
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_lineSegment = lineSegment;
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_material = material;
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_haveHit = haveHit;
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}
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}
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simgear::BVHNode* getNodeBoundingVolume(osg::Node& node)
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{
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SGSceneUserData* userData = SGSceneUserData::getSceneUserData(&node);
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if (!userData)
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return 0;
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return userData->getBVHNode();
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}
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void addBoundingVolume(osg::Node& node)
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{
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simgear::BVHNode* bvNode = getNodeBoundingVolume(node);
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if (!bvNode)
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return;
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// Find ground intersection on the bvh nodes
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simgear::BVHLineSegmentVisitor lineSegmentVisitor(_lineSegment,
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0/*startTime*/);
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bvNode->accept(lineSegmentVisitor);
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if (!lineSegmentVisitor.empty()) {
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_lineSegment = lineSegmentVisitor.getLineSegment();
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_material = lineSegmentVisitor.getMaterial();
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_haveHit = true;
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}
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}
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bool testBoundingSphere(const osg::BoundingSphere& bound) const
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{
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if (!bound.valid())
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return false;
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SGSphered sphere(toVec3d(toSG(bound._center)), bound._radius);
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return intersects(_lineSegment, sphere);
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}
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SGLineSegmentd _lineSegment;
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const osg::Node* _skipNode;
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const simgear::BVHMaterial* _material;
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bool _haveHit;
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};
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////////////////////////////////////////////////////////////////////////////
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// Terrain Management system
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FGStgTerrain::FGStgTerrain() :
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_tilemgr()
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{
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_inited = false;
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}
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FGStgTerrain::~FGStgTerrain()
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{
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SG_LOG(SG_TERRAIN, SG_INFO, "FGStgTerrain::dtor");
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}
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// Initialize the Scenery Management system
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void FGStgTerrain::init( osg::Group* terrain ) {
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// Already set up.
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if (_inited)
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return;
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SG_LOG(SG_TERRAIN, SG_INFO, "FGStgTerrain::init - init tilemgr");
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// remember the scene terrain branch on scenegraph
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terrain_branch = terrain;
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// initialize the tile manager
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_tilemgr.init();
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// Toggle the setup flag.
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_inited = true;
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}
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void FGStgTerrain::reinit()
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{
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SG_LOG(SG_TERRAIN, SG_INFO, "FGStgTerrain::reinit - reinit tilemgr");
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_tilemgr.reinit();
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}
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void FGStgTerrain::shutdown()
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{
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SG_LOG(SG_TERRAIN, SG_INFO, "FGStgTerrain::shutdown - shutdown tilemgr");
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_tilemgr.shutdown();
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terrain_branch = NULL;
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// Toggle the setup flag.
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_inited = false;
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}
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void FGStgTerrain::update(double dt)
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{
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_tilemgr.update(dt);
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}
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void FGStgTerrain::bind()
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{
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SG_LOG(SG_TERRAIN, SG_INFO, "FGStgTerrain::bind - noop");
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}
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void FGStgTerrain::unbind()
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{
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SG_LOG(SG_TERRAIN, SG_INFO, "FGStgTerrain::unbind - noop");
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}
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bool
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FGStgTerrain::get_cart_elevation_m(const SGVec3d& pos, double max_altoff,
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double& alt,
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const simgear::BVHMaterial** material,
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const osg::Node* butNotFrom)
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{
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bool ok;
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SGGeod geod = SGGeod::fromCart(pos);
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if (!geod.isValid())
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return false;
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geod.setElevationM(geod.getElevationM() + max_altoff);
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ok = get_elevation_m(geod, alt, material, butNotFrom);
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return ok;
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}
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bool
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FGStgTerrain::get_elevation_m(const SGGeod& geod, double& alt,
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const simgear::BVHMaterial** material,
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const osg::Node* butNotFrom)
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{
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if (!geod.isValid())
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return false;
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SGVec3d start = SGVec3d::fromGeod(geod);
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SGGeod geodEnd = geod;
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geodEnd.setElevationM(SGMiscd::min(geod.getElevationM() - 10, -10000));
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SGVec3d end = SGVec3d::fromGeod(geodEnd);
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FGSceneryIntersect intersectVisitor(SGLineSegmentd(start, end), butNotFrom);
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intersectVisitor.setTraversalMask(SG_NODEMASK_TERRAIN_BIT);
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terrain_branch->accept(intersectVisitor);
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if (!intersectVisitor.getHaveHit())
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return false;
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geodEnd = SGGeod::fromCart(intersectVisitor.getLineSegment().getEnd());
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alt = geodEnd.getElevationM();
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if (material) {
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*material = intersectVisitor.getMaterial();
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}
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return true;
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}
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bool
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FGStgTerrain::get_cart_ground_intersection(const SGVec3d& pos, const SGVec3d& dir,
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SGVec3d& nearestHit,
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const osg::Node* butNotFrom)
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{
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// We assume that starting positions in the center of the earth are invalid
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if ( norm1(pos) < 1 )
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return false;
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// Make really sure the direction is normalized, is really cheap compared to
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// computation of ground intersection.
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SGVec3d start = pos;
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SGVec3d end = start + 1e5*normalize(dir); // FIXME visibility ???
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FGSceneryIntersect intersectVisitor(SGLineSegmentd(start, end), butNotFrom);
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intersectVisitor.setTraversalMask(SG_NODEMASK_TERRAIN_BIT);
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terrain_branch->accept(intersectVisitor);
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if (!intersectVisitor.getHaveHit())
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return false;
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nearestHit = intersectVisitor.getLineSegment().getEnd();
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return true;
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}
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bool FGStgTerrain::scenery_available(const SGGeod& position, double range_m)
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{
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if( schedule_scenery(position, range_m, 0.0) )
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{
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double elev = 0.0;
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bool use_vpb = globals->get_props()->getNode("scenery/use-vpb")->getBoolValue();
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bool got_elev = get_elevation_m(SGGeod::fromGeodM(position, SG_MAX_ELEVATION_M), elev, 0, 0);
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if (!use_vpb && !got_elev)
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{
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SG_LOG(SG_TERRAIN, SG_DEBUG, "FGStgTerrain::scenery_available - false" );
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return false;
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}
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SGVec3f p = SGVec3f::fromGeod(SGGeod::fromGeodM(position, elev));
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osg::FrameStamp* framestamp
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= globals->get_renderer()->getFrameStamp();
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FGScenery* pSceneryManager = globals->get_scenery();
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simgear::CheckSceneryVisitor csnv(pSceneryManager->getPager(), toOsg(p), range_m, framestamp);
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// currently the PagedLODs will not be loaded by the DatabasePager
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// while the splashscreen is there, so CheckSceneryVisitor force-loads
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// missing objects in the main thread
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terrain_branch->accept(csnv);
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if(!csnv.isLoaded()) {
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SG_LOG(SG_TERRAIN, SG_DEBUG, "FGScenery::scenery_available: waiting on CheckSceneryVisitor");
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return false;
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}
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SG_LOG(SG_TERRAIN, SG_DEBUG, "FGStgTerrain::scenery_available - true" );
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return true;
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} else {
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SG_LOG(SG_TERRAIN, SG_DEBUG, "FGScenery::scenery_available: waiting on tile manager");
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}
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SG_LOG(SG_TERRAIN, SG_DEBUG, "FGStgTerrain::scenery_available - false" );
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return false;
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}
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bool FGStgTerrain::schedule_scenery(const SGGeod& position, double range_m, double duration)
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{
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SG_LOG(SG_TERRAIN, SG_BULK, "FGStgTerrain::schedule_scenery");
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return _tilemgr.schedule_scenery( position, range_m, duration );
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}
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void FGStgTerrain::materialLibChanged()
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{
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_tilemgr.materialLibChanged();
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}
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