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flightgear/src/Scenery/terrain_stg.cxx
2022-10-11 22:08:29 +01:00

413 lines
12 KiB
C++

// scenery.cxx -- data structures and routines for managing scenery.
//
// Written by Curtis Olson, started May 1997.
//
// Copyright (C) 1997 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.
//
// $Id$
#include <config.h>
#include <stdio.h>
#include <string.h>
#include <osg/Camera>
#include <osg/Transform>
#include <osg/MatrixTransform>
#include <osg/PositionAttitudeTransform>
#include <osg/CameraView>
#include <osg/LOD>
#include <osgViewer/Viewer>
#include <simgear/constants.h>
#include <simgear/sg_inlines.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/scene/tgdb/userdata.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/material/mat.hxx>
#include <simgear/scene/util/SGNodeMasks.hxx>
#include <simgear/scene/util/OsgMath.hxx>
#include <simgear/scene/util/SGSceneUserData.hxx>
#include <simgear/scene/model/CheckSceneryVisitor.hxx>
#include <simgear/scene/sky/sky.hxx>
#include <simgear/bvh/BVHNode.hxx>
#include <simgear/bvh/BVHLineSegmentVisitor.hxx>
#include <simgear/structure/commands.hxx>
#include <Viewer/renderer.hxx>
#include <Main/fg_props.hxx>
#include <GUI/MouseCursor.hxx>
#include "terrain_stg.hxx"
using namespace flightgear;
using namespace simgear;
class FGGroundPickCallback : public SGPickCallback {
public:
FGGroundPickCallback() : SGPickCallback(PriorityScenery)
{ }
virtual bool buttonPressed( int button,
const osgGA::GUIEventAdapter&,
const Info& info )
{
// only on left mouse button
if (button != 0)
return false;
SGGeod geod = SGGeod::fromCart(info.wgs84);
SG_LOG( SG_TERRAIN, SG_INFO, "Got ground pick at " << geod );
SGPropertyNode *c = fgGetNode("/sim/input/click", true);
c->setDoubleValue("longitude-deg", geod.getLongitudeDeg());
c->setDoubleValue("latitude-deg", geod.getLatitudeDeg());
c->setDoubleValue("elevation-m", geod.getElevationM());
c->setDoubleValue("elevation-ft", geod.getElevationFt());
fgSetBool("/sim/signals/click", 1);
return true;
}
};
class FGSceneryIntersect : public osg::NodeVisitor {
public:
FGSceneryIntersect(const SGLineSegmentd& lineSegment,
const osg::Node* skipNode) :
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN),
_lineSegment(lineSegment),
_skipNode(skipNode),
_material(0),
_haveHit(false)
{ }
bool getHaveHit() const
{ return _haveHit; }
const SGLineSegmentd& getLineSegment() const
{ return _lineSegment; }
const simgear::BVHMaterial* getMaterial() const
{ return _material; }
virtual void apply(osg::Node& node)
{
if (&node == _skipNode)
return;
if (!testBoundingSphere(node.getBound()))
return;
addBoundingVolume(node);
}
virtual void apply(osg::Group& group)
{
if (&group == _skipNode)
return;
if (!testBoundingSphere(group.getBound()))
return;
traverse(group);
addBoundingVolume(group);
}
virtual void apply(osg::Transform& transform)
{ handleTransform(transform); }
virtual void apply(osg::Camera& camera)
{
if (camera.getRenderOrder() != osg::Camera::NESTED_RENDER)
return;
handleTransform(camera);
}
virtual void apply(osg::CameraView& transform)
{ handleTransform(transform); }
virtual void apply(osg::MatrixTransform& transform)
{ handleTransform(transform); }
virtual void apply(osg::PositionAttitudeTransform& transform)
{ handleTransform(transform); }
private:
void handleTransform(osg::Transform& transform)
{
if (&transform == _skipNode)
return;
// Hmm, may be this needs to be refined somehow ...
if (transform.getReferenceFrame() != osg::Transform::RELATIVE_RF)
return;
if (!testBoundingSphere(transform.getBound()))
return;
osg::Matrix inverseMatrix;
if (!transform.computeWorldToLocalMatrix(inverseMatrix, this))
return;
osg::Matrix matrix;
if (!transform.computeLocalToWorldMatrix(matrix, this))
return;
SGLineSegmentd lineSegment = _lineSegment;
bool haveHit = _haveHit;
const simgear::BVHMaterial* material = _material;
_haveHit = false;
_lineSegment = lineSegment.transform(SGMatrixd(inverseMatrix.ptr()));
addBoundingVolume(transform);
traverse(transform);
if (_haveHit) {
_lineSegment = _lineSegment.transform(SGMatrixd(matrix.ptr()));
} else {
_lineSegment = lineSegment;
_material = material;
_haveHit = haveHit;
}
}
simgear::BVHNode* getNodeBoundingVolume(osg::Node& node)
{
SGSceneUserData* userData = SGSceneUserData::getSceneUserData(&node);
if (!userData)
return 0;
return userData->getBVHNode();
}
void addBoundingVolume(osg::Node& node)
{
simgear::BVHNode* bvNode = getNodeBoundingVolume(node);
if (!bvNode)
return;
// Find ground intersection on the bvh nodes
simgear::BVHLineSegmentVisitor lineSegmentVisitor(_lineSegment,
0/*startTime*/);
bvNode->accept(lineSegmentVisitor);
if (!lineSegmentVisitor.empty()) {
_lineSegment = lineSegmentVisitor.getLineSegment();
_material = lineSegmentVisitor.getMaterial();
_haveHit = true;
}
}
bool testBoundingSphere(const osg::BoundingSphere& bound) const
{
if (!bound.valid())
return false;
SGSphered sphere(toVec3d(toSG(bound._center)), bound._radius);
return intersects(_lineSegment, sphere);
}
SGLineSegmentd _lineSegment;
const osg::Node* _skipNode;
const simgear::BVHMaterial* _material;
bool _haveHit;
};
////////////////////////////////////////////////////////////////////////////
// Terrain Management system
FGStgTerrain::FGStgTerrain() :
_tilemgr()
{
_inited = false;
}
FGStgTerrain::~FGStgTerrain()
{
SG_LOG(SG_TERRAIN, SG_INFO, "FGStgTerrain::dtor");
}
// Initialize the Scenery Management system
void FGStgTerrain::init( osg::Group* terrain ) {
// Already set up.
if (_inited)
return;
SG_LOG(SG_TERRAIN, SG_INFO, "FGStgTerrain::init - init tilemgr");
// remember the scene terrain branch on scenegraph
terrain_branch = terrain;
// initialize the tile manager
_tilemgr.init();
// Toggle the setup flag.
_inited = true;
}
void FGStgTerrain::reinit()
{
SG_LOG(SG_TERRAIN, SG_INFO, "FGStgTerrain::reinit - reinit tilemgr");
_tilemgr.reinit();
}
void FGStgTerrain::shutdown()
{
SG_LOG(SG_TERRAIN, SG_INFO, "FGStgTerrain::shutdown - shutdown tilemgr");
_tilemgr.shutdown();
terrain_branch = NULL;
// Toggle the setup flag.
_inited = false;
}
void FGStgTerrain::update(double dt)
{
_tilemgr.update(dt);
}
void FGStgTerrain::bind()
{
SG_LOG(SG_TERRAIN, SG_INFO, "FGStgTerrain::bind - noop");
}
void FGStgTerrain::unbind()
{
SG_LOG(SG_TERRAIN, SG_INFO, "FGStgTerrain::unbind - noop");
}
bool
FGStgTerrain::get_cart_elevation_m(const SGVec3d& pos, double max_altoff,
double& alt,
const simgear::BVHMaterial** material,
const osg::Node* butNotFrom)
{
bool ok;
SGGeod geod = SGGeod::fromCart(pos);
if (!geod.isValid())
return false;
geod.setElevationM(geod.getElevationM() + max_altoff);
ok = get_elevation_m(geod, alt, material, butNotFrom);
return ok;
}
bool
FGStgTerrain::get_elevation_m(const SGGeod& geod, double& alt,
const simgear::BVHMaterial** material,
const osg::Node* butNotFrom)
{
if (!geod.isValid())
return false;
SGVec3d start = SGVec3d::fromGeod(geod);
SGGeod geodEnd = geod;
geodEnd.setElevationM(SGMiscd::min(geod.getElevationM() - 10, -10000));
SGVec3d end = SGVec3d::fromGeod(geodEnd);
FGSceneryIntersect intersectVisitor(SGLineSegmentd(start, end), butNotFrom);
intersectVisitor.setTraversalMask(SG_NODEMASK_TERRAIN_BIT);
terrain_branch->accept(intersectVisitor);
if (!intersectVisitor.getHaveHit())
return false;
geodEnd = SGGeod::fromCart(intersectVisitor.getLineSegment().getEnd());
alt = geodEnd.getElevationM();
if (material) {
*material = intersectVisitor.getMaterial();
}
return true;
}
bool
FGStgTerrain::get_cart_ground_intersection(const SGVec3d& pos, const SGVec3d& dir,
SGVec3d& nearestHit,
const osg::Node* butNotFrom)
{
// We assume that starting positions in the center of the earth are invalid
if ( norm1(pos) < 1 )
return false;
// Make really sure the direction is normalized, is really cheap compared to
// computation of ground intersection.
SGVec3d start = pos;
SGVec3d end = start + 1e5*normalize(dir); // FIXME visibility ???
FGSceneryIntersect intersectVisitor(SGLineSegmentd(start, end), butNotFrom);
intersectVisitor.setTraversalMask(SG_NODEMASK_TERRAIN_BIT);
terrain_branch->accept(intersectVisitor);
if (!intersectVisitor.getHaveHit())
return false;
nearestHit = intersectVisitor.getLineSegment().getEnd();
return true;
}
bool FGStgTerrain::scenery_available(const SGGeod& position, double range_m)
{
if( schedule_scenery(position, range_m, 0.0) )
{
double elev = 0.0;
bool use_vpb = globals->get_props()->getNode("scenery/use-vpb")->getBoolValue();
bool got_elev = get_elevation_m(SGGeod::fromGeodM(position, SG_MAX_ELEVATION_M), elev, 0, 0);
if (!use_vpb && !got_elev)
{
SG_LOG(SG_TERRAIN, SG_DEBUG, "FGStgTerrain::scenery_available - false" );
return false;
}
SGVec3f p = SGVec3f::fromGeod(SGGeod::fromGeodM(position, elev));
osg::FrameStamp* framestamp
= globals->get_renderer()->getFrameStamp();
FGScenery* pSceneryManager = globals->get_scenery();
simgear::CheckSceneryVisitor csnv(pSceneryManager->getPager(), toOsg(p), range_m, framestamp);
// currently the PagedLODs will not be loaded by the DatabasePager
// while the splashscreen is there, so CheckSceneryVisitor force-loads
// missing objects in the main thread
terrain_branch->accept(csnv);
if(!csnv.isLoaded()) {
SG_LOG(SG_TERRAIN, SG_DEBUG, "FGScenery::scenery_available: waiting on CheckSceneryVisitor");
return false;
}
SG_LOG(SG_TERRAIN, SG_DEBUG, "FGStgTerrain::scenery_available - true" );
return true;
} else {
SG_LOG(SG_TERRAIN, SG_DEBUG, "FGScenery::scenery_available: waiting on tile manager");
}
SG_LOG(SG_TERRAIN, SG_DEBUG, "FGStgTerrain::scenery_available - false" );
return false;
}
bool FGStgTerrain::schedule_scenery(const SGGeod& position, double range_m, double duration)
{
SG_LOG(SG_TERRAIN, SG_BULK, "FGStgTerrain::schedule_scenery");
return _tilemgr.schedule_scenery( position, range_m, duration );
}
void FGStgTerrain::materialLibChanged()
{
_tilemgr.materialLibChanged();
}