1 // obj.cxx -- routines to handle loading scenery and building the plib
4 // Written by Curtis Olson, started October 1997.
6 // Copyright (C) 1997 Curtis L. Olson - http://www.flightgear.org/~curt
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License as
10 // published by the Free Software Foundation; either version 2 of the
11 // License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful, but
14 // WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 // General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
26 # include <simgear_config.h>
31 #include <simgear/compiler.h>
35 #include <osg/Geometry>
38 #include <osg/MatrixTransform>
40 #include <osg/StateSet>
43 #include <boost/foreach.hpp>
47 #include <simgear/debug/logstream.hxx>
48 #include <simgear/io/sg_binobj.hxx>
49 #include <simgear/math/sg_geodesy.hxx>
50 #include <simgear/math/sg_random.h>
51 #include <simgear/math/SGMisc.hxx>
52 #include <simgear/scene/material/Effect.hxx>
53 #include <simgear/scene/material/EffectGeode.hxx>
54 #include <simgear/scene/material/mat.hxx>
55 #include <simgear/scene/material/matmodel.hxx>
56 #include <simgear/scene/material/matlib.hxx>
57 #include <simgear/scene/model/SGOffsetTransform.hxx>
58 #include <simgear/scene/util/SGUpdateVisitor.hxx>
59 #include <simgear/scene/util/SGNodeMasks.hxx>
60 #include <simgear/scene/util/QuadTreeBuilder.hxx>
61 #include <simgear/scene/util/SGReaderWriterOptions.hxx>
63 #include "SGTexturedTriangleBin.hxx"
64 #include "SGLightBin.hxx"
65 #include "SGModelBin.hxx"
66 #include "SGBuildingBin.hxx"
67 #include "TreeBin.hxx"
68 #include "SGDirectionalLightBin.hxx"
69 #include "GroundLightManager.hxx"
72 #include "pt_lights.hxx"
74 using namespace simgear;
76 typedef std::map<std::string,SGTexturedTriangleBin> SGMaterialTriangleMap;
77 typedef std::list<SGLightBin> SGLightListBin;
78 typedef std::list<SGDirectionalLightBin> SGDirectionalLightListBin;
80 struct SGTileGeometryBin {
81 SGMaterialTriangleMap materialTriangleMap;
82 SGLightBin tileLights;
83 SGLightBin randomTileLights;
84 SGTreeBinList randomForest;
85 SGDirectionalLightBin runwayLights;
86 SGDirectionalLightBin taxiLights;
87 SGDirectionalLightListBin vasiLights;
88 SGDirectionalLightListBin rabitLights;
89 SGLightListBin odalLights;
90 SGDirectionalLightListBin holdshortLights;
91 SGDirectionalLightListBin reilLights;
92 SGMatModelBin randomModels;
93 SGBuildingBinList randomBuildings;
96 getMaterialLightColor(const SGMaterial* material)
99 return SGVec4f(1, 1, 1, 0.8);
100 return material->get_light_color();
104 addPointGeometry(SGLightBin& lights,
105 const std::vector<SGVec3d>& vertices,
106 const SGVec4f& color,
107 const int_list& pts_v)
109 for (unsigned i = 0; i < pts_v.size(); ++i)
110 lights.insert(toVec3f(vertices[pts_v[i]]), color);
114 addPointGeometry(SGDirectionalLightBin& lights,
115 const std::vector<SGVec3d>& vertices,
116 const std::vector<SGVec3f>& normals,
117 const SGVec4f& color,
118 const int_list& pts_v,
119 const int_list& pts_n)
121 // If the normal indices match the vertex indices, use seperate
122 // normal indices. Else reuse the vertex indices for the normals.
123 if (pts_v.size() == pts_n.size()) {
124 for (unsigned i = 0; i < pts_v.size(); ++i)
125 lights.insert(toVec3f(vertices[pts_v[i]]), normals[pts_n[i]], color);
127 for (unsigned i = 0; i < pts_v.size(); ++i)
128 lights.insert(toVec3f(vertices[pts_v[i]]), normals[pts_v[i]], color);
133 insertPtGeometry(const SGBinObject& obj, SGMaterialLib* matlib)
135 if (obj.get_pts_v().size() != obj.get_pts_n().size()) {
136 SG_LOG(SG_TERRAIN, SG_ALERT,
137 "Group list sizes for points do not match!");
141 for (unsigned grp = 0; grp < obj.get_pts_v().size(); ++grp) {
142 std::string materialName = obj.get_pt_materials()[grp];
143 SGMaterial* material = 0;
145 material = matlib->find(materialName);
146 SGVec4f color = getMaterialLightColor(material);
148 if (3 <= materialName.size() && materialName.substr(0, 3) != "RWY") {
149 // Just plain lights. Not something for the runway.
150 addPointGeometry(tileLights, obj.get_wgs84_nodes(), color,
151 obj.get_pts_v()[grp]);
152 } else if (materialName == "RWY_BLUE_TAXIWAY_LIGHTS"
153 || materialName == "RWY_GREEN_TAXIWAY_LIGHTS") {
154 addPointGeometry(taxiLights, obj.get_wgs84_nodes(), obj.get_normals(),
155 color, obj.get_pts_v()[grp], obj.get_pts_n()[grp]);
156 } else if (materialName == "RWY_VASI_LIGHTS") {
157 vasiLights.push_back(SGDirectionalLightBin());
158 addPointGeometry(vasiLights.back(), obj.get_wgs84_nodes(),
159 obj.get_normals(), color, obj.get_pts_v()[grp],
160 obj.get_pts_n()[grp]);
161 } else if (materialName == "RWY_SEQUENCED_LIGHTS") {
162 rabitLights.push_back(SGDirectionalLightBin());
163 addPointGeometry(rabitLights.back(), obj.get_wgs84_nodes(),
164 obj.get_normals(), color, obj.get_pts_v()[grp],
165 obj.get_pts_n()[grp]);
166 } else if (materialName == "RWY_ODALS_LIGHTS") {
167 odalLights.push_back(SGLightBin());
168 addPointGeometry(odalLights.back(), obj.get_wgs84_nodes(),
169 color, obj.get_pts_v()[grp]);
170 } else if (materialName == "RWY_YELLOW_PULSE_LIGHTS") {
171 holdshortLights.push_back(SGDirectionalLightBin());
172 addPointGeometry(holdshortLights.back(), obj.get_wgs84_nodes(),
173 obj.get_normals(), color, obj.get_pts_v()[grp],
174 obj.get_pts_n()[grp]);
175 } else if (materialName == "RWY_REIL_LIGHTS") {
176 reilLights.push_back(SGDirectionalLightBin());
177 addPointGeometry(reilLights.back(), obj.get_wgs84_nodes(),
178 obj.get_normals(), color, obj.get_pts_v()[grp],
179 obj.get_pts_n()[grp]);
181 // what is left must be runway lights
182 addPointGeometry(runwayLights, obj.get_wgs84_nodes(),
183 obj.get_normals(), color, obj.get_pts_v()[grp],
184 obj.get_pts_n()[grp]);
193 getTexCoord(const std::vector<SGVec2f>& texCoords, const int_list& tc,
194 const SGVec2f& tcScale, unsigned i)
198 else if (tc.size() == 1)
199 return mult(texCoords[tc[0]], tcScale);
201 return mult(texCoords[tc[i]], tcScale);
205 addTriangleGeometry(SGTexturedTriangleBin& triangles,
206 const std::vector<SGVec3d>& vertices,
207 const std::vector<SGVec3f>& normals,
208 const std::vector<SGVec2f>& texCoords,
209 const int_list& tris_v,
210 const int_list& tris_n,
211 const int_list& tris_tc,
212 const SGVec2f& tcScale)
214 if (tris_v.size() != tris_n.size()) {
215 // If the normal indices do not match, they should be inmplicitly
216 // the same than the vertex indices. So just call ourselves again
217 // with the matching index vector.
218 addTriangleGeometry(triangles, vertices, normals, texCoords,
219 tris_v, tris_v, tris_tc, tcScale);
223 for (unsigned i = 2; i < tris_v.size(); i += 3) {
225 v0.vertex = toVec3f(vertices[tris_v[i-2]]);
226 v0.normal = normals[tris_n[i-2]];
227 v0.texCoord = getTexCoord(texCoords, tris_tc, tcScale, i-2);
229 v1.vertex = toVec3f(vertices[tris_v[i-1]]);
230 v1.normal = normals[tris_n[i-1]];
231 v1.texCoord = getTexCoord(texCoords, tris_tc, tcScale, i-1);
233 v2.vertex = toVec3f(vertices[tris_v[i]]);
234 v2.normal = normals[tris_n[i]];
235 v2.texCoord = getTexCoord(texCoords, tris_tc, tcScale, i);
236 triangles.insert(v0, v1, v2);
241 addStripGeometry(SGTexturedTriangleBin& triangles,
242 const std::vector<SGVec3d>& vertices,
243 const std::vector<SGVec3f>& normals,
244 const std::vector<SGVec2f>& texCoords,
245 const int_list& strips_v,
246 const int_list& strips_n,
247 const int_list& strips_tc,
248 const SGVec2f& tcScale)
250 if (strips_v.size() != strips_n.size()) {
251 // If the normal indices do not match, they should be inmplicitly
252 // the same than the vertex indices. So just call ourselves again
253 // with the matching index vector.
254 addStripGeometry(triangles, vertices, normals, texCoords,
255 strips_v, strips_v, strips_tc, tcScale);
259 for (unsigned i = 2; i < strips_v.size(); ++i) {
261 v0.vertex = toVec3f(vertices[strips_v[i-2]]);
262 v0.normal = normals[strips_n[i-2]];
263 v0.texCoord = getTexCoord(texCoords, strips_tc, tcScale, i-2);
265 v1.vertex = toVec3f(vertices[strips_v[i-1]]);
266 v1.normal = normals[strips_n[i-1]];
267 v1.texCoord = getTexCoord(texCoords, strips_tc, tcScale, i-1);
269 v2.vertex = toVec3f(vertices[strips_v[i]]);
270 v2.normal = normals[strips_n[i]];
271 v2.texCoord = getTexCoord(texCoords, strips_tc, tcScale, i);
273 triangles.insert(v1, v0, v2);
275 triangles.insert(v0, v1, v2);
280 addFanGeometry(SGTexturedTriangleBin& triangles,
281 const std::vector<SGVec3d>& vertices,
282 const std::vector<SGVec3f>& normals,
283 const std::vector<SGVec2f>& texCoords,
284 const int_list& fans_v,
285 const int_list& fans_n,
286 const int_list& fans_tc,
287 const SGVec2f& tcScale)
289 if (fans_v.size() != fans_n.size()) {
290 // If the normal indices do not match, they should be implicitly
291 // the same than the vertex indices. So just call ourselves again
292 // with the matching index vector.
293 addFanGeometry(triangles, vertices, normals, texCoords,
294 fans_v, fans_v, fans_tc, tcScale);
299 v0.vertex = toVec3f(vertices[fans_v[0]]);
300 v0.normal = normals[fans_n[0]];
301 v0.texCoord = getTexCoord(texCoords, fans_tc, tcScale, 0);
303 v1.vertex = toVec3f(vertices[fans_v[1]]);
304 v1.normal = normals[fans_n[1]];
305 v1.texCoord = getTexCoord(texCoords, fans_tc, tcScale, 1);
306 for (unsigned i = 2; i < fans_v.size(); ++i) {
308 v2.vertex = toVec3f(vertices[fans_v[i]]);
309 v2.normal = normals[fans_n[i]];
310 v2.texCoord = getTexCoord(texCoords, fans_tc, tcScale, i);
311 triangles.insert(v0, v1, v2);
316 SGVec2f getTexCoordScale(const std::string& name, SGMaterialLib* matlib)
319 return SGVec2f(1, 1);
320 SGMaterial* material = matlib->find(name);
322 return SGVec2f(1, 1);
324 return material->get_tex_coord_scale();
328 insertSurfaceGeometry(const SGBinObject& obj, SGMaterialLib* matlib)
330 if (obj.get_tris_n().size() < obj.get_tris_v().size() ||
331 obj.get_tris_tc().size() < obj.get_tris_v().size()) {
332 SG_LOG(SG_TERRAIN, SG_ALERT,
333 "Group list sizes for triangles do not match!");
337 for (unsigned grp = 0; grp < obj.get_tris_v().size(); ++grp) {
338 std::string materialName = obj.get_tri_materials()[grp];
339 SGVec2f tcScale = getTexCoordScale(materialName, matlib);
340 addTriangleGeometry(materialTriangleMap[materialName],
341 obj.get_wgs84_nodes(), obj.get_normals(),
342 obj.get_texcoords(), obj.get_tris_v()[grp],
343 obj.get_tris_n()[grp], obj.get_tris_tc()[grp],
347 if (obj.get_strips_n().size() < obj.get_strips_v().size() ||
348 obj.get_strips_tc().size() < obj.get_strips_v().size()) {
349 SG_LOG(SG_TERRAIN, SG_ALERT,
350 "Group list sizes for strips do not match!");
353 for (unsigned grp = 0; grp < obj.get_strips_v().size(); ++grp) {
354 std::string materialName = obj.get_strip_materials()[grp];
355 SGVec2f tcScale = getTexCoordScale(materialName, matlib);
356 addStripGeometry(materialTriangleMap[materialName],
357 obj.get_wgs84_nodes(), obj.get_normals(),
358 obj.get_texcoords(), obj.get_strips_v()[grp],
359 obj.get_strips_n()[grp], obj.get_strips_tc()[grp],
363 if (obj.get_fans_n().size() < obj.get_fans_v().size() ||
364 obj.get_fans_tc().size() < obj.get_fans_v().size()) {
365 SG_LOG(SG_TERRAIN, SG_ALERT,
366 "Group list sizes for fans do not match!");
369 for (unsigned grp = 0; grp < obj.get_fans_v().size(); ++grp) {
370 std::string materialName = obj.get_fan_materials()[grp];
371 SGVec2f tcScale = getTexCoordScale(materialName, matlib);
372 addFanGeometry(materialTriangleMap[materialName],
373 obj.get_wgs84_nodes(), obj.get_normals(),
374 obj.get_texcoords(), obj.get_fans_v()[grp],
375 obj.get_fans_n()[grp], obj.get_fans_tc()[grp],
381 osg::Node* getSurfaceGeometry(SGMaterialLib* matlib) const
383 if (materialTriangleMap.empty())
387 osg::Group* group = (materialTriangleMap.size() > 1 ? new osg::Group : 0);
388 //osg::Geode* geode = new osg::Geode;
389 SGMaterialTriangleMap::const_iterator i;
390 for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
391 osg::Geometry* geometry = i->second.buildGeometry();
394 mat = matlib->find(i->first);
395 eg = new EffectGeode;
397 eg->setEffect(mat->get_effect(i->second));
398 eg->addDrawable(geometry);
399 eg->runGenerators(geometry); // Generate extra data needed by effect
409 void computeRandomSurfaceLights(SGMaterialLib* matlib)
411 SGMaterialTriangleMap::iterator i;
413 // generate a repeatable random seed
415 mt_init(&seed, unsigned(123));
417 for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
418 SGMaterial *mat = matlib->find(i->first);
422 float coverage = mat->get_light_coverage();
425 if (coverage < 10000.0) {
426 SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
427 << coverage << ", pushing up to 10000");
431 std::vector<SGVec3f> randomPoints;
432 i->second.addRandomSurfacePoints(coverage, 3, mat->get_object_mask(i->second), randomPoints);
433 std::vector<SGVec3f>::iterator j;
434 for (j = randomPoints.begin(); j != randomPoints.end(); ++j) {
435 float zombie = mt_rand(&seed);
436 // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
437 float factor = mt_rand(&seed);
442 if ( zombie > 0.5 ) {
443 // 50% chance of yellowish
444 color = SGVec4f(0.9f, 0.9f, 0.3f, bright - factor * 0.2f);
445 } else if (zombie > 0.15f) {
446 // 35% chance of whitish
447 color = SGVec4f(0.9, 0.9f, 0.8f, bright - factor * 0.2f);
448 } else if (zombie > 0.05f) {
449 // 10% chance of orangish
450 color = SGVec4f(0.9f, 0.6f, 0.2f, bright - factor * 0.2f);
452 // 5% chance of redish
453 color = SGVec4f(0.9f, 0.2f, 0.2f, bright - factor * 0.2f);
455 randomTileLights.insert(*j, color);
460 void computeRandomBuildings(SGMaterialLib* matlib, float building_density)
462 SGMaterialTriangleMap::iterator i;
464 // generate a repeatable random seed
466 mt_init(&seed, unsigned(123));
468 for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
469 SGMaterial *mat = matlib->find(i->first);
470 SGTexturedTriangleBin triangleBin = i->second;
475 osg::Texture2D* object_mask = mat->get_object_mask(triangleBin);
477 float coverage = mat->get_building_coverage();
479 // Minimum spacing needs to include the maximum footprint of a building.
480 // As the 0,0,0 point is the center of the front of the building, we need
481 // to consider the full depth, but only half the possible width.
482 float min_spacing = mat->get_building_spacing();
488 SGBuildingBin* bin = NULL;
490 BOOST_FOREACH(bin, randomBuildings)
492 if (bin->texture == mat->get_building_texture()) {
499 bin = new SGBuildingBin();
500 bin->texture = mat->get_building_texture();
501 bin->lightMap = mat->get_building_lightmap();
502 SG_LOG(SG_INPUT, SG_DEBUG, "Building texture " << bin->texture);
503 randomBuildings.push_back(bin);
506 std::vector<std::pair<SGVec3f, float> > randomPoints;
508 unsigned num = i->second.getNumTriangles();
509 int triangle_dropped = 0;
510 int building_dropped = 0;
511 int random_dropped = 0;
512 int mask_dropped = 0;
514 for (unsigned i = 0; i < num; ++i) {
515 SGBuildingBin::BuildingList triangle_buildings;
516 SGTexturedTriangleBin::triangle_ref triangleRef = triangleBin.getTriangleRef(i);
518 SGVec3f vorigin = triangleBin.getVertex(triangleRef[0]).vertex;
519 SGVec3f v0 = triangleBin.getVertex(triangleRef[1]).vertex - vorigin;
520 SGVec3f v1 = triangleBin.getVertex(triangleRef[2]).vertex - vorigin;
521 SGVec2f torigin = triangleBin.getVertex(triangleRef[0]).texCoord;
522 SGVec2f t0 = triangleBin.getVertex(triangleRef[1]).texCoord - torigin;
523 SGVec2f t1 = triangleBin.getVertex(triangleRef[2]).texCoord - torigin;
524 SGVec3f normal = cross(v0, v1);
527 float area = 0.5f*length(normal);
528 if (area <= SGLimitsf::min())
531 // for partial units of area, use a zombie door method to
532 // create the proper random chance of an object being created
533 // for this triangle.
534 double num = area / coverage + mt_rand(&seed);
539 // Apply density, which is linear, while we're dealing in areas
540 num = num * building_density * building_density;
542 // Cosine of the angle between the two vectors.
543 float cosine = (dot(v0, v1) / (length(v0) * length(v1)));
545 // Determine a grid spacing in each vector such that the correct
546 // coverage will result.
547 float stepv0 = (sqrtf(coverage) / building_density) / length(v0) / sqrtf(1 - cosine * cosine);
548 float stepv1 = (sqrtf(coverage) / building_density) / length(v1);
550 stepv0 = std::min(stepv0, 1.0f);
551 stepv1 = std::min(stepv1, 1.0f);
553 // Start at a random point. a will be immediately incremented below.
554 float a = -mt_rand(&seed) * stepv0;
555 float b = mt_rand(&seed) * stepv1;
557 // Place an object each unit of area
560 // Set the next location to place a building
563 if ((a + b) > 1.0f) {
564 // Reached the end of the scan-line on v0. Reset and increment
566 a = mt_rand(&seed) * stepv0;
571 // In a degenerate case of a single point, we might be outside the
572 // scanline. Note that we need to still ensure that a+b < 1.
573 b = mt_rand(&seed) * stepv1 * (1.0f - a);
576 if ((a + b) > 1.0f ) {
577 // Truly degenerate case - simply choose a random point guaranteed
578 // to fulfil the constraing of a+b < 1.
580 b = mt_rand(&seed) * (1.0f - a);
583 SGVec3f randomPoint = vorigin + a*v0 + b*v1;
584 float rotation = mt_rand(&seed);
586 if (object_mask != NULL) {
587 SGVec2f texCoord = torigin + a*t0 + b*t1;
588 osg::Image* img = object_mask->getImage();
589 int x = (int) (img->s() * texCoord.x()) % img->s();
590 int y = (int) (img->t() * texCoord.y()) % img->t();
592 // In some degenerate cases x or y can be < 1, in which case the mod operand fails
593 while (x < 0) x += img->s();
594 while (y < 0) y += img->t();
596 if (mt_rand(&seed) < img->getColor(x, y).b()) {
597 // Object passes mask. Rotation is taken from the red channel
598 rotation = img->getColor(x,y).r();
600 // Fails mask test - try again.
607 // Now create the building, so we have an idea of its footprint
608 // and therefore appropriate spacing.
609 SGBuildingBin::BuildingType buildingtype;
616 // Determine the building type, and hence dimensions.
617 float type = mt_rand(&seed);
619 if (type < mat->get_building_small_fraction()) {
621 buildingtype = SGBuildingBin::SMALL;
622 width = mat->get_building_small_min_width() + mt_rand(&seed) * mt_rand(&seed) * (mat->get_building_small_max_width() - mat->get_building_small_min_width());
623 depth = mat->get_building_small_min_depth() + mt_rand(&seed) * mt_rand(&seed) * (mat->get_building_small_max_depth() - mat->get_building_small_min_depth());
624 floors = SGMisc<double>::round(mat->get_building_small_min_floors() + mt_rand(&seed) * (mat->get_building_small_max_floors() - mat->get_building_small_min_floors()));
625 height = floors * (2.8 + mt_rand(&seed));
627 // Small buildings are never deeper than they are wide.
628 if (depth > width) { depth = width; }
630 pitched = (mt_rand(&seed) < mat->get_building_small_pitch());
631 } else if (type < (mat->get_building_small_fraction() + mat->get_building_medium_fraction())) {
632 buildingtype = SGBuildingBin::MEDIUM;
633 width = mat->get_building_medium_min_width() + mt_rand(&seed) * mt_rand(&seed) * (mat->get_building_medium_max_width() - mat->get_building_medium_min_width());
634 depth = mat->get_building_medium_min_depth() + mt_rand(&seed) * mt_rand(&seed) * (mat->get_building_medium_max_depth() - mat->get_building_medium_min_depth());
635 floors = SGMisc<double>::round(mat->get_building_medium_min_floors() + mt_rand(&seed) * (mat->get_building_medium_max_floors() - mat->get_building_medium_min_floors()));
636 height = floors * (2.8 + mt_rand(&seed));
638 while ((height > width) && (floors > mat->get_building_medium_min_floors())) {
639 // Ensure that medium buildings aren't taller than they are wide
641 height = floors * (2.8 + mt_rand(&seed));
644 pitched = (mt_rand(&seed) < mat->get_building_medium_pitch());
646 buildingtype = SGBuildingBin::LARGE;
647 width = mat->get_building_large_min_width() + mt_rand(&seed) * (mat->get_building_large_max_width() - mat->get_building_large_min_width());
648 depth = mat->get_building_large_min_depth() + mt_rand(&seed) * (mat->get_building_large_max_depth() - mat->get_building_large_min_depth());
649 floors = SGMisc<double>::round(mat->get_building_large_min_floors() + mt_rand(&seed) * (mat->get_building_large_max_floors() - mat->get_building_large_min_floors()));
650 height = floors * (2.8 + mt_rand(&seed));
651 pitched = (mt_rand(&seed) < mat->get_building_large_pitch());
654 // Determine an appropriate minimum spacing for the object. Note that the
655 // origin of the building model is the center of the front face, hence we
656 // consider the full depth. We choose _not_ to use the diagonal distance
657 // to one of the rear corners, as we assume that terrain masking will
658 // make the buildings place in some sort of grid.
659 float radius = std::max(depth, 0.5f*width);
661 // Check that the point is sufficiently far from
662 // the edge of the triangle by measuring the distance
663 // from the three lines that make up the triangle.
664 SGVec3f p = randomPoint - vorigin;
666 if (((length(cross(p , p - v0)) / length(v0)) < radius) ||
667 ((length(cross(p - v0, p - v1)) / length(v1 - v0)) < radius) ||
668 ((length(cross(p - v1, p )) / length(v1)) < radius) )
675 // Check against the generic random objects. TODO - make this more efficient by
676 // masking ahead of time objects outside of the triangle.
677 bool too_close = false;
678 for (unsigned int i = 0; i < randomModels.getNumModels(); ++i) {
679 float min_dist = randomModels.getMatModel(i).model->get_spacing_m() + radius + min_spacing;
680 min_dist = min_dist * min_dist;
682 if (distSqr(randomModels.getMatModel(i).position, randomPoint) < min_dist) {
690 // Too close to a random model - drop and try again
695 SGBuildingBin::BuildingList::iterator l;
697 // Check that the building is sufficiently far from any other building within the triangle.
698 for (l = triangle_buildings.begin(); l != triangle_buildings.end(); ++l) {
700 float min_dist = l->radius + radius + min_spacing;
701 min_dist = min_dist * min_dist;
703 if (distSqr(randomPoint, l->position) < min_dist) {
711 // Too close to another building - drop and try again
716 // If we've passed all of the above tests we have a valid
717 // building, so create it!
718 SGBuildingBin::Building building =
719 SGBuildingBin::Building(buildingtype,
727 triangle_buildings.push_back(building);
732 // Add the buildings from this triangle to the overall list.
733 SGBuildingBin::BuildingList::iterator l;
735 for (l = triangle_buildings.begin(); l != triangle_buildings.end(); ++l) {
739 triangle_buildings.clear();
742 SG_LOG(SG_TERRAIN, SG_DEBUG, "Random Buildings: " << bin->getNumBuildings());
743 SG_LOG(SG_TERRAIN, SG_DEBUG, " Dropped due to mask: " << mask_dropped);
744 SG_LOG(SG_TERRAIN, SG_DEBUG, " Dropped due to triangle edge: " << triangle_dropped);
745 SG_LOG(SG_TERRAIN, SG_DEBUG, " Dropped due to random object: " << random_dropped);
746 SG_LOG(SG_TERRAIN, SG_DEBUG, " Dropped due to other building: " << building_dropped);
750 void computeRandomForest(SGMaterialLib* matlib, float vegetation_density)
752 SGMaterialTriangleMap::iterator i;
754 // generate a repeatable random seed
757 mt_init(&seed, unsigned(586));
759 for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
760 SGMaterial *mat = matlib->find(i->first);
764 float wood_coverage = mat->get_wood_coverage();
765 if (wood_coverage <= 0)
768 // Attributes that don't vary by tree but do vary by material
772 BOOST_FOREACH(bin, randomForest)
774 if ((bin->texture == mat->get_tree_texture() ) &&
775 (bin->texture_varieties == mat->get_tree_varieties()) &&
776 (bin->range == mat->get_tree_range() ) &&
777 (bin->width == mat->get_tree_width() ) &&
778 (bin->height == mat->get_tree_height() ) ) {
786 bin->texture = mat->get_tree_texture();
787 SG_LOG(SG_INPUT, SG_DEBUG, "Tree texture " << bin->texture);
788 bin->range = mat->get_tree_range();
789 bin->width = mat->get_tree_width();
790 bin->height = mat->get_tree_height();
791 bin->texture_varieties = mat->get_tree_varieties();
792 randomForest.push_back(bin);
795 std::vector<SGVec3f> randomPoints;
796 i->second.addRandomTreePoints(wood_coverage,
797 mat->get_object_mask(i->second),
801 std::vector<SGVec3f>::iterator k;
802 for (k = randomPoints.begin(); k != randomPoints.end(); ++k) {
808 void computeRandomObjects(SGMaterialLib* matlib)
810 SGMaterialTriangleMap::iterator i;
812 // generate a repeatable random seed
814 mt_init(&seed, unsigned(123));
816 for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
817 SGMaterial *mat = matlib->find(i->first);
821 int group_count = mat->get_object_group_count();
825 for (int j = 0; j < group_count; j++)
827 SGMatModelGroup *object_group = mat->get_object_group(j);
828 int nObjects = object_group->get_object_count();
832 // For each of the random models in the group, determine an appropriate
833 // number of random placements and insert them.
834 for (int k = 0; k < nObjects; k++) {
835 SGMatModel * object = object_group->get_object(k);
837 std::vector<std::pair<SGVec3f, float> > randomPoints;
839 i->second.addRandomPoints(object->get_coverage_m2(),
840 object->get_spacing_m(),
841 mat->get_object_mask(i->second),
844 std::vector<std::pair<SGVec3f, float> >::iterator l;
845 for (l = randomPoints.begin(); l != randomPoints.end(); ++l) {
846 // Only add the model if it is sufficiently far from the
850 for (unsigned i = 0; i < randomModels.getNumModels(); i++) {
851 float spacing = randomModels.getMatModel(i).model->get_spacing_m() + object->get_spacing_m();
852 spacing = spacing * spacing;
854 if (distSqr(randomModels.getMatModel(i).position, l->first) < spacing) {
861 randomModels.insert(l->first, object, (int)object->get_randomized_range_m(&seed), l->second);
871 bool insertBinObj(const SGBinObject& obj, SGMaterialLib* matlib)
873 if (!insertPtGeometry(obj, matlib))
875 if (!insertSurfaceGeometry(obj, matlib))
881 typedef std::pair<osg::Node*, int> ModelLOD;
882 struct MakeQuadLeaf {
883 osg::LOD* operator() () const { return new osg::LOD; }
886 void operator() (osg::LOD* leaf, ModelLOD& mlod) const
888 leaf->addChild(mlod.first, 0, mlod.second);
891 struct GetModelLODCoord {
892 GetModelLODCoord() {}
893 GetModelLODCoord(const GetModelLODCoord& rhs)
895 osg::Vec3 operator() (const ModelLOD& mlod) const
897 return mlod.first->getBound().center();
901 typedef QuadTreeBuilder<osg::LOD*, ModelLOD, MakeQuadLeaf, AddModelLOD,
902 GetModelLODCoord> RandomObjectsQuadtree;
905 SGLoadBTG(const std::string& path, const simgear::SGReaderWriterOptions* options)
908 if (!tile.read_bin(path))
911 SGMaterialLib* matlib = 0;
912 bool use_random_objects = false;
913 bool use_random_vegetation = false;
914 bool use_random_buildings = false;
915 float vegetation_density = 1.0f;
916 float building_density = 1.0f;
918 matlib = options->getMaterialLib();
919 SGPropertyNode* propertyNode = options->getPropertyNode().get();
922 = propertyNode->getBoolValue("/sim/rendering/random-objects",
924 use_random_vegetation
925 = propertyNode->getBoolValue("/sim/rendering/random-vegetation",
926 use_random_vegetation);
928 = propertyNode->getFloatValue("/sim/rendering/vegetation-density",
931 = propertyNode->getBoolValue("/sim/rendering/random-buildings",
932 use_random_buildings);
934 = propertyNode->getFloatValue("/sim/rendering/building-density",
939 SGVec3d center = tile.get_gbs_center();
940 SGGeod geodPos = SGGeod::fromCart(center);
941 SGQuatd hlOr = SGQuatd::fromLonLat(geodPos)*SGQuatd::fromEulerDeg(0, 0, 180);
943 // rotate the tiles so that the bounding boxes get nearly axis aligned.
944 // this will help the collision tree's bounding boxes a bit ...
945 std::vector<SGVec3d> nodes = tile.get_wgs84_nodes();
946 for (unsigned i = 0; i < nodes.size(); ++i)
947 nodes[i] = hlOr.transform(nodes[i]);
948 tile.set_wgs84_nodes(nodes);
950 SGQuatf hlOrf(hlOr[0], hlOr[1], hlOr[2], hlOr[3]);
951 std::vector<SGVec3f> normals = tile.get_normals();
952 for (unsigned i = 0; i < normals.size(); ++i)
953 normals[i] = hlOrf.transform(normals[i]);
954 tile.set_normals(normals);
956 SGTileGeometryBin tileGeometryBin;
957 if (!tileGeometryBin.insertBinObj(tile, matlib))
961 GroundLightManager* lightManager = GroundLightManager::instance();
963 osg::ref_ptr<osg::Group> lightGroup = new SGOffsetTransform(0.94);
964 osg::ref_ptr<osg::Group> randomObjects;
965 osg::ref_ptr<osg::Group> forestNode;
966 osg::ref_ptr<osg::Group> buildingNode;
967 osg::Group* terrainGroup = new osg::Group;
969 osg::Node* node = tileGeometryBin.getSurfaceGeometry(matlib);
971 terrainGroup->addChild(node);
973 if (use_random_objects && matlib) {
974 tileGeometryBin.computeRandomObjects(matlib);
976 if (tileGeometryBin.randomModels.getNumModels() > 0) {
977 // Generate a repeatable random seed
979 mt_init(&seed, unsigned(123));
981 std::vector<ModelLOD> models;
982 for (unsigned int i = 0;
983 i < tileGeometryBin.randomModels.getNumModels(); i++) {
984 SGMatModelBin::MatModel obj
985 = tileGeometryBin.randomModels.getMatModel(i);
987 SGPropertyNode* root = options->getPropertyNode()->getRootNode();
988 osg::Node* node = obj.model->get_random_model(root, &seed);
990 // Create a matrix to place the object in the correct
991 // location, and then apply the rotation matrix created
992 // above, with an additional random (or taken from
993 // the object mask) heading rotation if appropriate.
994 osg::Matrix transformMat;
995 transformMat = osg::Matrix::translate(toOsg(obj.position));
996 if (obj.model->get_heading_type() == SGMatModel::HEADING_RANDOM) {
997 // Rotate the object around the z axis.
998 double hdg = mt_rand(&seed) * M_PI * 2;
999 transformMat.preMult(osg::Matrix::rotate(hdg,
1000 osg::Vec3d(0.0, 0.0, 1.0)));
1003 if (obj.model->get_heading_type() == SGMatModel::HEADING_MASK) {
1004 // Rotate the object around the z axis.
1005 double hdg = - obj.rotation * M_PI * 2;
1006 transformMat.preMult(osg::Matrix::rotate(hdg,
1007 osg::Vec3d(0.0, 0.0, 1.0)));
1010 osg::MatrixTransform* position =
1011 new osg::MatrixTransform(transformMat);
1012 position->addChild(node);
1013 models.push_back(ModelLOD(position, obj.lod));
1015 RandomObjectsQuadtree quadtree((GetModelLODCoord()), (AddModelLOD()));
1016 quadtree.buildQuadTree(models.begin(), models.end());
1017 randomObjects = quadtree.getRoot();
1018 randomObjects->setName("random objects");
1022 if (use_random_vegetation && matlib) {
1023 // Now add some random forest.
1024 tileGeometryBin.computeRandomForest(matlib, vegetation_density);
1026 if (tileGeometryBin.randomForest.size() > 0) {
1027 forestNode = createForest(tileGeometryBin.randomForest, osg::Matrix::identity(),
1029 forestNode->setName("Random trees");
1033 if (use_random_buildings && matlib) {
1034 tileGeometryBin.computeRandomBuildings(matlib, building_density);
1035 if (tileGeometryBin.randomBuildings.size() > 0) {
1036 buildingNode = createRandomBuildings(tileGeometryBin.randomBuildings, osg::Matrix::identity(),
1038 buildingNode->setName("Random buildings");
1042 // FIXME: ugly, has a side effect
1044 tileGeometryBin.computeRandomSurfaceLights(matlib);
1046 if (tileGeometryBin.tileLights.getNumLights() > 0
1047 || tileGeometryBin.randomTileLights.getNumLights() > 0) {
1048 osg::Group* groundLights0 = new osg::Group;
1049 groundLights0->setStateSet(lightManager->getGroundLightStateSet());
1050 groundLights0->setNodeMask(GROUNDLIGHTS0_BIT);
1051 osg::Geode* geode = new osg::Geode;
1052 geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.tileLights));
1053 geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.randomTileLights, 4, -0.3f));
1054 groundLights0->addChild(geode);
1055 lightGroup->addChild(groundLights0);
1058 if (tileGeometryBin.randomTileLights.getNumLights() > 0) {
1059 osg::Group* groundLights1 = new osg::Group;
1060 groundLights1->setStateSet(lightManager->getGroundLightStateSet());
1061 groundLights1->setNodeMask(GROUNDLIGHTS1_BIT);
1062 osg::Group* groundLights2 = new osg::Group;
1063 groundLights2->setStateSet(lightManager->getGroundLightStateSet());
1064 groundLights2->setNodeMask(GROUNDLIGHTS2_BIT);
1065 osg::Geode* geode = new osg::Geode;
1066 geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.randomTileLights, 2, -0.15f));
1067 groundLights1->addChild(geode);
1068 lightGroup->addChild(groundLights1);
1069 geode = new osg::Geode;
1070 geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.randomTileLights));
1071 groundLights2->addChild(geode);
1072 lightGroup->addChild(groundLights2);
1075 if (!tileGeometryBin.vasiLights.empty()) {
1076 EffectGeode* vasiGeode = new EffectGeode;
1078 = getLightEffect(24, osg::Vec3(1, 0.0001, 0.000001), 1, 24, true);
1079 vasiGeode->setEffect(vasiEffect);
1080 SGVec4f red(1, 0, 0, 1);
1081 SGMaterial* mat = 0;
1083 mat = matlib->find("RWY_RED_LIGHTS");
1085 red = mat->get_light_color();
1086 SGVec4f white(1, 1, 1, 1);
1089 mat = matlib->find("RWY_WHITE_LIGHTS");
1091 white = mat->get_light_color();
1092 SGDirectionalLightListBin::const_iterator i;
1093 for (i = tileGeometryBin.vasiLights.begin();
1094 i != tileGeometryBin.vasiLights.end(); ++i) {
1095 vasiGeode->addDrawable(SGLightFactory::getVasi(up, *i, red, white));
1097 vasiGeode->setStateSet(lightManager->getRunwayLightStateSet());
1098 lightGroup->addChild(vasiGeode);
1101 Effect* runwayEffect = 0;
1102 if (tileGeometryBin.runwayLights.getNumLights() > 0
1103 || !tileGeometryBin.rabitLights.empty()
1104 || !tileGeometryBin.reilLights.empty()
1105 || !tileGeometryBin.odalLights.empty()
1106 || tileGeometryBin.taxiLights.getNumLights() > 0)
1107 runwayEffect = getLightEffect(16, osg::Vec3(1, 0.001, 0.0002), 1, 16, true);
1108 if (tileGeometryBin.runwayLights.getNumLights() > 0
1109 || !tileGeometryBin.rabitLights.empty()
1110 || !tileGeometryBin.reilLights.empty()
1111 || !tileGeometryBin.odalLights.empty()
1112 || !tileGeometryBin.holdshortLights.empty()) {
1113 osg::Group* rwyLights = new osg::Group;
1114 rwyLights->setStateSet(lightManager->getRunwayLightStateSet());
1115 rwyLights->setNodeMask(RUNWAYLIGHTS_BIT);
1116 if (tileGeometryBin.runwayLights.getNumLights() != 0) {
1117 EffectGeode* geode = new EffectGeode;
1118 geode->setEffect(runwayEffect);
1119 geode->addDrawable(SGLightFactory::getLights(tileGeometryBin
1121 rwyLights->addChild(geode);
1123 SGDirectionalLightListBin::const_iterator i;
1124 for (i = tileGeometryBin.rabitLights.begin();
1125 i != tileGeometryBin.rabitLights.end(); ++i) {
1126 rwyLights->addChild(SGLightFactory::getSequenced(*i));
1128 for (i = tileGeometryBin.reilLights.begin();
1129 i != tileGeometryBin.reilLights.end(); ++i) {
1130 rwyLights->addChild(SGLightFactory::getSequenced(*i));
1132 for (i = tileGeometryBin.holdshortLights.begin();
1133 i != tileGeometryBin.holdshortLights.end(); ++i) {
1134 rwyLights->addChild(SGLightFactory::getHoldShort(*i));
1136 SGLightListBin::const_iterator j;
1137 for (j = tileGeometryBin.odalLights.begin();
1138 j != tileGeometryBin.odalLights.end(); ++j) {
1139 rwyLights->addChild(SGLightFactory::getOdal(*j));
1141 lightGroup->addChild(rwyLights);
1144 if (tileGeometryBin.taxiLights.getNumLights() > 0) {
1145 osg::Group* taxiLights = new osg::Group;
1146 taxiLights->setStateSet(lightManager->getTaxiLightStateSet());
1147 taxiLights->setNodeMask(RUNWAYLIGHTS_BIT);
1148 EffectGeode* geode = new EffectGeode;
1149 geode->setEffect(runwayEffect);
1150 geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.taxiLights));
1151 taxiLights->addChild(geode);
1152 lightGroup->addChild(taxiLights);
1155 // The toplevel transform for that tile.
1156 osg::MatrixTransform* transform = new osg::MatrixTransform;
1157 transform->setName(path);
1158 transform->setMatrix(osg::Matrix::rotate(toOsg(hlOr))*
1159 osg::Matrix::translate(toOsg(center)));
1160 transform->addChild(terrainGroup);
1161 if (lightGroup->getNumChildren() > 0) {
1162 osg::LOD* lightLOD = new osg::LOD;
1163 lightLOD->addChild(lightGroup.get(), 0, 60000);
1164 // VASI is always on, so doesn't use light bits.
1165 lightLOD->setNodeMask(LIGHTS_BITS | MODEL_BIT | PERMANENTLIGHT_BIT);
1166 transform->addChild(lightLOD);
1169 if (randomObjects.valid() || forestNode.valid() || buildingNode.valid()) {
1171 // Add a LoD node, so we don't try to display anything when the tile center
1172 // is more than 20km away.
1173 osg::LOD* objectLOD = new osg::LOD;
1175 if (randomObjects.valid()) objectLOD->addChild(randomObjects.get(), 0, 20000);
1176 if (forestNode.valid()) objectLOD->addChild(forestNode.get(), 0, 20000);
1177 if (buildingNode.valid()) objectLOD->addChild(buildingNode.get(), 0, 20000);
1179 unsigned nodeMask = SG_NODEMASK_CASTSHADOW_BIT | SG_NODEMASK_RECEIVESHADOW_BIT | SG_NODEMASK_TERRAIN_BIT;
1180 objectLOD->setNodeMask(nodeMask);
1181 transform->addChild(objectLOD);
1183 transform->setNodeMask( ~simgear::MODELLIGHT_BIT );