#include <simgear/scene/util/SGUpdateVisitor.hxx>
#include <simgear/scene/util/SGNodeMasks.hxx>
#include <simgear/scene/util/QuadTreeBuilder.hxx>
-#include <simgear/threads/SGThread.hxx>
-#include <simgear/threads/SGGuard.hxx>
#include "SGTexturedTriangleBin.hxx"
#include "SGLightBin.hxx"
osg::Geode* geode = new osg::Geode;
SGMaterialTriangleMap::const_iterator i;
for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
- // CHUNCKED (sic) here splits up unconnected triangles parts of
- // the mesh into different Geometry sets, presumably for better
- // culling. I (timoore) believe it is more performant to build
- // the biggest indexed sets possible at the expense of tight
- // culling.
-//#define CHUNCKED
-#ifdef CHUNCKED
- SGMaterial *mat = matlib->find(i->first);
-
- std::list<SGTexturedTriangleBin::TriangleVector> connectSets;
- i->second.getConnectedSets(connectSets);
-
- std::list<SGTexturedTriangleBin::TriangleVector>::iterator j;
- for (j = connectSets.begin(); j != connectSets.end(); ++j) {
- osg::Geometry* geometry = i->second.buildGeometry(*j);
- if (mat)
- geometry->setStateSet(mat->get_state());
- geode->addDrawable(geometry);
- }
-#else
osg::Geometry* geometry = i->second.buildGeometry();
SGMaterial *mat = matlib->find(i->first);
if (mat)
geometry->setStateSet(mat->get_state());
geode->addDrawable(geometry);
-#endif
}
return geode;
}
}
};
struct GetModelLODCoord {
- GetModelLODCoord(const osg::Matrix& transform) : _transform(transform) {}
- GetModelLODCoord(const GetModelLODCoord& rhs) : _transform(rhs._transform)
+ GetModelLODCoord() {}
+ GetModelLODCoord(const GetModelLODCoord& rhs)
{}
osg::Vec3 operator() (const ModelLOD& mlod) const
{
- return mlod.first->getBound().center() * _transform;
+ return mlod.first->getBound().center();
}
- osg::Matrix _transform;
};
typedef QuadTreeBuilder<osg::LOD*, ModelLOD, MakeQuadLeaf, AddModelLOD,
if (!tile.read_bin(path))
return false;
+ SGVec3d center = tile.get_gbs_center2();
+ SGGeod geodPos = SGGeod::fromCart(center);
+ SGQuatd hlOr = SGQuatd::fromLonLat(geodPos)*SGQuatd::fromEulerDeg(0, 0, 180);
+
+ // rotate the tiles so that the bounding boxes get nearly axis aligned.
+ // this will help the collision tree's bounding boxes a bit ...
+ std::vector<SGVec3d> nodes = tile.get_wgs84_nodes();
+ for (unsigned i = 0; i < nodes.size(); ++i)
+ nodes[i] = hlOr.transform(nodes[i]);
+ tile.set_wgs84_nodes(nodes);
+
+ SGQuatf hlOrf(hlOr[0], hlOr[1], hlOr[2], hlOr[3]);
+ std::vector<SGVec3f> normals = tile.get_normals();
+ for (unsigned i = 0; i < normals.size(); ++i)
+ normals[i] = hlOrf.transform(normals[i]);
+ tile.set_normals(normals);
+
SGTileGeometryBin tileGeometryBin;
if (!tileGeometryBin.insertBinObj(tile, matlib))
return false;
- SGVec3d center = tile.get_gbs_center2();
- SGGeod geodPos = SGGeod::fromCart(center);
- SGQuatd hlOr = SGQuatd::fromLonLat(geodPos);
- SGVec3f up = toVec3f(hlOr.backTransform(SGVec3d(0, 0, -1)));
+ SGVec3f up(0, 0, 1);
GroundLightManager* lightManager = GroundLightManager::instance();
osg::ref_ptr<osg::Group> lightGroup = new SGOffsetTransform(0.94);
terrainGroup->addChild(node);
if (use_random_objects || use_random_vegetation) {
-
- // Simple matrix for used for flipping models that have been oriented
- // with the center of the tile but upside down.
- static const osg::Matrix flip(1, 0, 0, 0,
- 0, -1, 0, 0,
- 0, 0, -1, 0,
- 0, 0, 0, 1);
- // Determine an rotation matrix for the models to place them
- // perpendicular to the earth's surface. We use the same matrix,
- // based on the centre of the tile, as the small angular differences
- // between different points on the tile aren't worth worrying about
- // for random objects. We also need to flip the orientation 180 degrees
- osg::Matrix mAtt = flip * osg::Matrix::rotate(hlOr.osg());
- // The inverse goes from world coordinates to Z up tile coordinates.
- osg::Matrix world2Tile(osg::Matrix(hlOr.osg().conj()) * flip);
-
if (use_random_objects) {
tileGeometryBin.computeRandomObjects(matlib);
// Create a matrix to place the object in the correct
// location, and then apply the rotation matrix created
// above, with an additional random heading rotation if appropriate.
- osg::Matrix transformMat(mAtt);
- transformMat.postMult(osg::Matrix::translate(obj.position.osg()));
+ osg::Matrix transformMat;
+ transformMat = osg::Matrix::translate(obj.position.osg());
if (obj.model->get_heading_type() == SGMatModel::HEADING_RANDOM) {
// Rotate the object around the z axis.
double hdg = mt_rand(&seed) * M_PI * 2;
position->addChild(node);
models.push_back(ModelLOD(position, obj.lod));
}
- RandomObjectsQuadtree quadtree((GetModelLODCoord(world2Tile)),
- (AddModelLOD()));
+ RandomObjectsQuadtree quadtree((GetModelLODCoord()), (AddModelLOD()));
quadtree.buildQuadTree(models.begin(), models.end());
randomObjects = quadtree.getRoot();
randomObjects->setName("random objects");
tileGeometryBin.computeRandomForest(matlib);
if (tileGeometryBin.randomForest.getNumTrees() > 0) {
- randomForest = createForest(tileGeometryBin.randomForest, mAtt);
+ randomForest = createForest(tileGeometryBin.randomForest,
+ osg::Matrix::identity());
randomForest->setName("random trees");
}
}
lightGroup->addChild(groundLights2);
}
}
-
+
if (!tileGeometryBin.vasiLights.empty()) {
+ osg::Geode* vasiGeode = new osg::Geode;
SGVec4f red(1, 0, 0, 1);
SGMaterial* mat = matlib->find("RWY_RED_LIGHTS");
if (mat)
if (mat)
white = mat->get_light_color();
- osg::Geode* geode = new osg::Geode;
SGDirectionalLightListBin::const_iterator i;
for (i = tileGeometryBin.vasiLights.begin();
i != tileGeometryBin.vasiLights.end(); ++i) {
- geode->addDrawable(SGLightFactory::getVasi(up, *i, red, white));
+ vasiGeode->addDrawable(SGLightFactory::getVasi(up, *i, red, white));
}
- osg::Group* vasiLights = new osg::Group;
- vasiLights->setCullCallback(new SGPointSpriteLightCullCallback(osg::Vec3(1, 0.0001, 0.000001), 6));
- vasiLights->setStateSet(lightManager->getRunwayLightStateSet());
- vasiLights->addChild(geode);
- lightGroup->addChild(vasiLights);
+ vasiGeode->setCullCallback(new SGPointSpriteLightCullCallback(osg::Vec3(1, 0.0001, 0.000001), 6));
+ vasiGeode->setStateSet(lightManager->getRunwayLightStateSet());
+ lightGroup->addChild(vasiGeode);
}
if (tileGeometryBin.runwayLights.getNumLights() > 0
// The toplevel transform for that tile.
osg::MatrixTransform* transform = new osg::MatrixTransform;
transform->setName(path);
- transform->setMatrix(osg::Matrix::translate(center.osg()));
+ transform->setMatrix(osg::Matrix::rotate(hlOr.osg())*
+ osg::Matrix::translate(center.osg()));
transform->addChild(terrainGroup);
if (lightGroup->getNumChildren() > 0) {
osg::LOD* lightLOD = new osg::LOD;
lightLOD->addChild(lightGroup.get(), 0, 30000);
- unsigned nodeMask = ~0u;
- nodeMask &= ~SG_NODEMASK_CASTSHADOW_BIT;
- nodeMask &= ~SG_NODEMASK_RECIEVESHADOW_BIT;
- nodeMask &= ~SG_NODEMASK_PICK_BIT;
- nodeMask &= ~SG_NODEMASK_TERRAIN_BIT;
- lightLOD->setNodeMask(nodeMask);
+ // VASI is always on, so doesn't use light bits.
+ lightLOD->setNodeMask(LIGHTS_BITS | MODEL_BIT);
transform->addChild(lightLOD);
}
if (randomObjects.valid()) objectLOD->addChild(randomObjects.get(), 0, 20000);
if (randomForest.valid()) objectLOD->addChild(randomForest.get(), 0, 20000);
- unsigned nodeMask = SG_NODEMASK_CASTSHADOW_BIT | SG_NODEMASK_RECIEVESHADOW_BIT;
+ unsigned nodeMask = SG_NODEMASK_CASTSHADOW_BIT | SG_NODEMASK_RECIEVESHADOW_BIT | SG_NODEMASK_TERRAIN_BIT;
objectLOD->setNodeMask(nodeMask);
transform->addChild(objectLOD);
}