+// hitlist.cxx -
+// Height Over Terrain and Assosciated Routines for FlightGear based Scenery
+// Written by Norman Vine, started 2000.
+
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
#include <float.h>
#include <math.h>
-#include <GL/glut.h>
-#include <GL/gl.h>
-
#include <plib/sg.h>
+#include <plib/ssg.h>
-#include <simgear/constants.h>
#include <simgear/sg_inlines.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/point3d.hxx>
+#include <simgear/math/polar3d.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/vector.hxx>
+#include <simgear/timing/timestamp.hxx>
#include <Main/globals.hxx>
#include <Main/viewer.hxx>
+#include <Scenery/scenery.hxx>
#include "hitlist.hxx"
-
-extern ssgBranch *terrain_branch;
-
-#if 0
-// check to see if the intersection point is
-// actually inside this face
-static bool pointInTriangle( sgdVec3 point, sgdVec3 tri[3] )
-{
- double xmin, xmax, ymin, ymax, zmin, zmax;
-
- // punt if outside bouding cube
- if ( point[0] < (xmin = SG_MIN3 (tri[0][0], tri[1][0], tri[2][0])) ) {
- return false;
- } else if ( point[0] > (xmax = SG_MAX3 (tri[0][0], tri[1][0], tri[2][0])) )
- {
- return false;
- } else if ( point[1] < (ymin = SG_MIN3 (tri[0][1], tri[1][1], tri[2][1])) )
- {
- return false;
- } else if ( point[1] > (ymax = SG_MAX3 (tri[0][1], tri[1][1], tri[2][1])) )
- {
- return false;
- } else if ( point[2] < (zmin = SG_MIN3 (tri[0][2], tri[1][2], tri[2][2])) )
- {
- return false;
- } else if ( point[2] > (zmax = SG_MAX3 (tri[0][2], tri[1][2], tri[2][2])) )
- {
- return false;
+// Specialized version of sgMultMat4 needed because of mixed matrix
+// types
+static inline void sgMultMat4(sgdMat4 dst, sgdMat4 m1, sgMat4 m2) {
+ for ( int j = 0 ; j < 4 ; j++ ) {
+ dst[0][j] = m2[0][0] * m1[0][j] +
+ m2[0][1] * m1[1][j] +
+ m2[0][2] * m1[2][j] +
+ m2[0][3] * m1[3][j] ;
+
+ dst[1][j] = m2[1][0] * m1[0][j] +
+ m2[1][1] * m1[1][j] +
+ m2[1][2] * m1[2][j] +
+ m2[1][3] * m1[3][j] ;
+
+ dst[2][j] = m2[2][0] * m1[0][j] +
+ m2[2][1] * m1[1][j] +
+ m2[2][2] * m1[2][j] +
+ m2[2][3] * m1[3][j] ;
+
+ dst[3][j] = m2[3][0] * m1[0][j] +
+ m2[3][1] * m1[1][j] +
+ m2[3][2] * m1[2][j] +
+ m2[3][3] * m1[3][j] ;
}
+}
- // (finally) check to see if the intersection point is
- // actually inside this face
-
- //first, drop the smallest dimension so we only have to work
- //in 2d.
- double dx = xmax - xmin;
- double dy = ymax - ymin;
- double dz = zmax - zmin;
- double min_dim = SG_MIN3 (dx, dy, dz);
- //first, drop the smallest dimension so we only have to work
- //in 2d.
- double x1, y1, x2, y2, x3, y3, rx, ry;
- if ( fabs(min_dim-dx) <= SG_EPSILON ) {
- // x is the smallest dimension
- x1 = point[1];
- y1 = point[2];
- x2 = tri[0][1];
- y2 = tri[0][2];
- x3 = tri[1][1];
- y3 = tri[1][2];
- rx = tri[2][1];
- ry = tri[2][2];
- } else if ( fabs(min_dim-dy) <= SG_EPSILON ) {
- // y is the smallest dimension
- x1 = point[0];
- y1 = point[2];
- x2 = tri[0][0];
- y2 = tri[0][2];
- x3 = tri[1][0];
- y3 = tri[1][2];
- rx = tri[2][0];
- ry = tri[2][2];
- } else if ( fabs(min_dim-dz) <= SG_EPSILON ) {
- // z is the smallest dimension
- x1 = point[0];
- y1 = point[1];
- x2 = tri[0][0];
- y2 = tri[0][1];
- x3 = tri[1][0];
- y3 = tri[1][1];
- rx = tri[2][0];
- ry = tri[2][1];
- } else {
- // all dimensions are really small so lets call it close
- // enough and return a successful match
- return true;
- }
-
- // check if intersection point is on the same side of p1 <-> p2 as p3
- double tmp = (y2 - y3) / (x2 - x3);
- int side1 = SG_SIGN (tmp * (rx - x3) + y3 - ry);
- int side2 = SG_SIGN (tmp * (x1 - x3) + y3 - y1);
- if ( side1 != side2 ) {
- // printf("failed side 1 check\n");
- return false;
+/*
+ * Walk backwards up the tree, transforming the vertex by all the
+ * matrices along the way.
+ *
+ * Upwards recursion hurts my head.
+ */
+static void ssgGetEntityTransform(ssgEntity *entity, sgMat4 m ) {
+ sgMat4 mat ;
+
+ // If this node has a parent - get the composite matrix for the
+ // parent.
+ if ( entity->getNumParents() > 0 )
+ ssgGetEntityTransform ( entity->getParent(0), mat ) ;
+ else
+ sgMakeIdentMat4 ( mat ) ;
+
+ // If this node has a transform - then concatenate it.
+ if ( entity -> isAKindOf ( ssgTypeTransform () ) ) {
+ sgMat4 this_mat ;
+ ((ssgTransform *) entity) -> getTransform ( this_mat ) ;
+ sgPostMultMat4 ( mat, this_mat ) ;
}
- // check if intersection point is on correct side of p2 <-> p3 as p1
- tmp = (y3 - ry) / (x3 - rx);
- side1 = SG_SIGN (tmp * (x2 - rx) + ry - y2);
- side2 = SG_SIGN (tmp * (x1 - rx) + ry - y1);
- if ( side1 != side2 ) {
- // printf("failed side 2 check\n");
- return false;
- }
+ sgCopyMat4 ( m, mat ) ;
+}
- // check if intersection point is on correct side of p1 <-> p3 as p2
- tmp = (y2 - ry) / (x2 - rx);
- side1 = SG_SIGN (tmp * (x3 - rx) + ry - y3);
- side2 = SG_SIGN (tmp * (x1 - rx) + ry - y1);
- if ( side1 != side2 ) {
- // printf("failed side 3 check\n");
- return false;
- }
- return true;
+// return the passed entitity's bsphere's center point radius and
+// fully formed current model matrix for entity
+static inline void ssgGetCurrentBSphere( ssgEntity *entity, sgVec3 center,
+ float *radius, sgMat4 m )
+{
+ sgSphere *bsphere = entity->getBSphere();
+ *radius = (double)bsphere->getRadius();
+ sgCopyVec3( center, bsphere->getCenter() );
+ sgMakeIdentMat4 ( m ) ;
+ ssgGetEntityTransform( entity, m );
}
-static int sgdIsectInfLinePlane( sgdVec3 dst, const sgdVec3 l_org,
- const sgdVec3 l_vec, const sgdVec4 plane )
+
+// This is same as PLib's sgdIsectInfLinePlane() and can be replaced
+// by it after the next PLib release
+static inline bool fgdIsectInfLinePlane( sgdVec3 dst,
+ const sgdVec3 l_org,
+ const sgdVec3 l_vec,
+ const sgdVec4 plane )
{
SGDfloat tmp = sgdScalarProductVec3 ( l_vec, plane ) ;
- /* Is line parallel to plane? */
+ /* Is line parallel to plane? */
if ( fabs ( tmp ) < FLT_EPSILON )
return false ;
sgdScaleVec3 ( dst, l_vec, -( sgdScalarProductVec3 ( l_org, plane )
- + plane[3] ) / tmp ) ;
+ + plane[3] ) / tmp ) ;
sgdAddVec3 ( dst, l_org ) ;
return true ;
}
-
-static void sgdXformPnt3 ( sgdVec3 dst, const sgVec3 src, const sgdMat4 mat )
-{
- SGDfloat t0 = src[ 0 ] ;
- SGDfloat t1 = src[ 1 ] ;
- SGDfloat t2 = src[ 2 ] ;
-
- dst[0] = ( t0 * mat[ 0 ][ 0 ] +
- t1 * mat[ 1 ][ 0 ] +
- t2 * mat[ 2 ][ 0 ] +
- mat[ 3 ][ 0 ] ) ;
-
- dst[1] = ( t0 * mat[ 0 ][ 1 ] +
- t1 * mat[ 1 ][ 1 ] +
- t2 * mat[ 2 ][ 1 ] +
- mat[ 3 ][ 1 ] ) ;
-
- dst[2] = ( t0 * mat[ 0 ][ 2 ] +
- t1 * mat[ 1 ][ 2 ] +
- t2 * mat[ 2 ][ 2 ] +
- mat[ 3 ][ 2 ] ) ;
-}
-#endif // 0
-
-
-/*
- Find the intersection of an infinite line with a plane
- (the line being defined by a point and direction).
-
- Norman Vine -- nhv@yahoo.com (with hacks by Steve)
-*/
-
-int sgdIsectInfLinePlane( sgdVec3 dst, sgdVec3 l_org,
- sgdVec3 l_vec, sgdVec4 plane )
-{
- SGDfloat tmp = sgdScalarProductVec3 ( l_vec, plane ) ;
-
- /* Is line parallel to plane? */
-
- if ( sgdAbs ( tmp ) < DBL_EPSILON )
- return FALSE ;
-
- sgdScaleVec3 ( dst, l_vec, -( sgdScalarProductVec3 ( l_org, plane )
- + plane[3] ) / tmp ) ;
- sgdAddVec3 ( dst, l_org ) ;
-
- return TRUE ;
-}
-
-
/*
- * Given a point and a triangle lying on the same plane
- * check to see if the point is inside the triangle
+ * Given a point and a triangle lying on the same plane check to see
+ * if the point is inside the triangle
+ *
+ * This is same as PLib's sgdPointInTriangle() and can be replaced by
+ * it after the next PLib release
*/
-bool sgdPointInTriangle( sgdVec3 point, sgdVec3 tri[3] )
+static inline bool fgdPointInTriangle( sgdVec3 point, sgdVec3 tri[3] )
{
sgdVec3 dif;
+ // Some tolerance in meters we accept a point to be outside of the triangle
+ // and still return that it is inside.
+ SGDfloat eps = 1e-4;
SGDfloat min, max;
// punt if outside bouding cube
SG_MIN_MAX3 ( min, max, tri[0][0], tri[1][0], tri[2][0] );
- if( (point[0] < min) || (point[0] > max) )
+ if( (point[0] < min - eps) || (point[0] > max + eps) )
return false;
dif[0] = max - min;
SG_MIN_MAX3 ( min, max, tri[0][1], tri[1][1], tri[2][1] );
- if( (point[1] < min) || (point[1] > max) )
+ if( (point[1] < min - eps) || (point[1] > max + eps) )
return false;
dif[1] = max - min;
SG_MIN_MAX3 ( min, max, tri[0][2], tri[1][2], tri[2][2] );
- if( (point[2] < min) || (point[2] > max) )
+ if( (point[2] < min - eps) || (point[2] > max + eps) )
return false;
dif[2] = max - min;
-
+
// drop the smallest dimension so we only have to work in 2d.
SGDfloat min_dim = SG_MIN3 (dif[0], dif[1], dif[2]);
SGDfloat x1, y1, x2, y2, x3, y3, rx, ry;
return true;
}
- // check if intersection point is on the same side of p1 <-> p2 as p3
- SGDfloat tmp = (y2 - y3) / (x2 - x3);
- int side1 = SG_SIGN (tmp * (rx - x3) + y3 - ry);
- int side2 = SG_SIGN (tmp * (x1 - x3) + y3 - y1);
+ // check if intersection point is on the same side of p1 <-> p2 as p3
+ SGDfloat tmp = (y2 - y3);
+ SGDfloat tmpn = (x2 - x3);
+ int side1 = SG_SIGN (tmp * (rx - x3) + (y3 - ry) * tmpn);
+ int side2 = SG_SIGN (tmp * (x1 - x3) + (y3 - y1) * tmpn
+ + side1 * eps * fabs(tmpn));
if ( side1 != side2 ) {
// printf("failed side 1 check\n");
return false;
}
// check if intersection point is on correct side of p2 <-> p3 as p1
- tmp = (y3 - ry) / (x3 - rx);
- side1 = SG_SIGN (tmp * (x2 - rx) + ry - y2);
- side2 = SG_SIGN (tmp * (x1 - rx) + ry - y1);
+ tmp = (y3 - ry);
+ tmpn = (x3 - rx);
+ side1 = SG_SIGN (tmp * (x2 - rx) + (ry - y2) * tmpn);
+ side2 = SG_SIGN (tmp * (x1 - rx) + (ry - y1) * tmpn
+ + side1 * eps * fabs(tmpn));
if ( side1 != side2 ) {
// printf("failed side 2 check\n");
return false;
}
// check if intersection point is on correct side of p1 <-> p3 as p2
- tmp = (y2 - ry) / (x2 - rx);
- side1 = SG_SIGN (tmp * (x3 - rx) + ry - y3);
- side2 = SG_SIGN (tmp * (x1 - rx) + ry - y1);
+ tmp = (y2 - ry);
+ tmpn = (x2 - rx);
+ side1 = SG_SIGN (tmp * (x3 - rx) + (ry - y3) * tmpn);
+ side2 = SG_SIGN (tmp * (x1 - rx) + (ry - y1) * tmpn
+ + side1 * eps * fabs(tmpn));
if ( side1 != side2 ) {
// printf("failed side 3 check\n");
return false;
}
+// Check if all three vertices are the same point (or close enough)
+static inline int isZeroAreaTri( sgdVec3 tri[3] )
+{
+ return( sgdEqualVec3(tri[0], tri[1]) ||
+ sgdEqualVec3(tri[1], tri[2]) ||
+ sgdEqualVec3(tri[2], tri[0]) );
+}
+
+
+// Constructor
+FGHitList::FGHitList() :
+ last(NULL), test_dist(DBL_MAX)
+{
+}
+
+
+// Destructor
+FGHitList::~FGHitList() {}
+
+
+// http://www.cs.lth.se/home/Tomas_Akenine_Moller/raytri/raytri.c
+// http://little3d.free.fr/ressources/jgt%20Fast,%20Minumum%20Storage%20Ray-Triangle%20Intersection.htm
+// http://www.acm.org/jgt/papers/MollerTrumbore97/
+
+/* Ray-Triangle Intersection Test Routines */
+/* Different optimizations of my and Ben Trumbore's */
+/* code from journals of graphics tools (JGT) */
+/* http://www.acm.org/jgt/ */
+/* by Tomas Moller, May 2000 */
+
+/* code rewritten to do tests on the sign of the determinant */
+/* the division is at the end in the code */
+// cosmetics change by H.J :
+// make u & v locals since we don't use them, use sg functions
+static bool intersect_triangle(const double orig[3], const double dir[3],
+ const double vert0[3], const double vert1[3], const double vert2[3],
+ double *t)
+{
+ double u, v;
+ double edge1[3], edge2[3], tvec[3], pvec[3], qvec[3];
+
+ const SGDfloat eps = 1e-4;
+
+ /* find vectors for two edges sharing vert0 */
+ sgdSubVec3(edge1, vert1, vert0);
+ sgdSubVec3(edge2, vert2, vert0);
+
+ /* begin calculating determinant - also used to calculate U parameter */
+ sgdVectorProductVec3(pvec, dir, edge2);
+
+ /* if determinant is near zero, ray lies in plane of triangle */
+ double det = sgdScalarProductVec3(edge1, pvec);
+
+ if (det > eps)
+ {
+ /* calculate distance from vert0 to ray origin */
+ sgdSubVec3(tvec, orig, vert0);
+
+ /* calculate U parameter and test bounds */
+ u = sgdScalarProductVec3(tvec, pvec);
+ if (u < 0.0 || u > det)
+ return false;
+
+ /* prepare to test V parameter */
+ sgdVectorProductVec3(qvec, tvec, edge1);
+
+ /* calculate V parameter and test bounds */
+ v = sgdScalarProductVec3(dir, qvec);
+ if (v < 0.0 || u + v > det)
+ return false;
+
+ }
+ else if(det < -eps)
+ {
+ /* calculate distance from vert0 to ray origin */
+ sgdSubVec3(tvec, orig, vert0);
+
+ /* calculate U parameter and test bounds */
+ u = sgdScalarProductVec3(tvec, pvec);
+ if (u > 0.0 || u < det)
+ return false;
+
+ /* prepare to test V parameter */
+ sgdVectorProductVec3(qvec, tvec, edge1);
+
+ /* calculate V parameter and test bounds */
+ v = sgdScalarProductVec3(dir, qvec) ;
+ if (v > 0.0 || u + v < det)
+ return false;
+ }
+ else return false; /* ray is parallell to the plane of the triangle */
+
+ /* calculate t, ray intersects triangle */
+ *t = sgdScalarProductVec3(edge2, qvec) / det;
+
+ return true;
+}
+
+
/*
- Find the intersection of an infinite line with a leaf
- the line being defined by a point and direction.
-
- Variables
- In:
- ssgLeaf pointer -- leaf
- qualified matrix -- m
- line origin -- orig
- line direction -- dir
- Out:
- result -- intersection point
- normal -- intersected tri's normal
-
- Returns:
- true if intersection found
- false otherwise
+Find the intersection of an infinite line with a leaf the line being
+defined by a point and direction.
+
+Variables
+In:
+ssgLeaf pointer -- leaf
+qualified matrix -- m
+line origin -- orig
+line direction -- dir
+Out:
+result -- intersection point
+normal -- intersected tri's normal
+
+Returns:
+true if intersection found
+false otherwise
+
+!!! WARNING !!!
+
+If you need an exhaustive list of hitpoints YOU MUST use the generic
+version of this function as the specialized versions will do an early
+out of expensive tests if the point can not be the closest one found
+
+!!! WARNING !!!
*/
int FGHitList::IntersectLeaf( ssgLeaf *leaf, sgdMat4 m,
sgdVec3 orig, sgdVec3 dir )
{
int num_hits = 0;
- for ( int i = 0; i < leaf->getNumTriangles(); ++i ) {
- short i1, i2, i3;
- leaf->getTriangle( i, &i1, &i2, &i3 );
+ int i = 0;
+
+ for ( ; i < leaf->getNumTriangles(); ++i ) {
+ short i1, i2, i3;
+ leaf->getTriangle( i, &i1, &i2, &i3 );
sgdVec3 tri[3];
sgdSetVec3( tri[0], leaf->getVertex( i1 ) );
sgdSetVec3( tri[1], leaf->getVertex( i2 ) );
sgdSetVec3( tri[2], leaf->getVertex( i3 ) );
-
- //avoid division by zero when two points are the same
- if ( sgdEqualVec3(tri[0], tri[1]) ||
- sgdEqualVec3(tri[1], tri[2]) ||
- sgdEqualVec3(tri[2], tri[0]) ) {
+#if 1
+ sgdFloat t;
+ if( intersect_triangle( orig, dir, tri[0], tri[1], tri[2], &t) ) {
+ sgdVec4 plane;
+ sgdMakePlane( plane, tri[0], tri[1], tri[2] );
+ // t is the distance to the triangle plane
+ // so P = Orig + t*dir
+ sgdVec3 point;
+ sgdAddScaledVec3( point, orig, dir, t );
+ sgdXformPnt3( point, point, m );
+ sgdXformPnt4(plane,plane,m);
+ add(leaf,i,point,plane);
+ num_hits++;
+ }
+#else
+ if( isZeroAreaTri( tri ) )
continue;
+
+ sgdVec4 plane;
+ sgdMakePlane( plane, tri[0], tri[1], tri[2] );
+
+ sgdVec3 point;
+ if( fgdIsectInfLinePlane( point, orig, dir, plane ) ) {
+ if( fgdPointInTriangle( point, tri ) ) {
+ // transform point into passed into desired coordinate frame
+ sgdXformPnt3( point, point, m );
+ sgdXformPnt4(plane,plane,m);
+ add(leaf,i,point,plane);
+ num_hits++;
+ }
}
+#endif
+ }
+ return num_hits;
+}
- sgdVec4 plane;
- sgdMakePlane( plane, tri[0], tri[1], tri[2] );
+
+// Short circuit/slightly optimized version of the full IntersectLeaf()
+int FGHitList::IntersectLeaf( ssgLeaf *leaf, sgdMat4 m,
+ sgdVec3 orig, sgdVec3 dir,
+ GLenum primType )
+{
+ double tmp_dist;
+
+ // number of hits but there could be more that
+ // were not found because of short circut switch !
+ // so you may want to use the unspecialized IntersectLeaf()
+ int n, num_hits = 0;
+
+ int ntri = leaf->getNumTriangles();
+ for ( n = 0; n < ntri; ++n )
+ {
+ sgdVec3 tri[3];
+
+ switch ( primType )
+ {
+ case GL_POLYGON :
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "WARNING: dubiously handled GL_POLYGON" );
+ case GL_TRIANGLE_FAN :
+ /* SG_LOG( SG_TERRAIN, SG_ALERT,
+ "IntersectLeaf: GL_TRIANGLE_FAN" ); */
+ if ( !n ) {
+ sgdSetVec3( tri[0], leaf->getVertex( short(0) ) );
+ sgdSetVec3( tri[1], leaf->getVertex( short(1) ) );
+ sgdSetVec3( tri[2], leaf->getVertex( short(2) ) );
+ } else {
+ sgdCopyVec3( tri[1], tri[2] );
+ sgdSetVec3( tri[2], leaf->getVertex( short(n+2) ) );
+ }
+ break;
+ case GL_TRIANGLES :
+ /* SG_LOG( SG_TERRAIN, SG_DEBUG,
+ "IntersectLeaf: GL_TRIANGLES" ); */
+ sgdSetVec3( tri[0], leaf->getVertex( short(n*3) ) );
+ sgdSetVec3( tri[1], leaf->getVertex( short(n*3+1) ) );
+ sgdSetVec3( tri[2], leaf->getVertex( short(n*3+2) ) );
+ break;
+ case GL_QUAD_STRIP :
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "WARNING: dubiously handled GL_QUAD_STRIP" );
+ case GL_TRIANGLE_STRIP :
+ /* SG_LOG( SG_TERRAIN, SG_ALERT,
+ "IntersectLeaf: GL_TRIANGLE_STRIP" ); */
+ if ( !n ) {
+ sgdSetVec3( tri[0], leaf->getVertex( short(0) ) );
+ sgdSetVec3( tri[1], leaf->getVertex( short(1) ) );
+ sgdSetVec3( tri[2], leaf->getVertex( short(2) ) );
+ } else {
+ if ( n & 1 ) {
+ sgdCopyVec3( tri[0], tri[2] );
+ sgdSetVec3( tri[2], leaf->getVertex( short(n+2) ) );
+ } else {
+ sgdCopyVec3( tri[1], tri[2] );
+ sgdSetVec3( tri[2], leaf->getVertex( short(n+2) ) );
+ }
+ }
+ break;
+ case GL_QUADS :
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "WARNING: dubiously handled GL_QUADS" );
+ sgdSetVec3( tri[0], leaf->getVertex( short(n*2) ) );
+ sgdSetVec3( tri[1], leaf->getVertex( short(n*2+1) ) );
+ sgdSetVec3( tri[2], leaf->getVertex( short(n*2 + 2 - (n&1)*4) ) );
+ break;
+ default:
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "WARNING: not-handled structure: " << primType );
+ return IntersectLeaf( leaf, m, orig, dir);
+ }
+
+ if( isZeroAreaTri( tri ) )
+ continue;
+
+ sgdVec4 plane;
+ sgdMakePlane( plane, tri[0], tri[1], tri[2] );
sgdVec3 point;
-
- //inlined IsectInfLinePlane( point dst, orig, dir, plane )
+
+ // find point of intersection of line from point org
+ // in direction dir with triangle's plane
SGDfloat tmp = sgdScalarProductVec3 ( dir, plane ) ;
-
/* Is line parallel to plane? */
- if ( sgdAbs ( tmp ) < DBL_EPSILON )
+ if ( sgdAbs ( tmp ) < FLT_EPSILON /*DBL_EPSILON*/ )
continue ;
+ // find parametric point
sgdScaleVec3 ( point, dir,
-( sgdScalarProductVec3 ( orig, plane ) + plane[3] )
/ tmp ) ;
-
- sgdAddVec3 ( point, orig ) ;
- // end of inlined intersection
-#if 0
- if( pointInTriangle( point, tri ) ) {
- add(leaf,i,point,plane);
- num_hits++;
- }
-#endif // 0
- if( sgdPointInTriangle( point, tri ) ) {
- // transform point into passed into desired coordinate frame
+
+ // short circut if this point is further away then a previous hit
+ tmp_dist = sgdDistanceSquaredVec3(point, orig );
+ if( tmp_dist > test_dist )
+ continue;
+
+ // place parametric point in world
+ sgdAddVec3 ( point, orig ) ;
+
+ if( fgdPointInTriangle( point, tri ) ) {
+ // transform point into passed coordinate frame
sgdXformPnt3( point, point, m );
- add(leaf,i,point,plane);
+ sgdXformPnt4(plane,plane,m);
+ add(leaf,n,point,plane);
+ test_dist = tmp_dist;
num_hits++;
}
}
}
-void FGHitList::IntersectBranch( ssgBranch *branch, sgdMat4 m,
- sgdVec3 orig, sgdVec3 dir )
-{
- sgSphere *bsphere;
- /* the lookat vector and matrix in branch's coordinate frame
- * but we won't determine these unless needed to,
- * This 'lazy evaluation' is a result of profiling data */
- sgdVec3 _orig, _dir;
- sgdMat4 _m;
+inline static bool IN_RANGE( sgdVec3 v, double radius ) {
+ return ( sgdScalarProductVec3(v, v) < (radius*radius) );
+}
+
+
+void FGHitList::IntersectBranch( ssgBranch *branch, sgdMat4 m,
+ sgdVec3 orig, sgdVec3 dir )
+{
+ /* the lookat vector and matrix in branch's coordinate frame but
+ * we won't determine these unless needed, This 'lazy evaluation'
+ * is a result of profiling data */
+ sgdVec3 orig_leaf, dir_leaf;
+ sgdMat4 m_leaf;
// 'lazy evaluation' flag
int first_time = 1;
-
+
for ( ssgEntity *kid = branch->getKid( 0 );
- kid != NULL;
- kid = branch->getNextKid() )
+ kid != NULL;
+ kid = branch->getNextKid() )
{
- if ( kid->getTraversalMask() & SSGTRAV_HOT ) {
- bsphere = kid->getBSphere();
- sgdVec3 center;
+ if ( kid->getTraversalMask() & SSGTRAV_HOT
+ && !kid->getBSphere()->isEmpty() )
+ {
+ sgdVec3 center;
+ const sgFloat *BSCenter = kid->getBSphere()->getCenter();
sgdSetVec3( center,
- bsphere->getCenter()[0],
- bsphere->getCenter()[1],
- bsphere->getCenter()[2] );
+ BSCenter[0],
+ BSCenter[1],
+ BSCenter[2] );
sgdXformPnt3( center, m ) ;
- // sgdClosestPointToLineDistSquared( center, orig, dir )
+ // sgdClosestPointToLineDistSquared( center, orig, dir )
// inlined here because because of profiling results
sgdVec3 u, u1, v;
sgdSubVec3(u, center, orig);
- sgdScaleVec3( u1, dir, sgdScalarProductVec3(u,dir)
- / sgdScalarProductVec3(dir,dir) );
+ sgdScaleVec3( u1, dir, sgdScalarProductVec3(u,dir) );
sgdSubVec3(v, u, u1);
- // doubles because of possible overflow
-#define SQUARE(x) (x*x)
- if( sgdScalarProductVec3(v, v)
- < SQUARE( double(bsphere->getRadius()) ) )
+ // double because of possible overflow
+ if ( IN_RANGE( v, double(kid->getBSphere()->getRadius()) ) )
{
- // possible intersections
- if ( kid->isAKindOf ( ssgTypeBranch() ) ) {
+ if ( kid->isAKindOf ( ssgTypeBranch() ) )
+ {
sgdMat4 m_new;
- sgdCopyMat4(m_new, m);
- if ( kid->isA( ssgTypeTransform() ) ) {
+ if ( kid->isA( ssgTypeTransform() ) )
+ {
sgMat4 fxform;
((ssgTransform *)kid)->getTransform( fxform );
- sgdMat4 xform;
- sgdSetMat4( xform, fxform );
- sgdPreMultMat4( m_new, xform );
+ sgMultMat4(m_new, m, fxform);
+ } else {
+ sgdCopyMat4(m_new, m);
}
IntersectBranch( (ssgBranch *)kid, m_new, orig, dir );
- } else if ( kid->isAKindOf( ssgTypeLeaf() ) ) {
- if( first_time) {
- // OK we need these
- sgdTransposeNegateMat4( _m, m);
- sgdXformPnt3( _orig, orig, _m );
- sgdXformPnt3( _dir, dir, _m );
+ }
+ else if ( kid->isAKindOf( ssgTypeLeaf() ) )
+ {
+ if ( first_time ) {
+ sgdTransposeNegateMat4( m_leaf, m );
+ sgdXformPnt3( orig_leaf, orig, m_leaf );
+ sgdXformVec3( dir_leaf, dir, m_leaf );
first_time = 0;
}
- IntersectLeaf( (ssgLeaf *)kid, m, _orig, _dir );
+ // GLenum primType = ((ssgLeaf *)kid)->getPrimitiveType();
+ // IntersectLeaf( (ssgLeaf *)kid, m, orig_leaf, dir_leaf,
+ // primType );
+ IntersectLeaf( (ssgLeaf *)kid, m, orig_leaf, dir_leaf );
}
- } else {
- // end of the line for this branch
- }
- } else {
- // branch requested not to be traversed
- }
- }
+ } // Out of range
+ } // branch not requested to be traversed
+ } // end for loop
}
-// This expects the inital m to the identity transform
-void ssgGetEntityTransform(ssgEntity *branch, sgMat4 m )
+// a temporary hack until we get everything rewritten with sgdVec3
+static inline Point3D operator + (const Point3D& a, const sgdVec3 b)
{
- for ( ssgEntity *parent = branch->getParent(0);
- parent != NULL;
- parent = parent->getNextParent() )
- {
- // recurse till we are at the scene root
- // then just unwinding the stack should
- // give us our cumulative transform :-) NHV
- ssgGetEntityTransform( parent, m );
- if ( parent->isA( ssgTypeTransform() ) ) {
- sgMat4 xform;
- ((ssgTransform *)parent)->getTransform( xform );
- sgPreMultMat4( m, xform );
- }
- }
+ return Point3D(a.x()+b[0], a.y()+b[1], a.z()+b[2]);
}
-// return the passed entitity's bsphere's center point radius and
-// fully formed current model matrix for entity
-void ssgGetCurrentBSphere( ssgEntity *entity, sgVec3 center,
- float *radius, sgMat4 m )
-{
- sgSphere *bsphere = entity->getBSphere();
- *radius = (double)bsphere->getRadius();
- sgCopyVec3( center, bsphere->getCenter() );
- sgMakeIdentMat4 ( m ) ;
- ssgGetEntityTransform( entity, m );
+void FGHitList::Intersect( ssgBranch *scene, sgdVec3 orig, sgdVec3 dir ) {
+ sgdMat4 m;
+ clear();
+ sgdMakeIdentMat4 ( m ) ;
+ IntersectBranch( scene, m, orig, dir );
}
-void FGHitList::IntersectCachedLeaf( sgdMat4 m,
- sgdVec3 orig, sgdVec3 dir)
+void FGHitList::Intersect( ssgBranch *scene, sgdMat4 m, sgdVec3 orig, sgdVec3 dir )
{
- if ( last_hit() ) {
- float radius;
- sgVec3 fcenter;
- sgMat4 fxform;
- // ssgEntity *ent = last_hit();
- ssgGetCurrentBSphere( last_hit(), fcenter, &radius, fxform );
- sgdMat4 m;
- sgdVec3 center;
- sgdSetMat4( m, fxform );
- sgdXformPnt3( center, m );
-
- if ( sgdClosestPointToLineDistSquared( center, orig, dir ) <
- double(radius*radius) )
- {
- IntersectLeaf( (ssgLeaf *)last_hit(), m, orig, dir );
- }
- }
+ clear();
+ IntersectBranch( scene, m, orig, dir );
}
-void FGHitList::Intersect( ssgBranch *scene, sgdVec3 orig, sgdVec3 dir ) {
- sgdMat4 m;
+// Determine scenery altitude via ssg.
+// returned results are in meters
+// static double hitlist1_time = 0.0;
-// #define USE_CACHED_HIT
+bool fgCurrentElev( sgdVec3 abs_view_pos, double max_alt_m,
+ sgdVec3 scenery_center,
+ FGHitList *hit_list,
+ double *terrain_elev, double *radius, double *normal)
+{
+ // SGTimeStamp start; start.stamp();
-#ifdef USE_CACHED_HIT
- // This optimization gives a slight speedup
- // but it precludes using the hitlist for dynamic
- // objects NHV
- init();
- if( last_hit() ) {
- sgdMakeIdentMat4 ( m ) ;
- IntersectCachedLeaf(m, orig, dir);
- }
- if( ! num_hits() ) {
-#endif
+ bool result;
+ sgdVec3 view_pos;
+ sgdSubVec3( view_pos, abs_view_pos, scenery_center );
+
+ sgdVec3 orig, dir;
+ sgdCopyVec3(orig, view_pos );
+ sgdCopyVec3(dir, abs_view_pos );
+
+ sgdNormaliseVec3( dir );
+ hit_list->Intersect( globals->get_scenery()->get_terrain_branch(),
+ orig, dir );
- clear();
- sgdMakeIdentMat4 ( m ) ;
- IntersectBranch( scene, m, orig, dir);
+ int this_hit = -1;
+ int max_hit = -1;
+ double hit_elev = -9999;
+ double max_elev = -9999;
+ Point3D sc(scenery_center[0], scenery_center[1], scenery_center[2]) ;
-#ifdef USE_CACHED_HIT
+ int hitcount = hit_list->num_hits();
+ // cout << "hits = " << hitcount << endl;
+ for ( int i = 0; i < hitcount; ++i ) {
+ // FIXME: sgCartToGeod is slow. Call it just once for the
+ // "sc" point, and then handle the rest with a geodetic "up"
+ // vector approximation. Across one tile, this will be
+ // acceptable.
+ double alt = sgCartToGeod( sc + hit_list->get_point(i) ).elev();
+ // cout << "hit " << i << " lon = " << geoc.lon() << " lat = "
+ // << lat_geod << " alt = " << alt << " max alt = " << max_alt_m
+ // << endl;
+ if ( alt > hit_elev && alt < max_alt_m ) {
+ // cout << " it's a keeper" << endl;
+ hit_elev = alt;
+ this_hit = i;
+ }
+ if ( alt > hit_elev ) {
+ max_elev = alt;
+ max_hit = i;
+ }
}
-#endif
-}
+ if ( this_hit < 0 ) {
+ // no hits below us, take the max hit
+ this_hit = max_hit;
+ hit_elev = max_elev;
+ }
-static void CurrentNormalInLocalPlane(sgVec3 dst, sgVec3 src) {
- sgVec3 tmp;
- sgSetVec3(tmp, src[0], src[1], src[2] );
- sgMat4 TMP;
- sgTransposeNegateMat4 ( TMP, globals->get_current_view()->get_UP() ) ;
- sgXformVec3(tmp, tmp, TMP);
- sgSetVec3(dst, tmp[2], tmp[1], tmp[0] );
-}
+ if ( hit_elev > -9000 ) {
+ *terrain_elev = hit_elev;
+ *radius = sgCartToPolar3d(sc + hit_list->get_point(this_hit)).radius();
+ sgVec3 tmp;
+ sgSetVec3(tmp, hit_list->get_normal(this_hit));
+ // cout << "cur_normal: " << tmp[0] << " " << tmp[1] << " " << tmp[2] << endl;
+ sgdSetVec3( normal, tmp );
+ // float *up = globals->get_current_view()->get_world_up();
+ // cout << "world_up : " << up[0] << " " << up[1] << " " << up[2] << endl;
+ /* ssgState *IntersectedLeafState =
+ ((ssgLeaf*)hit_list->get_entity(this_hit))->getState(); */
+ result = true;
+ } else {
+ SG_LOG( SG_TERRAIN, SG_INFO, "no terrain intersection" );
+ *terrain_elev = 0.0;
+ float *up = globals->get_current_view()->get_world_up();
+ sgdSetVec3(normal, up[0], up[1], up[2]);
+ result = false;
+ }
+ // SGTimeStamp finish; finish.stamp();
+ // hitlist1_time = ( 29.0 * hitlist1_time + (finish - start) ) / 30.0;
+ // cout << " time per call = " << hitlist1_time << endl;
-// a temporary hack until we get everything rewritten with sgdVec3
-static inline Point3D operator + (const Point3D& a, const sgdVec3 b)
-{
- return Point3D(a.x()+b[0], a.y()+b[1], a.z()+b[2]);
+ return result;
}
-// Determine scenery altitude via ssg. Normally this just happens
-// when we render the scene, but we'd also like to be able to do this
-// explicitely. lat & lon are in radians. view_pos in current world
-// coordinate translated near (0,0,0) (in meters.) Returns result in
-// meters.
-bool fgCurrentElev( sgdVec3 abs_view_pos, sgdVec3 scenery_center,
- FGHitList *hit_list,
- double *terrain_elev, double *radius, double *normal)
+// static double hitlist2_time = 0.0;
+
+// Determine scenery altitude via ssg.
+// returned results are in meters
+bool fgCurrentElev( sgdVec3 abs_view_pos, double max_alt_m,
+ sgdVec3 scenery_center,
+ ssgTransform *terra_transform,
+ FGHitList *hit_list,
+ double *terrain_elev, double *radius, double *normal,
+ int & this_hit )
{
+ // SGTimeStamp start; start.stamp();
+
+ bool result;
sgdVec3 view_pos;
sgdSubVec3( view_pos, abs_view_pos, scenery_center );
sgdVec3 orig, dir;
sgdCopyVec3(orig, view_pos );
+
sgdCopyVec3(dir, abs_view_pos );
+ sgdNormalizeVec3(dir);
+
+ sgMat4 fxform;
+ sgMakeIdentMat4 ( fxform ) ;
+ ssgGetEntityTransform( terra_transform, fxform );
- hit_list->Intersect( terrain_branch, orig, dir );
+ sgdMat4 xform;
+ sgdSetMat4(xform,fxform);
+ hit_list->Intersect( terra_transform, xform, orig, dir );
- int this_hit=0;
- Point3D geoc;
- double result = -9999;
+ this_hit = -1;
+ int max_hit = -1;
+ double hit_elev = -9999;
+ double max_elev = -9999;
Point3D sc(scenery_center[0], scenery_center[1], scenery_center[2]) ;
-
+
int hitcount = hit_list->num_hits();
+ // cout << "hits = " << hitcount << endl;
for ( int i = 0; i < hitcount; ++i ) {
- geoc = sgCartToPolar3d( sc + hit_list->get_point(i) );
- double lat_geod, alt, sea_level_r;
- sgGeocToGeod(geoc.lat(), geoc.radius(), &lat_geod,
- &alt, &sea_level_r);
- if ( alt > result && alt < 10000 ) {
- result = alt;
+ // FIXME: sgCartToGeod is slow. Call it just once for the
+ // "sc" point, and then handle the rest with a geodetic "up"
+ // vector approximation. Across one tile, this will be
+ // acceptable.
+ double alt = sgCartToGeod( sc + hit_list->get_point(i) ).elev();
+ // cout << "hit " << i << " lon = " << geoc.lon() << " lat = "
+ // << lat_geod << " alt = " << alt << " max alt = " << max_alt_m
+ // << endl;
+ if ( alt > hit_elev && alt < max_alt_m ) {
+ hit_elev = alt;
this_hit = i;
+ // cout << " it's a keeper" << endl;
}
+ if ( alt > hit_elev ) {
+ max_elev = alt;
+ max_hit = i;
+ }
+ }
+
+
+ if ( this_hit < 0 ) {
+ // no hits below us, take the max hit
+ this_hit = max_hit;
+ hit_elev = max_elev;
}
- if ( result > -9000 ) {
- *terrain_elev = result;
- *radius = geoc.radius();
+ if ( hit_elev > -9000 ) {
+ *terrain_elev = hit_elev;
+ *radius = sgCartToPolar3d(sc + hit_list->get_point(this_hit)).radius();
+
sgVec3 tmp;
sgSetVec3(tmp, hit_list->get_normal(this_hit));
- // cout << "cur_normal: " << tmp[0] << " " << tmp[1] << " "
- // << tmp[2] << endl;
- /* ssgState *IntersectedLeafState =
- ((ssgLeaf*)hit_list->get_entity(this_hit))->getState(); */
- CurrentNormalInLocalPlane(tmp, tmp);
+ // cout << "cur_normal: " << tmp[0] << " " << tmp[1] << " " << tmp[2] << endl;
sgdSetVec3( normal, tmp );
- // cout << "NED: " << tmp[0] << " " << tmp[1] << " " << tmp[2] << endl;
- return true;
+ // float *up = globals->get_current_view()->get_world_up();
+ // cout << "world_up : " << up[0] << " " << up[1] << " " << up[2] << endl;
+ /* ssgState *IntersectedLeafState =
+ ((ssgLeaf*)hit_list->get_entity(this_hit))->getState(); */
+ result = true;
} else {
- SG_LOG( SG_TERRAIN, SG_INFO, "no terrain intersection" );
- *terrain_elev = 0.0;
- float *up = globals->get_current_view()->get_world_up();
- sgdSetVec3(normal, up[0], up[1], up[2]);
- return false;
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "DOING FULL TERRAIN INTERSECTION" );
+ result = fgCurrentElev( abs_view_pos, max_alt_m, scenery_center,
+ hit_list, terrain_elev, radius, normal);
}
+
+ // SGTimeStamp finish; finish.stamp();
+ // hitlist2_time = ( 29.0 * hitlist2_time + (finish - start) ) / 30.0;
+ // cout << "time per call 2 = " << hitlist2_time << endl;
+
+ return result;
}
+