#endif
#include <GL/glut.h>
-#include <XGL/xgl.h>
+#include <simgear/xgl/xgl.h>
-#include <Aircraft/aircraft.hxx>
+#include <simgear/constants.h>
+#include <simgear/debug/logstream.hxx>
+#include <simgear/math/fg_geodesy.hxx>
+#include <simgear/math/mat3.h>
+#include <simgear/math/point3d.hxx>
+#include <simgear/math/polar3d.hxx>
+#include <simgear/math/vector.hxx>
-#include <Debug/logstream.hxx>
-// #include <Bucket/bucketutils.hxx>
-#include <Include/fg_constants.h>
+#include <Aircraft/aircraft.hxx>
#include <Main/options.hxx>
#include <Main/views.hxx>
-#include <Math/fg_geodesy.hxx>
-#include <Math/mat3.h>
-#include <Math/point3d.hxx>
-#include <Math/polar3d.hxx>
-#include <Math/vector.hxx>
#include <Objects/materialmgr.hxx>
#include <Objects/obj.hxx>
-#include <Weather/weather.hxx>
+
+#ifndef FG_OLD_WEATHER
+# include <WeatherCM/FGLocalWeatherDatabase.h>
+#else
+# include <Weather/weather.hxx>
+#endif
#include "scenery.hxx"
#include "tilecache.hxx"
material_mgr.load_lib();
}
+ global_tile_cache.init();
+
state = Inited;
return 1;
// schedule a tile for loading
static void disable_tile( int cache_index ) {
// see if tile already exists in the cache
- cout << "DISABLING CACHE ENTRY = " << cache_index << endl;
+ // cout << "DISABLING CACHE ENTRY = " << cache_index << endl;
FGTileEntry *t = global_tile_cache.get_tile( cache_index );
t->ssg_disable();
}
if ( cache_index >= 0 ) {
// tile exists in cache, reenable it.
- cout << "REENABLING DISABLED TILE" << endl;
+ // cout << "REENABLING DISABLED TILE" << endl;
FGTileEntry *t = global_tile_cache.get_tile( cache_index );
t->select_ptr->select( 1 );
t->mark_loaded();
}
+inline int fg_sign( const double x ) {
+ return x < 0 ? -1 : 1;
+}
+
+inline double fg_min( const double a, const double b ) {
+ return b < a ? b : a;
+}
+
+inline double fg_max( const double a, const double b ) {
+ return a < b ? b : a;
+}
+
+// return the minimum of the three values
+inline double fg_min3( const double a, const double b, const double c ) {
+ return a > b ? fg_min(b, c) : fg_min(a, c);
+}
+
+// return the maximum of the three values
+inline double fg_max3 (const double a, const double b, const double c ) {
+ return a < b ? fg_max(b, c) : fg_max(a, c);
+}
+
+// check for an instersection with the individual triangles of a leaf
+static bool my_ssg_instersect_leaf( string s, ssgLeaf *leaf, sgdMat4 m,
+ const sgdVec3 p, const sgdVec3 dir,
+ sgdVec3 result )
+{
+ sgdVec3 v1, v2, n;
+ sgdVec3 p1, p2, p3;
+ double x, y, z; // temporary holding spot for result
+ double a, b, c, d;
+ double x0, y0, z0, x1, y1, z1, a1, b1, c1;
+ double t1, t2, t3;
+ double xmin, xmax, ymin, ymax, zmin, zmax;
+ double dx, dy, dz, min_dim, x2, y2, x3, y3, rx, ry;
+ sgdVec3 tmp;
+ float *ftmp;
+ int side1, side2;
+ short i1, i2, i3;
+
+ // cout << s << "Intersecting" << endl;
+
+ // traverse the triangle list for this leaf
+ for ( int i = 0; i < leaf->getNumTriangles(); ++i ) {
+ // cout << s << "testing triangle = " << i << endl;
+
+ leaf->getTriangle( i, &i1, &i2, &i3 );
+
+ // get triangle vertex coordinates
+
+ ftmp = leaf->getVertex( i1 );
+ sgdSetVec3( tmp, ftmp );
+ // cout << s << "orig point 1 = " << tmp[0] << " " << tmp[1]
+ // << " " << tmp[2] << endl;
+ sgdXformPnt3( p1, tmp, m ) ;
+
+ ftmp = leaf->getVertex( i2 );
+ sgdSetVec3( tmp, ftmp );
+ // cout << s << "orig point 2 = " << tmp[0] << " " << tmp[1]
+ // << " " << tmp[2] << endl;
+ sgdXformPnt3( p2, tmp, m ) ;
+
+ ftmp = leaf->getVertex( i3 );
+ sgdSetVec3( tmp, ftmp );
+ // cout << s << "orig point 3 = " << tmp[0] << " " << tmp[1]
+ // << " " << tmp[2] << endl;
+ sgdXformPnt3( p3, tmp, m ) ;
+
+ // cout << s << "point 1 = " << p1[0] << " " << p1[1] << " " << p1[2]
+ // << endl;
+ // cout << s << "point 2 = " << p2[0] << " " << p2[1] << " " << p2[2]
+ // << endl;
+ // cout << s << "point 3 = " << p3[0] << " " << p3[1] << " " << p3[2]
+ // << endl;
+
+ // calculate two edge vectors, and the face normal
+ sgdSubVec3(v1, p2, p1);
+ sgdSubVec3(v2, p3, p1);
+ sgdVectorProductVec3(n, v1, v2);
+
+ // calculate the plane coefficients for the plane defined by
+ // this face. If n is the normal vector, n = (a, b, c) and p1
+ // is a point on the plane, p1 = (x0, y0, z0), then the
+ // equation of the line is a(x-x0) + b(y-y0) + c(z-z0) = 0
+ a = n[0];
+ b = n[1];
+ c = n[2];
+ d = a * p1[0] + b * p1[1] + c * p1[2];
+ // printf("a, b, c, d = %.2f %.2f %.2f %.2f\n", a, b, c, d);
+
+ // printf("p1(d) = %.2f\n", a * p1[0] + b * p1[1] + c * p1[2]);
+ // printf("p2(d) = %.2f\n", a * p2[0] + b * p2[1] + c * p2[2]);
+ // printf("p3(d) = %.2f\n", a * p3[0] + b * p3[1] + c * p3[2]);
+
+ // calculate the line coefficients for the specified line
+ x0 = p[0]; x1 = p[0] + dir[0];
+ y0 = p[1]; y1 = p[1] + dir[1];
+ z0 = p[2]; z1 = p[2] + dir[2];
+
+ if ( fabs(x1 - x0) > FG_EPSILON ) {
+ a1 = 1.0 / (x1 - x0);
+ } else {
+ // we got a big divide by zero problem here
+ a1 = 0.0;
+ }
+ b1 = y1 - y0;
+ c1 = z1 - z0;
+
+ // intersect the specified line with this plane
+ t1 = b * b1 * a1;
+ t2 = c * c1 * a1;
+
+ // printf("a = %.2f t1 = %.2f t2 = %.2f\n", a, t1, t2);
+
+ if ( fabs(a + t1 + t2) > FG_EPSILON ) {
+ x = (t1*x0 - b*y0 + t2*x0 - c*z0 + d) / (a + t1 + t2);
+ t3 = a1 * (x - x0);
+ y = b1 * t3 + y0;
+ z = c1 * t3 + z0;
+ // printf("result(d) = %.2f\n", a * x + b * y + c * z);
+ } else {
+ // no intersection point
+ continue;
+ }
+
+#if 0
+ if ( side_flag ) {
+ // check to see if end0 and end1 are on opposite sides of
+ // plane
+ if ( (x - x0) > FG_EPSILON ) {
+ t1 = x;
+ t2 = x0;
+ t3 = x1;
+ } else if ( (y - y0) > FG_EPSILON ) {
+ t1 = y;
+ t2 = y0;
+ t3 = y1;
+ } else if ( (z - z0) > FG_EPSILON ) {
+ t1 = z;
+ t2 = z0;
+ t3 = z1;
+ } else {
+ // everything is too close together to tell the difference
+ // so the current intersection point should work as good
+ // as any
+ sgdSetVec3( result, x, y, z );
+ return true;
+ }
+ side1 = fg_sign (t1 - t2);
+ side2 = fg_sign (t1 - t3);
+ if ( side1 == side2 ) {
+ // same side, punt
+ continue;
+ }
+ }
+#endif
+
+ // check to see if intersection point is in the bounding
+ // cube of the face
+#ifdef XTRA_DEBUG_STUFF
+ xmin = fg_min3 (p1[0], p2[0], p3[0]);
+ xmax = fg_max3 (p1[0], p2[0], p3[0]);
+ ymin = fg_min3 (p1[1], p2[1], p3[1]);
+ ymax = fg_max3 (p1[1], p2[1], p3[1]);
+ zmin = fg_min3 (p1[2], p2[2], p3[2]);
+ zmax = fg_max3 (p1[2], p2[2], p3[2]);
+ printf("bounding cube = %.2f,%.2f,%.2f %.2f,%.2f,%.2f\n",
+ xmin, ymin, zmin, xmax, ymax, zmax);
+#endif
+ // punt if outside bouding cube
+ if ( x < (xmin = fg_min3 (p1[0], p2[0], p3[0])) ) {
+ continue;
+ } else if ( x > (xmax = fg_max3 (p1[0], p2[0], p3[0])) ) {
+ continue;
+ } else if ( y < (ymin = fg_min3 (p1[1], p2[1], p3[1])) ) {
+ continue;
+ } else if ( y > (ymax = fg_max3 (p1[1], p2[1], p3[1])) ) {
+ continue;
+ } else if ( z < (zmin = fg_min3 (p1[2], p2[2], p3[2])) ) {
+ continue;
+ } else if ( z > (zmax = fg_max3 (p1[2], p2[2], p3[2])) ) {
+ continue;
+ }
+
+ // (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.
+ dx = xmax - xmin;
+ dy = ymax - ymin;
+ dz = zmax - zmin;
+ min_dim = fg_min3 (dx, dy, dz);
+ if ( fabs(min_dim - dx) <= FG_EPSILON ) {
+ // x is the smallest dimension
+ x1 = p1[1];
+ y1 = p1[2];
+ x2 = p2[1];
+ y2 = p2[2];
+ x3 = p3[1];
+ y3 = p3[2];
+ rx = y;
+ ry = z;
+ } else if ( fabs(min_dim - dy) <= FG_EPSILON ) {
+ // y is the smallest dimension
+ x1 = p1[0];
+ y1 = p1[2];
+ x2 = p2[0];
+ y2 = p2[2];
+ x3 = p3[0];
+ y3 = p3[2];
+ rx = x;
+ ry = z;
+ } else if ( fabs(min_dim - dz) <= FG_EPSILON ) {
+ // z is the smallest dimension
+ x1 = p1[0];
+ y1 = p1[1];
+ x2 = p2[0];
+ y2 = p2[1];
+ x3 = p3[0];
+ y3 = p3[1];
+ rx = x;
+ ry = y;
+ } else {
+ // all dimensions are really small so lets call it close
+ // enough and return a successful match
+ sgdSetVec3( result, x, y, z );
+ return true;
+ }
+
+ // check if intersection point is on the same side of p1 <-> p2 as p3
+ t1 = (y1 - y2) / (x1 - x2);
+ side1 = fg_sign (t1 * ((x3) - x2) + y2 - (y3));
+ side2 = fg_sign (t1 * ((rx) - x2) + y2 - (ry));
+ if ( side1 != side2 ) {
+ // printf("failed side 1 check\n");
+ continue;
+ }
+
+ // check if intersection point is on correct side of p2 <-> p3 as p1
+ t1 = (y2 - y3) / (x2 - x3);
+ side1 = fg_sign (t1 * ((x1) - x3) + y3 - (y1));
+ side2 = fg_sign (t1 * ((rx) - x3) + y3 - (ry));
+ if ( side1 != side2 ) {
+ // printf("failed side 2 check\n");
+ continue;
+ }
+
+ // check if intersection point is on correct side of p1 <-> p3 as p2
+ t1 = (y1 - y3) / (x1 - x3);
+ side1 = fg_sign (t1 * ((x2) - x3) + y3 - (y2));
+ side2 = fg_sign (t1 * ((rx) - x3) + y3 - (ry));
+ if ( side1 != side2 ) {
+ // printf("failed side 3 check\n");
+ continue;
+ }
+
+ // printf( "intersection point = %.2f %.2f %.2f\n", x, y, z);
+ sgdSetVec3( result, x, y, z );
+ return true;
+ }
+
+ // printf("\n");
+
+ return false;
+}
+
+
+void FGTileMgr::my_ssg_los( string s, ssgBranch *branch, sgdMat4 m,
+ const sgdVec3 p, const sgdVec3 dir )
+{
+ sgSphere *bsphere;
+ for ( ssgEntity *kid = branch->getKid( 0 );
+ kid != NULL;
+ kid = branch->getNextKid() )
+ {
+ if ( kid->getTraversalMask() & SSGTRAV_HOT ) {
+ bsphere = kid->getBSphere();
+ sgVec3 fcenter;
+ sgCopyVec3( fcenter, bsphere->getCenter() );
+ sgdVec3 center;
+ center[0] = fcenter[0];
+ center[1] = fcenter[1];
+ center[2] = fcenter[2];
+ sgdXformPnt3( center, m ) ;
+ // cout << s << "entity bounding sphere:" << endl;
+ // cout << s << "center = " << center[0] << " "
+ // << center[1] << " " << center[2] << endl;
+ // cout << s << "radius = " << bsphere->getRadius() << endl;
+ double radius_sqd = bsphere->getRadius() * bsphere->getRadius();
+ if ( sgdPointLineDistSquared( center, p, dir ) < radius_sqd ) {
+ // possible intersections
+ if ( kid->isAKindOf ( ssgTypeBranch() ) ) {
+ sgdMat4 m_new;
+ sgdCopyMat4(m_new, m);
+ if ( kid->isA( ssgTypeTransform() ) ) {
+ sgMat4 fxform;
+ ((ssgTransform *)kid)->getTransform( fxform );
+ sgdMat4 xform;
+ sgdSetMat4( xform, fxform );
+ sgdPreMultMat4( m_new, xform );
+ }
+ my_ssg_los( s + " ", (ssgBranch *)kid, m_new, p, dir );
+ } else if ( kid->isAKindOf ( ssgTypeLeaf() ) ) {
+ sgdVec3 result;
+ if ( my_ssg_instersect_leaf( s, (ssgLeaf *)kid, m, p, dir,
+ result ) )
+ {
+ // cout << "sgLOS hit: " << result[0] << ","
+ // << result[1] << "," << result[2] << endl;
+ for (int i=0; i < 3; i++) {
+ hit_pts[hitcount][i] = result[i];
+ }
+ hitcount++;
+ }
+ }
+ } else {
+ // end of the line for this branch
+ }
+ } else {
+ // branch requested not to be traversed
+ }
+ }
+}
+
+
// 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
FGTileMgr::current_elev_ssg( const Point3D& abs_view_pos,
const Point3D& view_pos )
{
- ssgHit *results ;
-
- // cout << "view pos = " << view_pos << endl;
- // cout << "abs view pos = " << abs_view_pos << endl;
+ hitcount = 0;
- sgMat4 m;
- sgMakeTransMat4( m, view_pos.x(), view_pos.y(), view_pos.z() );
+ sgdMat4 m;
+ sgdMakeIdentMat4 ( m ) ;
- sgVec3 s;
- sgSetVec3(s, -abs_view_pos.x(), -abs_view_pos.y(), -abs_view_pos.z() );
+ sgdVec3 sgavp, sgvp;
+ sgdSetVec3(sgavp, abs_view_pos.x(), abs_view_pos.y(), abs_view_pos.z() );
+ sgdSetVec3(sgvp, view_pos.x(), view_pos.y(), view_pos.z() );
- int num_hits = ssgLOS ( scene, s, m, &results ) ;
-
- for ( int i = 0 ; i < num_hits ; i++ ) {
- ssgHit *h = &(results [ i ]) ;
- cout << "got a hit!" << endl;
- /* Do something with 'h' */
+ // cout << "starting ssg_los, abs view pos = " << abs_view_pos[0] << " "
+ // << abs_view_pos[1] << " " << abs_view_pos[2] << endl;
+ // cout << "starting ssg_los, view pos = " << view_pos[0] << " "
+ // << view_pos[1] << " " << view_pos[2] << endl;
+ my_ssg_los( "", scene, m, sgvp, sgavp );
+
+ double result = -9999;
+
+ for ( int i = 0; i < hitcount; ++i ) {
+ Point3D rel_cart( hit_pts[i][0], hit_pts[i][1], hit_pts[i][2] );
+ Point3D abs_cart = rel_cart + scenery.center;
+ Point3D pp = fgCartToPolar3d( abs_cart );
+ FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp );
+ // convert to geodetic coordinates
+ double lat_geod, alt, sea_level_r;
+ fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod,
+ &alt, &sea_level_r);
+
+ // printf("alt = %.2f\n", alt);
+ // exit since we found an intersection
+ if ( alt > result && alt < 10000 ) {
+ // printf("returning alt\n");
+ result = alt;
+ }
}
- FG_LOG( FG_TERRAIN, FG_INFO, "(ssg) no terrain intersection found" );
-
- return 0.0;
+ if ( result > -9000 ) {
+ return result;
+ } else {
+ FG_LOG( FG_TERRAIN, FG_INFO, "no terrain intersection" );
+ return 0.0;
+ }
}
int FGTileMgr::update( void ) {
FGTileCache *c;
FGInterface *f;
- FGBucket p2;
+ FGTileEntry *t;
+ FGBucket p2;
static FGBucket p_last(false);
static double last_lon = -1000.0; // in degrees
static double last_lat = -1000.0; // in degrees
FGBucket p1( f->get_Longitude() * RAD_TO_DEG,
f->get_Latitude() * RAD_TO_DEG );
+
+ long int index = c->exists(p1);
+ if ( index >= 0 ) {
+ t = c->get_tile(index);
+ scenery.next_center = t->center;
+ } else {
+ FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" );
+ }
+
dw = tile_diameter / 2;
dh = tile_diameter / 2;
0, 0 );
sched_tile( p2 );
+ // prime scenery center calculations
+ Point3D geod_view_center( p2.get_center_lon(),
+ p2.get_center_lat(),
+ cur_fdm_state->get_Altitude()*FEET_TO_METER +
+ 3 );
+ current_view.abs_view_pos = fgGeodToCart( geod_view_center );
+ current_view.view_pos = current_view.abs_view_pos - scenery.next_center;
+
for ( i = 3; i <= tile_diameter; i = i + 2 ) {
int span = i / 2;
// have something to see in our first frame.
for ( i = 0; i < 9; ++i ) {
if ( load_queue.size() ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
"Load queue not empty, loading a tile" );
FGLoadRec pending = load_queue.front();
#if 0
// make sure load queue is flushed before doing shift
while ( load_queue.size() ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
"Load queue not empty, flushing queue before tile shift." );
FGLoadRec pending = load_queue.front();
}
if ( load_queue.size() ) {
- FG_LOG( FG_TERRAIN, FG_INFO, "Load queue not empty, loading a tile" );
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "Load queue not empty, loading a tile" );
FGLoadRec pending = load_queue.front();
load_queue.pop_front();
Point3D geod_pos = Point3D( f->get_Longitude(), f->get_Latitude(), 0.0);
Point3D tmp_abs_view_pos = fgGeodToCart(geod_pos);
- scenery.cur_elev =
- current_elev( f->get_Longitude(), f->get_Latitude(), tmp_abs_view_pos );
- // cout << "current elevation == " << scenery.cur_elev << endl;
- // double junk = current_elev_ssg( current_view.abs_view_pos,
- // current_view.view_pos );
- // cout << "current elevation (ssg) == " <<
+ // cout << "current elevation (old) == "
+ // << current_elev( f->get_Longitude(), f->get_Latitude(),
+ // tmp_abs_view_pos )
+ // << endl;
+ scenery.cur_elev = current_elev_ssg( current_view.abs_view_pos,
+ current_view.view_pos );
+ // cout << "current elevation (ssg) == " << scenery.cur_elev << endl;
p_last = p1;
last_lon = f->get_Longitude() * RAD_TO_DEG;
if ( t->is_loaded() ) {
// set range selector (LOD trick) to be distance to center
// of tile + bounding radius
- ranges[1] = current_weather.get_visibility() + t->bounding_radius;
+#ifndef FG_OLD_WEATHER
+ ranges[1] = WeatherDatabase->getWeatherVisibility()
+ + t->bounding_radius;
+#else
+ ranges[1] = current_weather.get_visibility()+t->bounding_radius;
+#endif
t->range_ptr->setRanges( ranges, 2 );
// calculate tile offset