X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FScenery%2Ftilemgr.cxx;h=12dbb3abd511a09d783d139673061e478530b57b;hb=c3e3e9f5d75de124e9c108da88d3d3d382a34570;hp=4621d762baf08c4ed2ef97bff3053f2f5f39a3f0;hpb=485230b443de22c97d5c4ddfda98598fb52ce98a;p=flightgear.git diff --git a/src/Scenery/tilemgr.cxx b/src/Scenery/tilemgr.cxx index 4621d762b..12dbb3abd 100644 --- a/src/Scenery/tilemgr.cxx +++ b/src/Scenery/tilemgr.cxx @@ -30,20 +30,17 @@ #endif #include -#include -#include +#include + #include -#include -#include -#include -#include -#include - -#include -#include
-#include
-#include +#include +#include +#include +#include +#include + +#include
#include #ifndef FG_OLD_WEATHER @@ -52,645 +49,102 @@ # include #endif +#include "newcache.hxx" #include "scenery.hxx" -#include "tilecache.hxx" -#include "tileentry.hxx" #include "tilemgr.hxx" - -// to test clipping speedup in fgTileMgrRender() -#if defined ( USE_FAST_FOV_CLIP ) -// #define TEST_FOV_CLIP -// #define TEST_ELEV -#endif - +#define TEST_LAST_HIT_CACHE extern ssgRoot *scene; - +extern ssgBranch *terrain; // the tile manager FGTileMgr global_tile_mgr; +// 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]); +} + + // Constructor -FGTileMgr::FGTileMgr ( void ): - state( Start ) +FGTileMgr::FGTileMgr(): + state( Start ), + vis( 16000 ) { } // Destructor -FGTileMgr::~FGTileMgr ( void ) { +FGTileMgr::~FGTileMgr() { } // Initialize the Tile Manager subsystem -int FGTileMgr::init( void ) { +int FGTileMgr::init() { FG_LOG( FG_TERRAIN, FG_INFO, "Initializing Tile Manager subsystem." ); - // load default material library - if ( ! material_mgr.loaded() ) { - material_mgr.load_lib(); + if ( state != Start ) { + FG_LOG( FG_TERRAIN, FG_INFO, + "... Reinitializing." ); + destroy_queue(); + } else { + FG_LOG( FG_TERRAIN, FG_INFO, + "... First time through." ); + global_tile_cache.init(); } - global_tile_cache.init(); + hit_list.clear(); state = Inited; + previous_bucket.make_bad(); + current_bucket.make_bad(); + + longitude = latitude = -1000.0; + last_longitude = last_latitude = -1000.0; + return 1; } // schedule a tile for loading -static void disable_tile( int cache_index ) { +void FGTileMgr::sched_tile( const SGBucket& b ) { // see if tile already exists in the cache - // cout << "DISABLING CACHE ENTRY = " << cache_index << endl; - FGTileEntry *t = global_tile_cache.get_tile( cache_index ); - t->ssg_disable(); -} - + FGTileEntry *t = global_tile_cache.get_tile( b ); -// schedule a tile for loading -int FGTileMgr::sched_tile( const FGBucket& b ) { - // see if tile already exists in the cache - int cache_index = global_tile_cache.exists( b ); - - if ( cache_index >= 0 ) { - // tile exists in cache, reenable it. - // cout << "REENABLING DISABLED TILE" << endl; - FGTileEntry *t = global_tile_cache.get_tile( cache_index ); - t->select_ptr->select( 1 ); - t->mark_loaded(); - } else { - // find the next available cache entry and mark it as - // scheduled - cache_index = global_tile_cache.next_avail(); - FGTileEntry *t = global_tile_cache.get_tile( cache_index ); - t->mark_scheduled_for_use(); - - // register a load request - FGLoadRec request; - request.b = b; - request.cache_index = cache_index; - load_queue.push_back( request ); + if ( t == NULL ) { + // register a load request + load_queue.push_back( b ); } - - return cache_index; } // load a tile -void FGTileMgr::load_tile( const FGBucket& b, int cache_index) { - - FG_LOG( FG_TERRAIN, FG_DEBUG, "Loading tile " << b ); - - global_tile_cache.fill_in(cache_index, b); - - FG_LOG( FG_TERRAIN, FG_DEBUG, "Loaded for cache index: " << cache_index ); -} - - -// Calculate shortest distance from point to line -static double point_line_dist_squared( const Point3D& tc, const Point3D& vp, - MAT3vec d ) -{ - MAT3vec p, p0; - - p[0] = tc.x(); p[1] = tc.y(); p[2] = tc.z(); - p0[0] = vp.x(); p0[1] = vp.y(); p0[2] = vp.z(); - - return fgPointLineSquared(p, p0, d); -} - - -// Determine scenery altitude. 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. abs_view_pos in meters. -// Returns result in meters. -double -FGTileMgr::current_elev_new( const FGBucket& p ) { - FGTileEntry *t; - fgFRAGMENT *frag_ptr; - Point3D abs_view_pos = current_view.get_abs_view_pos(); - Point3D earth_center(0.0); - Point3D result; - MAT3vec local_up; - double dist, lat_geod, alt, sea_level_r; - int index; - - local_up[0] = abs_view_pos.x(); - local_up[1] = abs_view_pos.y(); - local_up[2] = abs_view_pos.z(); - - // Find current translation offset - // fgBucketFind(lon * RAD_TO_DEG, lat * RAD_TO_DEG, &p); - index = global_tile_cache.exists(p); - if ( index < 0 ) { - FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" ); - return 0.0; - } - - t = global_tile_cache.get_tile(index); - - scenery.next_center = t->center; - - FG_LOG( FG_TERRAIN, FG_DEBUG, - "Current bucket = " << p << " Index = " << p.gen_index_str() ); - FG_LOG( FG_TERRAIN, FG_DEBUG, - "abs_view_pos = " << abs_view_pos ); - - // calculate tile offset - // x = (t->offset.x = t->center.x - scenery.center.x); - // y = (t->offset.y = t->center.y - scenery.center.y); - // z = (t->offset.z = t->center.z - scenery.center.z); - - // calc current terrain elevation calculate distance from - // vertical tangent line at current position to center of - // tile. - - /* printf("distance squared = %.2f, bounding radius = %.2f\n", - point_line_dist_squared(&(t->offset), &(v->view_pos), - v->local_up), t->bounding_radius); */ - - dist = point_line_dist_squared( t->center, abs_view_pos, local_up ); - if ( dist < FG_SQUARE(t->bounding_radius) ) { - - // traverse fragment list for tile - FGTileEntry::FragmentIterator current = t->begin(); - FGTileEntry::FragmentIterator last = t->end(); - - for ( ; current != last; ++current ) { - frag_ptr = &(*current); - /* printf("distance squared = %.2f, bounding radius = %.2f\n", - point_line_dist_squared( &(frag_ptr->center), - &abs_view_pos), local_up), - frag_ptr->bounding_radius); */ - - dist = point_line_dist_squared( frag_ptr->center, - abs_view_pos, - local_up); - if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) { - if ( frag_ptr->intersect( abs_view_pos, - earth_center, 0, result ) ) { - FG_LOG( FG_TERRAIN, FG_DEBUG, "intersection point " << - result ); - // compute geocentric coordinates of tile center - Point3D pp = fgCartToPolar3d(result); - FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp ); - // convert to geodetic coordinates - fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod, - &alt, &sea_level_r); - - // printf("alt = %.2f\n", alt); - // exit since we found an intersection - if ( alt > -9999.0 ) { - // printf("returning alt\n"); - return alt; - } else { - // printf("returning 0\n"); - return 0.0; - } - } - } - } - } - - FG_LOG( FG_TERRAIN, FG_INFO, "(new) no terrain intersection found" ); - - return 0.0; -} - - -// Determine scenery altitude. 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. abs_view_pos in meters. -// Returns result in meters. -double -FGTileMgr::current_elev( double lon, double lat, const Point3D& abs_view_pos ) { - FGTileCache *c; - FGTileEntry *t; - fgFRAGMENT *frag_ptr; - Point3D earth_center(0.0); - Point3D result; - MAT3vec local_up; - double dist, lat_geod, alt, sea_level_r; - int index; - - c = &global_tile_cache; - - local_up[0] = abs_view_pos.x(); - local_up[1] = abs_view_pos.y(); - local_up[2] = abs_view_pos.z(); - - FG_LOG( FG_TERRAIN, FG_DEBUG, "Absolute view pos = " << abs_view_pos ); - - // Find current translation offset - FGBucket p( lon * RAD_TO_DEG, lat * RAD_TO_DEG ); - index = c->exists(p); - if ( index < 0 ) { - FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" ); - return 0.0; - } - - t = c->get_tile(index); - - scenery.next_center = t->center; - - FG_LOG( FG_TERRAIN, FG_DEBUG, - "Pos = (" << lon * RAD_TO_DEG << ", " << lat * RAD_TO_DEG - << ") Current bucket = " << p - << " Index = " << p.gen_index_str() ); - - FG_LOG( FG_TERRAIN, FG_DEBUG, "Tile center " << t->center - << " bounding radius = " << t->bounding_radius ); - - // calculate tile offset - // x = (t->offset.x = t->center.x - scenery.center.x); - // y = (t->offset.y = t->center.y - scenery.center.y); - // z = (t->offset.z = t->center.z - scenery.center.z); - - // calc current terrain elevation calculate distance from - // vertical tangent line at current position to center of - // tile. - - /* printf("distance squared = %.2f, bounding radius = %.2f\n", - point_line_dist_squared(&(t->offset), &(v->view_pos), - v->local_up), t->bounding_radius); */ - - dist = point_line_dist_squared( t->center, abs_view_pos, local_up ); - FG_LOG( FG_TERRAIN, FG_DEBUG, "(gross check) dist squared = " << dist ); - - if ( dist < FG_SQUARE(t->bounding_radius) ) { - - // traverse fragment list for tile - FGTileEntry::FragmentIterator current = t->begin(); - FGTileEntry::FragmentIterator last = t->end(); - - for ( ; current != last; ++current ) { - frag_ptr = &(*current); - /* printf("distance squared = %.2f, bounding radius = %.2f\n", - point_line_dist_squared( &(frag_ptr->center), - &abs_view_pos), local_up), - frag_ptr->bounding_radius); */ - - dist = point_line_dist_squared( frag_ptr->center, - abs_view_pos, - local_up); - if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) { - if ( frag_ptr->intersect( abs_view_pos, - earth_center, 0, result ) ) { - FG_LOG( FG_TERRAIN, FG_DEBUG, "intersection point " << - result ); - // compute geocentric coordinates of tile center - Point3D pp = fgCartToPolar3d(result); - FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp ); - // convert to geodetic coordinates - fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod, - &alt, &sea_level_r); - - // printf("alt = %.2f\n", alt); - // exit since we found an intersection - if ( alt > -9999.0 ) { - // printf("returning alt\n"); - return alt; - } else { - // printf("returning 0\n"); - return 0.0; - } - } - } - } - } - - FG_LOG( FG_TERRAIN, FG_INFO, "(old) no terrain intersection found" ); - - return 0.0; -} - - -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; - } +void FGTileMgr::load_tile( const SGBucket& b ) { + // see if tile already exists in the cache + FGTileEntry *t = global_tile_cache.get_tile( b ); - // printf( "intersection point = %.2f %.2f %.2f\n", x, y, z); - sgdSetVec3( result, x, y, z ); - return true; + if ( t == NULL ) { + FG_LOG( FG_TERRAIN, FG_DEBUG, "Loading tile " << b ); + global_tile_cache.fill_in( b ); + t = global_tile_cache.get_tile( b ); + t->prep_ssg_node( scenery.center, vis); + } else { + FG_LOG( FG_TERRAIN, FG_DEBUG, "Tile already in cache " << b ); } - - // 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 - } - } +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] ); } @@ -699,382 +153,279 @@ void FGTileMgr::my_ssg_los( string s, ssgBranch *branch, sgdMat4 m, // explicitely. lat & lon are in radians. view_pos in current world // coordinate translated near (0,0,0) (in meters.) Returns result in // meters. -double -FGTileMgr::current_elev_ssg( const Point3D& abs_view_pos, - const Point3D& view_pos ) -{ - hitcount = 0; +bool FGTileMgr::current_elev_ssg( sgdVec3 abs_view_pos, double *terrain_elev ) { + sgdVec3 view_pos; + sgdVec3 sc; + sgdSetVec3( sc, scenery.center.x(), scenery.center.y(), scenery.center.z()); + sgdSubVec3( view_pos, abs_view_pos, sc ); - sgdMat4 m; - sgdMakeIdentMat4 ( m ) ; + sgdVec3 orig, dir; + sgdCopyVec3(orig, view_pos ); + sgdCopyVec3(dir, abs_view_pos ); - 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() ); + hit_list.Intersect( terrain, orig, dir ); - // 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 ); - + int this_hit=0; + Point3D geoc; double result = -9999; + int hitcount = hit_list.num_hits(); 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 + geoc = sgCartToPolar3d( scenery.center + hit_list.get_point(i) ); double lat_geod, alt, sea_level_r; - fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod, + sgGeocToGeod(geoc.lat(), geoc.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; + this_hit = i; } } if ( result > -9000 ) { - return result; + *terrain_elev = result; + scenery.cur_radius = geoc.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); + sgdSetVec3( scenery.cur_normal, tmp ); + // cout << "NED: " << tmp[0] << " " << tmp[1] << " " << tmp[2] << endl; + return true; } else { FG_LOG( FG_TERRAIN, FG_INFO, "no terrain intersection" ); - return 0.0; + *terrain_elev = 0.0; + float *up = globals->get_current_view()->get_world_up(); + sgdSetVec3(scenery.cur_normal, up[0], up[1], up[2]); + return false; } } -// given the current lon/lat, fill in the array of local chunks. If -// the chunk isn't already in the cache, then read it from disk. -int FGTileMgr::update( void ) { - FGTileCache *c; - FGInterface *f; - 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 - int tile_diameter; - int i, j, dw, dh; - - c = &global_tile_cache; - f = current_aircraft.fdm_state; - - tile_diameter = current_options.get_tile_diameter(); - - 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; +// schedule a needed buckets for loading +void FGTileMgr::schedule_needed() { +#ifndef FG_OLD_WEATHER + if ( WeatherDatabase != NULL ) { + vis = WeatherDatabase->getWeatherVisibility(); } else { - FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" ); + vis = 16000; + } +#else + vis = current_weather.get_visibility(); +#endif + cout << "visibility = " << vis << endl; + + double tile_width = current_bucket.get_width_m(); + double tile_height = current_bucket.get_height_m(); + cout << "tile width = " << tile_width << " tile_height = " << tile_height + << endl; + + xrange = (int)(vis / tile_width) + 1; + yrange = (int)(vis / tile_height) + 1; + if ( xrange < 1 ) { xrange = 1; } + if ( yrange < 1 ) { yrange = 1; } + cout << "xrange = " << xrange << " yrange = " << yrange << endl; + + global_tile_cache.set_max_cache_size( (2*xrange + 2) * (2*yrange + 2) ); + + SGBucket b; + + // schedule center tile first so it can be loaded first + b = sgBucketOffset( longitude, latitude, 0, 0 ); + sched_tile( b ); + + // schedule next ring of 8 tiles + for ( int x = -1; x <= 1; ++x ) { + for ( int y = -1; y <= 1; ++y ) { + if ( x != 0 || y != 0 ) { + b = sgBucketOffset( longitude, latitude, x, y ); + if ( ! global_tile_cache.exists( b ) ) { + sched_tile( b ); + } + } + } + } + + // schedule remaining tiles + for ( int x = -xrange; x <= xrange; ++x ) { + for ( int y = -yrange; y <= yrange; ++y ) { + if ( x < -1 || x > 1 || y < -1 || y > 1 ) { + SGBucket b = sgBucketOffset( longitude, latitude, x, y ); + if ( ! global_tile_cache.exists( b ) ) { + sched_tile( b ); + } + } + } } +} - dw = tile_diameter / 2; - dh = tile_diameter / 2; - if ( (p1 == p_last) && (state == Running) ) { - // same bucket as last time - FG_LOG( FG_TERRAIN, FG_DEBUG, "Same bucket as last time" ); - } else if ( (state == Start) || (state == Inited) ) { - state = Running; +void FGTileMgr::initialize_queue() +{ + // First time through or we have teleported, initialize the + // system and load all relavant tiles - // First time through or we have teleported, initialize the - // system and load all relavant tiles - - FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << p1 ); - FG_LOG( FG_TERRAIN, FG_INFO, " First time through ... " ); - FG_LOG( FG_TERRAIN, FG_INFO, " Updating Tile list for " << p1 ); - FG_LOG( FG_TERRAIN, FG_INFO, " Loading " - << tile_diameter * tile_diameter << " tiles" ); - - // wipe/initialize tile cache - c->init(); - p_last.make_bad(); - - // build the local area list and schedule tiles for loading - - // start with the center tile and work out in concentric - // "rings" - - p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG, - f->get_Latitude() * RAD_TO_DEG, - 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; - - // bottom row - for ( j = -span; j <= span; ++j ) { - p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG, - f->get_Latitude() * RAD_TO_DEG, - j, -span ); - sched_tile( p2 ); - } + FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << current_bucket ); + cout << "tile cache size = " << global_tile_cache.get_size() << endl; - // top row - for ( j = -span; j <= span; ++j ) { - p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG, - f->get_Latitude() * RAD_TO_DEG, - j, span ); - sched_tile( p2 ); - } + int i; - // middle rows - for ( j = -span + 1; j <= span - 1; ++j ) { - p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG, - f->get_Latitude() * RAD_TO_DEG, - -span, j ); - sched_tile( p2 ); - p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG, - f->get_Latitude() * RAD_TO_DEG, - span, j ); - sched_tile( p2 ); - } + // wipe/initialize tile cache + // global_tile_cache.init(); + previous_bucket.make_bad(); - } + // build the local area list and schedule tiles for loading - /* for ( j = 0; j < tile_diameter; j++ ) { - for ( i = 0; i < tile_diameter; i++ ) { - // fgBucketOffset(&p1, &p2, i - dw, j - dh); - p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG, - f->get_Latitude() * RAD_TO_DEG, - i - dw, j -dh ); - sched_tile( p2 ); - } - } */ - - // Now force a load of the center tile and inner ring so we - // have something to see in our first frame. - for ( i = 0; i < 9; ++i ) { - if ( load_queue.size() ) { - FG_LOG( FG_TERRAIN, FG_DEBUG, - "Load queue not empty, loading a tile" ); - - FGLoadRec pending = load_queue.front(); - load_queue.pop_front(); - load_tile( pending.b, pending.cache_index ); - } - } + // start with the center tile and work out in concentric + // "rings" - } else { - // We've moved to a new bucket, we need to scroll our - // structures, and load in the new tiles - -#if 0 - // make sure load queue is flushed before doing shift - while ( load_queue.size() ) { - FG_LOG( FG_TERRAIN, FG_DEBUG, - "Load queue not empty, flushing queue before tile shift." ); - - FGLoadRec pending = load_queue.front(); - load_queue.pop_front(); - load_tile( pending.b, pending.index ); - } -#endif + schedule_needed(); - // CURRENTLY THIS ASSUMES WE CAN ONLY MOVE TO ADJACENT TILES. - // AT ULTRA HIGH SPEEDS THIS ASSUMPTION MAY NOT BE VALID IF - // THE AIRCRAFT CAN SKIP A TILE IN A SINGLE ITERATION. - - FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << p1 ); - - if ( (p1.get_lon() > p_last.get_lon()) || - ( (p1.get_lon() == p_last.get_lon()) && - (p1.get_x() > p_last.get_x()) ) ) { - FG_LOG( FG_TERRAIN, FG_INFO, - " (East) Loading " << tile_diameter << " tiles" ); - for ( j = 0; j < tile_diameter; j++ ) { - // scrolling East - // schedule new column - p2 = fgBucketOffset( last_lon, last_lat, dw + 1, j - dh ); - sched_tile( p2 ); - } - } else if ( (p1.get_lon() < p_last.get_lon()) || - ( (p1.get_lon() == p_last.get_lon()) && - (p1.get_x() < p_last.get_x()) ) ) { - FG_LOG( FG_TERRAIN, FG_INFO, - " (West) Loading " << tile_diameter << " tiles" ); - for ( j = 0; j < tile_diameter; j++ ) { - // scrolling West - // schedule new column - p2 = fgBucketOffset( last_lon, last_lat, -dw - 1, j - dh ); - sched_tile( p2 ); - } - } + // Now force a load of the center tile and inner ring so we + // have something to see in our first frame. + for ( i = 0; i < 9; ++i ) { + if ( load_queue.size() ) { + FG_LOG( FG_TERRAIN, FG_DEBUG, + "Load queue not empty, loading a tile" ); - if ( (p1.get_lat() > p_last.get_lat()) || - ( (p1.get_lat() == p_last.get_lat()) && - (p1.get_y() > p_last.get_y()) ) ) { - FG_LOG( FG_TERRAIN, FG_INFO, - " (North) Loading " << tile_diameter << " tiles" ); - for ( i = 0; i < tile_diameter; i++ ) { - // scrolling North - // schedule new row - p2 = fgBucketOffset( last_lon, last_lat, i - dw, dh + 1); - sched_tile( p2 ); - } - } else if ( (p1.get_lat() < p_last.get_lat()) || - ( (p1.get_lat() == p_last.get_lat()) && - (p1.get_y() < p_last.get_y()) ) ) { - FG_LOG( FG_TERRAIN, FG_INFO, - " (South) Loading " << tile_diameter << " tiles" ); - for ( i = 0; i < tile_diameter; i++ ) { - // scrolling South - // schedule new row - p2 = fgBucketOffset( last_lon, last_lat, i - dw, -dh - 1); - sched_tile( p2 ); - } - } + SGBucket pending = load_queue.front(); + load_queue.pop_front(); + load_tile( pending ); + } } +} - if ( load_queue.size() ) { - FG_LOG( FG_TERRAIN, FG_DEBUG, "Load queue not empty, loading a tile" ); - FGLoadRec pending = load_queue.front(); - load_queue.pop_front(); - load_tile( pending.b, pending.cache_index ); - } +// forced emptying of the queue +// This is necessay to keep bookeeping straight for the +// tile_cache -- which actually handles all the +// (de)allocations +void FGTileMgr::destroy_queue() { + load_queue.clear(); +} - // find our current elevation (feed in the current bucket to save work) - Point3D geod_pos = Point3D( f->get_Longitude(), f->get_Latitude(), 0.0); - Point3D tmp_abs_view_pos = fgGeodToCart(geod_pos); - // 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; - last_lat = f->get_Latitude() * RAD_TO_DEG; +// given the current lon/lat (in degrees), fill in the array of local +// chunks. If the chunk isn't already in the cache, then read it from +// disk. +int FGTileMgr::update( double lon, double lat ) { + FG_LOG( FG_TERRAIN, FG_DEBUG, "FGTileMgr::update()" ); - return 1; -} + // FGInterface *f = current_aircraft.fdm_state; + // lonlat for this update + // longitude = f->get_Longitude() * RAD_TO_DEG; + // latitude = f->get_Latitude() * RAD_TO_DEG; + longitude = lon; + latitude = lat; + // FG_LOG( FG_TERRAIN, FG_DEBUG, "lon "<< lonlat[LON] << + // " lat " << lonlat[LAT] ); -// NEW + current_bucket.set_bucket( longitude, latitude ); + // FG_LOG( FG_TERRAIN, FG_DEBUG, "Updating Tile list for " << current_bucket ); -// inrange() IS THIS POINT WITHIN POSSIBLE VIEWING RANGE ? -// calculate distance from vertical tangent line at -// current position to center of object. -// this is equivalent to -// dist = point_line_dist_squared( &(t->center), &(v->abs_view_pos), -// v->local_up ); -// if ( dist < FG_SQUARE(t->bounding_radius) ) { -// -// the compiler should inline this for us + if ( global_tile_cache.exists( current_bucket ) ) { + current_tile = global_tile_cache.get_tile( current_bucket ); + scenery.next_center = current_tile->center; + } else { + FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found (Ok if initializing)" ); + } -static int -inrange( const double radius, const Point3D& center, const Point3D& vp, - const MAT3vec up) -{ - MAT3vec u, u1, v; - // double tmp; - - // u = p - p0 - u[0] = center.x() - vp.x(); - u[1] = center.y() - vp.y(); - u[2] = center.z() - vp.z(); - - // calculate the projection, u1, of u along d. - // u1 = ( dot_prod(u, d) / dot_prod(d, d) ) * d; - - MAT3_SCALE_VEC(u1, up, - (MAT3_DOT_PRODUCT(u, up) / MAT3_DOT_PRODUCT(up, up)) ); - - // v = u - u1 = vector from closest point on line, p1, to the - // original point, p. - MAT3_SUB_VEC(v, u, u1); - - return( FG_SQUARE(radius) >= MAT3_DOT_PRODUCT(v, v)); -} + if ( state == Running ) { + if ( !(current_bucket == previous_bucket) ) { + // We've moved to a new bucket, we need to schedule any + // needed tiles for loading. + schedule_needed(); + } + } else if ( state == Start || state == Inited ) { + initialize_queue(); + state = Running; + } + if ( load_queue.size() ) { + FG_LOG( FG_TERRAIN, FG_INFO, "Load queue size = " << load_queue.size() + << " loading a tile" ); -// NEW for legibility + SGBucket pending = load_queue.front(); + load_queue.pop_front(); + load_tile( pending ); + } -// update this tile's geometry for current view -// The Compiler should inline this -static void -update_tile_geometry( FGTileEntry *t, GLdouble *MODEL_VIEW) -{ - GLfloat *m; - double x, y, z; - - // calculate tile offset - t->offset = t->center - scenery.center; + if ( scenery.center == Point3D(0.0) ) { + // initializing + cout << "initializing scenery current elevation ... " << endl; + sgdVec3 tmp_abs_view_pos; + sgVec3 tmp_view_pos; + + Point3D geod_pos = Point3D( longitude * DEG_TO_RAD, + latitude * DEG_TO_RAD, + 0.0); + Point3D tmp = sgGeodToCart( geod_pos ); + scenery.center = tmp; + sgdSetVec3( tmp_abs_view_pos, tmp.x(), tmp.y(), tmp.z() ); + + // cout << "abs_view_pos = " << tmp_abs_view_pos << endl; + prep_ssg_nodes(); + sgSetVec3( tmp_view_pos, 0.0, 0.0, 0.0 ); + double tmp_elev; + if ( current_elev_ssg(tmp_abs_view_pos, &tmp_elev) ) { + scenery.cur_elev = tmp_elev; + } else { + scenery.cur_elev = 0.0; + } + cout << "result = " << scenery.cur_elev << endl; + } else { + // cout << "abs view pos = " << current_view.abs_view_pos + // << " view pos = " << current_view.view_pos << endl; + double tmp_elev; + if ( current_elev_ssg(globals->get_current_view()->get_abs_view_pos(), + &tmp_elev) ) + { + scenery.cur_elev = tmp_elev; + } else { + scenery.cur_elev = 0.0; + } + } - x = t->offset.x(); - y = t->offset.y(); - z = t->offset.z(); - - m = t->model_view; - - // Calculate the model_view transformation matrix for this tile - FG_MEM_COPY( m, MODEL_VIEW, 16*sizeof(GLdouble) ); - - // This is equivalent to doing a glTranslatef(x, y, z); - m[12] += (m[0]*x + m[4]*y + m[8] *z); - m[13] += (m[1]*x + m[5]*y + m[9] *z); - m[14] += (m[2]*x + m[6]*y + m[10]*z); - // m[15] += (m[3]*x + m[7]*y + m[11]*z); - // m[3] m7[] m[11] are 0.0 see LookAt() in views.cxx - // so m[15] is unchanged -} + // cout << "current elevation (ssg) == " << scenery.cur_elev << endl; + previous_bucket = current_bucket; + last_longitude = longitude; + last_latitude = latitude; -// Prepare the ssg nodes ... for each tile, set it's proper -// transform and update it's range selector based on current -// visibilty -void FGTileMgr::prep_ssg_nodes( void ) { - FGTileEntry *t; + return 1; +} - float ranges[2]; - ranges[0] = 0.0f; - // traverse the potentially viewable tile list and update range - // selector and transform - for ( int i = 0; i < (int)global_tile_cache.get_size(); i++ ) { - t = global_tile_cache.get_tile( i ); +void FGTileMgr::prep_ssg_nodes() { + float vis = 0.0; - if ( t->is_loaded() ) { - // set range selector (LOD trick) to be distance to center - // of tile + bounding radius #ifndef FG_OLD_WEATHER - ranges[1] = WeatherDatabase->getWeatherVisibility() - + t->bounding_radius; + if ( WeatherDatabase ) { + vis = WeatherDatabase->getWeatherVisibility(); + } else { + vis = 16000; + } #else - ranges[1] = current_weather.get_visibility()+t->bounding_radius; + vis = current_weather.get_visibility(); #endif - t->range_ptr->setRanges( ranges, 2 ); + // cout << "visibility = " << vis << endl; - // calculate tile offset - t->SetOffset( scenery.center ); + // traverse the potentially viewable tile list and update range + // selector and transform - // calculate ssg transform - sgCoord sgcoord; - sgSetCoord( &sgcoord, - t->offset.x(), t->offset.y(), t->offset.z(), - 0.0, 0.0, 0.0 ); - t->transform_ptr->setTransform( &sgcoord ); - } - } + FGTileEntry *e; + global_tile_cache.reset_traversal(); + + while ( ! global_tile_cache.at_end() ) { + // cout << "processing a tile" << endl; + if ( (e = global_tile_cache.get_current()) ) { + e->prep_ssg_node( scenery.center, vis); + } else { + cout << "warning ... empty tile in cache" << endl; + } + global_tile_cache.next(); + } }