- saving the entire vertex list for each tile with the tile records.
- saving the face list for each fragment with the fragment records.
- code to intersect the current vertical line with the proper face in
an efficient manner as possible.
Fixed a bug where the tiles weren't being shifted to "near" (0,0,0)
#include "tile.hxx"
-#define MAXNODES 100000
-
-static double nodes[MAXNODES][3];
-static double normals[MAXNODES][3];
+static double normals[MAX_NODES][3];
// given three points defining a triangle, calculate the normal
// Load a .obj file and build the GL fragment list
-int fgObjLoad(char *path, fgTILE *tile) {
+int fgObjLoad(char *path, fgTILE *t) {
fgOPTIONS *o;
fgFRAGMENT fragment;
fgPoint3d pp;
// GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
GLint display_list;
fgFile f;
- int in_fragment, in_faces, ncount, vncount, n1, n2, n3, n4;
+ int in_fragment, in_faces, vncount, n1, n2, n3, n4;
int last1, last2, odd;
o = ¤t_options;
}
in_fragment = 0;
- ncount = 1;
+ t->ncount = 1;
vncount = 1;
- tile->bounding_radius = 0.0;
+ t->bounding_radius = 0.0;
while ( fggets(f, line, 250) != NULL ) {
if ( line[0] == '#' ) {
} else if ( strncmp(line, "gbs ", 4) == 0 ) {
// reference point (center offset)
sscanf(line, "gbs %lf %lf %lf %lf\n",
- &tile->center.x, &tile->center.y, &tile->center.z,
- &tile->bounding_radius);
+ &t->center.x, &t->center.y, &t->center.z,
+ &t->bounding_radius);
} else if ( strncmp(line, "bs ", 3) == 0 ) {
// reference point (center offset)
sscanf(line, "bs %lf %lf %lf %lf\n",
&fragment.bounding_radius);
} else if ( strncmp(line, "v ", 2) == 0 ) {
// node (vertex)
- if ( ncount < MAXNODES ) {
+ if ( t->ncount < MAX_NODES ) {
// fgPrintf( FG_TERRAIN, FG_DEBUG, "vertex = %s", line);
sscanf(line, "v %lf %lf %lf\n",
- &nodes[ncount][0], &nodes[ncount][1],
- &nodes[ncount][2]);
+ &(t->nodes[t->ncount][0]), &(t->nodes[t->ncount][1]),
+ &(t->nodes[t->ncount][2]));
+
+ t->ncount++;
- ncount++;
} else {
fgPrintf( FG_TERRAIN, FG_EXIT,
"Read too many nodes ... dying :-(\n");
}
} else if ( strncmp(line, "vn ", 3) == 0 ) {
// vertex normal
- if ( vncount < MAXNODES ) {
+ if ( vncount < MAX_NODES ) {
// fgPrintf( FG_TERRAIN, FG_DEBUG, "vertex normal = %s", line);
sscanf(line, "vn %lf %lf %lf\n",
&normals[vncount][0], &normals[vncount][1],
fragment.display_list = display_list;
// push this fragment onto the tile's object list
- tile->fragment_list.push_back(fragment);
+ t->fragment_list.push_back(fragment);
} else {
in_fragment = 1;
}
xglNewList(display_list, GL_COMPILE);
in_faces = 0;
+ // reset the existing face list
+ // printf("cleaning a fragment with %d faces\n",
+ // fragment.faces.size());
+ while ( fragment.faces.size() ) {
+ // printf("emptying face list\n");
+ fragment.faces.pop_front();
+ }
+
// scan the material line
sscanf(line, "usemtl %s\n", material);
// give the fragment a pointer back to the tile
- (fgTILE *)fragment.tile_ptr = tile;
+ (fgTILE *)fragment.tile_ptr = t;
// find this material in the properties list
map < string, fgMATERIAL, less<string> > :: iterator myfind =
// fgPrintf( FG_TERRAIN, FG_DEBUG, " new tri strip = %s", line);
sscanf(line, "t %d %d %d %d\n", &n1, &n2, &n3, &n4);
+ fragment.add_face(n1, n2, n3);
+
// fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = ");
xglBegin(GL_TRIANGLE_STRIP);
// (averaged) normals
MAT3_SCALE_VEC(normal, normals[n1], scale);
xglNormal3dv(normal);
- pp = calc_tex_coords(nodes[n1], &tile->center);
+ pp = calc_tex_coords(t->nodes[n1], &t->center);
xglTexCoord2f(pp.lon, pp.lat);
- xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
+ xglVertex3d(t->nodes[n1][0], t->nodes[n1][1], t->nodes[n1][2]);
MAT3_SCALE_VEC(normal, normals[n2], scale);
xglNormal3dv(normal);
- pp = calc_tex_coords(nodes[n2], &tile->center);
+ pp = calc_tex_coords(t->nodes[n2], &t->center);
xglTexCoord2f(pp.lon, pp.lat);
- xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
+ xglVertex3d(t->nodes[n2][0], t->nodes[n2][1], t->nodes[n2][2]);
MAT3_SCALE_VEC(normal, normals[n3], scale);
xglNormal3dv(normal);
- pp = calc_tex_coords(nodes[n3], &tile->center);
+ pp = calc_tex_coords(t->nodes[n3], &t->center);
xglTexCoord2f(pp.lon, pp.lat);
- xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]);
+ xglVertex3d(t->nodes[n3][0], t->nodes[n3][1], t->nodes[n3][2]);
} else {
// Shading model is "GL_FLAT" so calculate per face
// normals on the fly.
if ( odd ) {
- calc_normal(nodes[n1], nodes[n2],
- nodes[n3], approx_normal);
+ calc_normal(t->nodes[n1], t->nodes[n2],
+ t->nodes[n3], approx_normal);
} else {
- calc_normal(nodes[n2], nodes[n1],
- nodes[n3], approx_normal);
+ calc_normal(t->nodes[n2], t->nodes[n1],
+ t->nodes[n3], approx_normal);
}
MAT3_SCALE_VEC(normal, approx_normal, scale);
xglNormal3dv(normal);
- pp = calc_tex_coords(nodes[n1], &tile->center);
+ pp = calc_tex_coords(t->nodes[n1], &t->center);
xglTexCoord2f(pp.lon, pp.lat);
- xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
+ xglVertex3d(t->nodes[n1][0], t->nodes[n1][1], t->nodes[n1][2]);
- pp = calc_tex_coords(nodes[n2], &tile->center);
+ pp = calc_tex_coords(t->nodes[n2], &t->center);
xglTexCoord2f(pp.lon, pp.lat);
- xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
+ xglVertex3d(t->nodes[n2][0], t->nodes[n2][1], t->nodes[n2][2]);
- pp = calc_tex_coords(nodes[n3], &tile->center);
+ pp = calc_tex_coords(t->nodes[n3], &t->center);
xglTexCoord2f(pp.lon, pp.lat);
- xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]);
+ xglVertex3d(t->nodes[n3][0], t->nodes[n3][1], t->nodes[n3][2]);
}
odd = 1 - odd;
last2 = n3;
if ( n4 > 0 ) {
+ fragment.add_face(n3, n2, n4);
+
if ( o->shading ) {
// Shading model is "GL_SMOOTH"
MAT3_SCALE_VEC(normal, normals[n4], scale);
} else {
// Shading model is "GL_FLAT"
- calc_normal(nodes[n3], nodes[n2], nodes[n4], approx_normal);
+ calc_normal(t->nodes[n3], t->nodes[n2], t->nodes[n4],
+ approx_normal);
MAT3_SCALE_VEC(normal, approx_normal, scale);
}
xglNormal3dv(normal);
- pp = calc_tex_coords(nodes[n4], &tile->center);
+ pp = calc_tex_coords(t->nodes[n4], &t->center);
xglTexCoord2f(pp.lon, pp.lat);
- xglVertex3d(nodes[n4][0], nodes[n4][1], nodes[n4][2]);
+ xglVertex3d(t->nodes[n4][0], t->nodes[n4][1], t->nodes[n4][2]);
odd = 1 - odd;
last1 = n3;
// fgPrintf( FG_TERRAIN, FG_DEBUG, "new triangle = %s", line);*/
sscanf(line, "f %d %d %d\n", &n1, &n2, &n3);
+ fragment.add_face(n1, n2, n3);
+
xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
- pp = calc_tex_coords(nodes[n1], &tile->center);
+ pp = calc_tex_coords(t->nodes[n1], &t->center);
xglTexCoord2f(pp.lon, pp.lat);
- xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
+ xglVertex3d(t->nodes[n1][0], t->nodes[n1][1], t->nodes[n1][2]);
xglNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]);
- pp = calc_tex_coords(nodes[n2], &tile->center);
+ pp = calc_tex_coords(t->nodes[n2], &t->center);
xglTexCoord2f(pp.lon, pp.lat);
- xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
+ xglVertex3d(t->nodes[n2][0], t->nodes[n2][1], t->nodes[n2][2]);
xglNormal3d(normals[n3][0], normals[n3][1], normals[n3][2]);
- pp = calc_tex_coords(nodes[n3], &tile->center);
+ pp = calc_tex_coords(t->nodes[n3], &t->center);
xglTexCoord2f(pp.lon, pp.lat);
- xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]);
+ xglVertex3d(t->nodes[n3][0], t->nodes[n3][1], t->nodes[n3][2]);
} else if ( line[0] == 'q' ) {
// continue a triangle strip
n1 = n2 = 0;
sscanf(line, "q %d %d\n", &n1, &n2);
// fgPrintf( FG_TERRAIN, FG_DEBUG, "read %d %d\n", n1, n2);
+ if ( odd ) {
+ fragment.add_face(last1, last2, n1);
+ } else {
+ fragment.add_face(last2, last1, n1);
+ }
+
if ( o->shading ) {
// Shading model is "GL_SMOOTH"
MAT3_SCALE_VEC(normal, normals[n1], scale);
} else {
// Shading model is "GL_FLAT"
if ( odd ) {
- calc_normal(nodes[last1], nodes[last2], nodes[n1],
+ calc_normal(t->nodes[last1], t->nodes[last2], t->nodes[n1],
approx_normal);
} else {
- calc_normal(nodes[last2], nodes[last1], nodes[n1],
+ calc_normal(t->nodes[last2], t->nodes[last1], t->nodes[n1],
approx_normal);
}
MAT3_SCALE_VEC(normal, approx_normal, scale);
xglNormal3dv(normal);
}
- pp = calc_tex_coords(nodes[n1], &tile->center);
+ pp = calc_tex_coords(t->nodes[n1], &t->center);
xglTexCoord2f(pp.lon, pp.lat);
- xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
+ xglVertex3d(t->nodes[n1][0], t->nodes[n1][1], t->nodes[n1][2]);
odd = 1 - odd;
last1 = last2;
if ( n2 > 0 ) {
// fgPrintf( FG_TERRAIN, FG_DEBUG, " (cont)\n");
+ if ( odd ) {
+ fragment.add_face(last1, last2, n2);
+ } else {
+ fragment.add_face(last2, last1, n2);
+ }
+
if ( o->shading ) {
// Shading model is "GL_SMOOTH"
MAT3_SCALE_VEC(normal, normals[n2], scale);
} else {
// Shading model is "GL_FLAT"
if ( odd ) {
- calc_normal(nodes[last1], nodes[last2], nodes[n2],
- approx_normal);
+ calc_normal(t->nodes[last1], t->nodes[last2],
+ t->nodes[n2], approx_normal);
} else {
- calc_normal(nodes[last2], nodes[last1], nodes[n2],
- approx_normal);
+ calc_normal(t->nodes[last2], t->nodes[last1],
+ t->nodes[n2], approx_normal);
}
MAT3_SCALE_VEC(normal, approx_normal, scale);
xglNormal3dv(normal);
}
- pp = calc_tex_coords(nodes[n2], &tile->center);
+ pp = calc_tex_coords(t->nodes[n2], &t->center);
xglTexCoord2f(pp.lon, pp.lat);
- xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
+ xglVertex3d(t->nodes[n2][0], t->nodes[n2][1], t->nodes[n2][2]);
odd = 1 -odd;
last1 = last2;
fragment.display_list = display_list;
// push this fragment onto the tile's object list
- tile->fragment_list.push_back(fragment);
+ t->fragment_list.push_back(fragment);
}
// Draw normal vectors (for visually verifying normals)
/*
xglBegin(GL_LINES);
xglColor3f(0.0, 0.0, 0.0);
- for ( i = 0; i < ncount; i++ ) {
- xglVertex3d(nodes[i][0],
- nodes[i][1] ,
- nodes[i][2]);
- xglVertex3d(nodes[i][0] + 500*normals[i][0],
- nodes[i][1] + 500*normals[i][1],
- nodes[i][2] + 500*normals[i][2]);
+ for ( i = 0; i < t->ncount; i++ ) {
+ xglVertex3d(t->nodes[i][0],
+ t->nodes[i][1] ,
+ t->nodes[i][2]);
+ xglVertex3d(t->nodes[i][0] + 500*normals[i][0],
+ t->nodes[i][1] + 500*normals[i][1],
+ t->nodes[i][2] + 500*normals[i][2]);
}
xglEnd();
*/
// $Log$
+// Revision 1.18 1998/07/12 03:18:27 curt
+// Added ground collision detection. This involved:
+// - saving the entire vertex list for each tile with the tile records.
+// - saving the face list for each fragment with the fragment records.
+// - code to intersect the current vertical line with the proper face in
+// an efficient manner as possible.
+// Fixed a bug where the tiles weren't being shifted to "near" (0,0,0)
+//
// Revision 1.17 1998/07/08 14:47:21 curt
// Fix GL_MODULATE vs. GL_DECAL problem introduced by splash screen.
// polare3d.h renamed to polar3d.hxx
fgPrintf(FG_TERRAIN, FG_INFO, "Initializing scenery subsystem\n");
-#ifdef 0
- /* set the default terrain detail level */
- // scenery.terrain_skip = 6;
+ scenery.cur_elev = -9999;
- /* temp: load in a demo texture */
- path[0] = '\0';
- strcat(path, o->fg_root);
- strcat(path, "/Textures/");
- strcat(path, "desert.rgb");
-
- // Try uncompressed
- if ( (texbuf = read_rgb_texture(path, &width, &height)) == NULL ) {
- // Try compressed
- strcpy(fgpath, path);
- strcat(fgpath, ".gz");
- if ( (texbuf = read_rgb_texture(fgpath, &width, &height)) == NULL ) {
- fgPrintf( FG_GENERAL, FG_EXIT, "Error in loading texture %s\n",
- path );
- return(0);
- }
- }
-
- xglTexImage2D(GL_TEXTURE_2D, 0, 3, width, height, 0,
- GL_RGB, GL_UNSIGNED_BYTE, texbuf);
-#endif // 0
return(1);
}
/* $Log$
-/* Revision 1.5 1998/06/17 21:36:41 curt
-/* Load and manage multiple textures defined in the Materials library.
-/* Boost max material fagments for each material property to 800.
-/* Multiple texture support when rendering.
+/* Revision 1.6 1998/07/12 03:18:27 curt
+/* Added ground collision detection. This involved:
+/* - saving the entire vertex list for each tile with the tile records.
+/* - saving the face list for each fragment with the fragment records.
+/* - code to intersect the current vertical line with the proper face in
+/* an efficient manner as possible.
+/* Fixed a bug where the tiles weren't being shifted to "near" (0,0,0)
/*
+ * Revision 1.5 1998/06/17 21:36:41 curt
+ * Load and manage multiple textures defined in the Materials library.
+ * Boost max material fagments for each material property to 800.
+ * Multiple texture support when rendering.
+ *
* Revision 1.4 1998/05/13 18:26:40 curt
* Root path info moved to fgOPTIONS.
*
/* Define a structure containing global scenery parameters */
struct fgSCENERY {
- /* number of terrain data points to skip */
- int terrain_skip;
-
/* center of current scenery chunk */
fgPoint3d center;
/* angle of sun relative to current local horizontal */
double sun_angle;
+
+ // elevation of terrain at our current lat/lon (based on the
+ // actual drawn polygons)
+ double cur_elev;
};
extern struct fgSCENERY scenery;
/* $Log$
-/* Revision 1.3 1998/07/08 14:47:22 curt
-/* Fix GL_MODULATE vs. GL_DECAL problem introduced by splash screen.
-/* polare3d.h renamed to polar3d.hxx
-/* fg{Cartesian,Polar}Point3d consolodated.
-/* Added some initial support for calculating local current ground elevation.
+/* Revision 1.4 1998/07/12 03:18:28 curt
+/* Added ground collision detection. This involved:
+/* - saving the entire vertex list for each tile with the tile records.
+/* - saving the face list for each fragment with the fragment records.
+/* - code to intersect the current vertical line with the proper face in
+/* an efficient manner as possible.
+/* Fixed a bug where the tiles weren't being shifted to "near" (0,0,0)
/*
+ * Revision 1.3 1998/07/08 14:47:22 curt
+ * Fix GL_MODULATE vs. GL_DECAL problem introduced by splash screen.
+ * polare3d.h renamed to polar3d.hxx
+ * fg{Cartesian,Polar}Point3d consolodated.
+ * Added some initial support for calculating local current ground elevation.
+ *
* Revision 1.2 1998/05/02 01:52:16 curt
* Playing around with texture coordinates.
*
// (Log is kept at end of this file)
+#include <Include/fg_constants.h>
+#include <Include/fg_types.h>
+#include <Math/mat3.h>
+
#include "tile.hxx"
}
+// Add a face to the face list
+void fgFRAGMENT::add_face(int n1, int n2, int n3) {
+ fgFACE face;
+
+ face.n1 = n1;
+ face.n2 = n2;
+ face.n3 = n3;
+
+ faces.push_back(face);
+}
+
+
+// return the sign of a value
+static int fg_sign( double x ) {
+ if ( x >= 0 ) {
+ return(1);
+ } else {
+ return(-1);
+ }
+}
+
+
+// return the minimum of the three values
+static double fg_min( double a, double b, double c ) {
+ double result;
+ result = a;
+ if (result > b) result = b;
+ if (result > c) result = c;
+
+ return(result);
+}
+
+
+// return the maximum of the three values
+static double fg_max( double a, double b, double c ) {
+ double result;
+ result = a;
+ if (result < b) result = b;
+ if (result < c) result = c;
+
+ return(result);
+}
+
+
+// test if line intesects with this fragment. p0 and p1 are the two
+// line end points of the line. If side_flag is true, check to see
+// that end points are on opposite sides of face. Returns 1 if it
+// does, 0 otherwise. If it intesects, result is the point of
+// intersection
+
+int fgFRAGMENT::intersect( fgPoint3d *end0, fgPoint3d *end1, int side_flag,
+ fgPoint3d *result)
+{
+ fgTILE *t;
+ fgFACE face;
+ MAT3vec v1, v2, n, center;
+ double p1[3], p2[3], p3[3];
+ 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;
+ int side1, side2;
+ list < fgFACE > :: iterator current;
+ list < fgFACE > :: iterator last;
+
+ // find the associated tile
+ t = (fgTILE *)tile_ptr;
+
+ // printf("Intersecting\n");
+
+ // traverse the face list for this fragment
+ current = faces.begin();
+ last = faces.end();
+ while ( current != last ) {
+ face = *current;
+ current++;
+
+ // printf(".");
+
+ // get face vertex coordinates
+ center[0] = t->center.x;
+ center[1] = t->center.y;
+ center[2] = t->center.z;
+
+ MAT3_ADD_VEC(p1, t->nodes[face.n1], center);
+ MAT3_ADD_VEC(p2, t->nodes[face.n2], center);
+ MAT3_ADD_VEC(p3, t->nodes[face.n3], center);
+
+ // printf("point 1 = %.2f %.2f %.2f\n", p1[0], p1[1], p1[2]);
+ // printf("point 2 = %.2f %.2f %.2f\n", p2[0], p2[1], p2[2]);
+ // printf("point 3 = %.2f %.2f %.2f\n", p3[0], p3[1], p3[2]);
+
+ // calculate two edge vectors, and the face normal
+ MAT3_SUB_VEC(v1, p2, p1);
+ MAT3_SUB_VEC(v2, p3, p1);
+ MAT3cross_product(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 = end0->x; x1 = end1->x;
+ y0 = end0->y; y1 = end1->y;
+ z0 = end0->z; z1 = end1->z;
+
+ a1 = x1 - x0;
+ 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 ) {
+ result->x = (t1*x0 - b*y0 + t2*x0 - c*z0 + d) / (a + t1 + t2);
+ result->y = (b1/a1) * (result->x - x0) + y0;
+ result->z = (c1/a1) * (result->x - x0) + z0;
+ // printf("result(d) = %.2f\n",
+ // a * result->x + b * result->y + c * result->z);
+ } else {
+ // no intersection point
+ continue;
+ }
+
+ if ( side_flag ) {
+ // check to see if end0 and end1 are on opposite sides of
+ // plane
+ if ( (result->x - x0) > FG_EPSILON ) {
+ t1 = result->x; t2 = x0; t3 = x1;
+ } else if ( (result->y - y0) > FG_EPSILON ) {
+ t1 = result->y; t2 = y0; t3 = y1;
+ } else if ( (result->z - z0) > FG_EPSILON ) {
+ t1 = result->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
+ return(1);
+ }
+ if ( fg_sign(t1 - t2) == fg_sign(t1 - t3) ) {
+ // same side, punt
+ continue;
+ }
+ }
+
+ // check to see if intersection point is in the bounding
+ // cube of the face
+ xmin = fg_min(p1[0], p2[0], p3[0]);
+ xmax = fg_max(p1[0], p2[0], p3[0]);
+ ymin = fg_min(p1[1], p2[1], p3[1]);
+ ymax = fg_max(p1[1], p2[1], p3[1]);
+ zmin = fg_min(p1[2], p2[2], p3[2]);
+ zmax = fg_max(p1[2], p2[2], p3[2]);
+ // printf("bounding cube = %.2f,%.2f,%.2f %.2f,%.2f,%.2f\n",
+ // xmin, ymin, zmin, xmax, ymax, zmax);
+ // punt if outside bouding cube
+ if ( result->x < xmin ) {
+ continue;
+ } else if ( result->x > xmax ) {
+ continue;
+ } else if ( result->y < ymin ) {
+ continue;
+ } else if ( result->y > ymax ) {
+ continue;
+ } else if ( result->z < zmin ) {
+ continue;
+ } else if ( result->z > zmax ) {
+ 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_min(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 = result->y; ry = result->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 = result->x; ry = result->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 = result->x; ry = result->y;
+ }
+
+ // check if intersection point is on the same side of p1 <-> p2 as p3
+ side1 = fg_sign((y1 - y2) * ((x3) - x2) / (x1 - x2) + y2 - (y3));
+ side2 = fg_sign((y1 - y2) * ((rx) - x2) / (x1 - 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
+ side1 = fg_sign((y2 - y3) * ((x1) - x3) / (x2 - x3) + y3 - (y1));
+ side2 = fg_sign((y2 - y3) * ((rx) - x3) / (x2 - 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
+ side1 = fg_sign((y1 - y3) * ((x2) - x3) / (x1 - x3) + y3 - (y2));
+ side2 = fg_sign((y1 - y3) * ((rx) - x3) / (x1 - x3) + y3 - (ry));
+ if ( side1 != side2 ) {
+ // printf("failed side 3 check\n");
+ continue;
+ }
+
+ // printf( "intersection point = %.2f %.2f %.2f\n",
+ // result->x, result->y, result->z);
+ return(1);
+ }
+
+ // printf("\n");
+
+ return(0);
+}
+
+
// Destructor
fgFRAGMENT::~fgFRAGMENT ( void ) {
+ // Step through the face list deleting the items until the list is
+ // empty
+
+ // printf("destructing a fragment with %d faces\n", faces.size());
+
+ while ( faces.size() ) {
+ // printf("emptying face list\n");
+ faces.pop_front();
+ }
}
// Constructor
fgTILE::fgTILE ( void ) {
+ nodes = new double[MAX_NODES][3];
}
// Destructor
fgTILE::~fgTILE ( void ) {
+ free(nodes);
}
// $Log$
+// Revision 1.2 1998/07/12 03:18:28 curt
+// Added ground collision detection. This involved:
+// - saving the entire vertex list for each tile with the tile records.
+// - saving the face list for each fragment with the fragment records.
+// - code to intersect the current vertical line with the proper face in
+// an efficient manner as possible.
+// Fixed a bug where the tiles weren't being shifted to "near" (0,0,0)
+//
// Revision 1.1 1998/05/23 14:09:21 curt
// Added tile.cxx and tile.hxx.
// Working on rewriting the tile management system so a tile is just a list
#include <Bucket/bucketutils.h>
#include <Include/fg_types.h>
+#include <Math/mat3.h>
+
+
+// Maximum nodes per tile
+#define MAX_NODES 1000
+
+
+typedef struct {
+ int n1, n2, n3;
+} fgFACE;
// Object fragment data class
// OpenGL display list for fragment data
GLint display_list;
+ // face list (this indexes into the master tile vertex list)
+ list < fgFACE > faces;
+
// Constructor
fgFRAGMENT ( void );
+ // Add a face to the face list
+ void add_face(int n1, int n2, int n3);
+
+ // test if line intesects with this fragment. p0 and p1 are the
+ // two line end points of the line. If side_flag is true, check
+ // to see that end points are on opposite sides of face. Returns
+ // 1 if it does, 0 otherwise. If it intesects, result is the
+ // point of intersection
+ int intersect( fgPoint3d *end0, fgPoint3d *end1, int side_flag,
+ fgPoint3d *result);
+
// Destructor
~fgFRAGMENT ( void );
};
public:
+ // node list (the per fragment face lists reference this node list)
+ double (*nodes)[3];
+ int ncount;
+
// culling data for whole tile (course grain culling)
fgPoint3d center;
double bounding_radius;
// $Log$
+// Revision 1.11 1998/07/12 03:18:28 curt
+// Added ground collision detection. This involved:
+// - saving the entire vertex list for each tile with the tile records.
+// - saving the face list for each fragment with the fragment records.
+// - code to intersect the current vertical line with the proper face in
+// an efficient manner as possible.
+// Fixed a bug where the tiles weren't being shifted to "near" (0,0,0)
+//
// Revision 1.10 1998/07/08 14:47:22 curt
// Fix GL_MODULATE vs. GL_DECAL problem introduced by splash screen.
// polare3d.h renamed to polar3d.hxx
#include <Main/views.hxx>
#include "obj.hxx"
+#include "tile.hxx"
#include "tilecache.hxx"
// Free a tile cache entry
void fgTILECACHE::EntryFree( int index ) {
- fgFRAGMENT fragment;
+ fgFRAGMENT *fragment;
// Mark this cache entry as un-used
tile_cache[index].used = 0;
// Step through the fragment list, deleting the display list, then
// the fragment, until the list is empty.
while ( tile_cache[index].fragment_list.size() ) {
- fragment = tile_cache[index].fragment_list.front();
- xglDeleteLists( fragment.display_list, 1 );
+ list < fgFRAGMENT > :: iterator current =
+ tile_cache[index].fragment_list.begin();
+ fragment = &(*current);
+ xglDeleteLists( fragment->display_list, 1 );
+
tile_cache[index].fragment_list.pop_front();
}
}
// $Log$
+// Revision 1.12 1998/07/12 03:18:29 curt
+// Added ground collision detection. This involved:
+// - saving the entire vertex list for each tile with the tile records.
+// - saving the face list for each fragment with the fragment records.
+// - code to intersect the current vertical line with the proper face in
+// an efficient manner as possible.
+// Fixed a bug where the tiles weren't being shifted to "near" (0,0,0)
+//
// Revision 1.11 1998/07/04 00:54:30 curt
// Added automatic mipmap generation.
//
fgTILECACHE *c;
fgFLIGHT *f;
fgOPTIONS *o;
- fgTILE *t;
+ fgTILE *t, *last_tile_ptr;
fgVIEW *v;
fgBUCKET p;
- fgPoint3d frag_offset, fc, pp;
+ fgPoint3d frag_offset, pp;
+ fgPoint3d earth_center, result;
fgFRAGMENT *frag_ptr;
fgMATERIAL *mtl_ptr;
- fgTILE *last_tile_ptr;
GLdouble *m;
double dist, min_dist, lat_geod, alt, sea_level_r;
double x, y, z;
index = c->Exists(&p);
t = c->GetTile(index);
+ scenery.next_center.x = t->center.x;
+ scenery.next_center.y = t->center.y;
+ scenery.next_center.z = t->center.z;
+
+ earth_center.x = 0.0;
+ earth_center.y = 0.0;
+ earth_center.z = 0.0;
+
fgPrintf( FG_TERRAIN, FG_DEBUG,
"Pos = (%.2f, %.2f) Current bucket = %d %d %d %d Index = %ld\n",
FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG,
}
// Calculate the model_view transformation matrix for this tile
+ // This is equivalent to doing a glTranslatef(x, y, z);
m[12] = m[0] * x + m[4] * y + m[8] * z + m[12];
m[13] = m[1] * x + m[5] * y + m[9] * z + m[13];
m[14] = m[2] * x + m[6] * y + m[10] * z + m[14];
// temp ... calc current terrain elevation
// calculate distance from vertical tangent line at
// current position to center of tile.
- dist = point_line_dist(&(t->offset), &(v->view_pos), v->local_up);
+
+ /* printf("distance = %.2f, bounding radius = %.2f\n",
+ point_line_dist(&(t->offset), &(v->view_pos), v->local_up),
+ t->bounding_radius); */
+
+ dist = point_line_dist(&(t->center), &(v->abs_view_pos), v->local_up);
if ( dist < t->bounding_radius ) {
// traverse fragment list for tile
while ( current != last ) {
frag_ptr = &(*current);
current++;
- dist = point_line_dist( &(frag_ptr->center), &(v->view_pos),
- v->local_up);
+ /* printf("distance = %.2f, bounding radius = %.2f\n",
+ point_line_dist( &(frag_ptr->center),
+ &(v->abs_view_pos), v->local_up),
+ frag_ptr->bounding_radius); */
+
+ dist = point_line_dist( &(frag_ptr->center),
+ &(v->abs_view_pos), v->local_up);
if ( dist <= frag_ptr->bounding_radius ) {
- if ( dist < min_dist ) {
- min_dist = dist;
+ if ( frag_ptr->intersect( &(v->abs_view_pos),
+ &earth_center, 0, &result ) ) {
// compute geocentric coordinates of tile center
- pp = fgCartToPolar3d(frag_ptr->center);
+ pp = fgCartToPolar3d(result);
// convert to geodetic coordinates
fgGeocToGeod(pp.lat, pp.radius, &lat_geod,
&alt, &sea_level_r);
+ // printf("alt = %.2f\n", alt);
+ scenery.cur_elev = alt;
+ // exit this loop since we found an intersection
+ break;
}
}
}
-
- if ( min_dist <= t->bounding_radius ) {
- printf("min_dist = %.2f alt = %.2f\n", min_dist, alt);
- }
}
// Course (tile based) culling
// $Log$
+// Revision 1.24 1998/07/12 03:18:29 curt
+// Added ground collision detection. This involved:
+// - saving the entire vertex list for each tile with the tile records.
+// - saving the face list for each fragment with the fragment records.
+// - code to intersect the current vertical line with the proper face in
+// an efficient manner as possible.
+// Fixed a bug where the tiles weren't being shifted to "near" (0,0,0)
+//
// Revision 1.23 1998/07/08 14:47:23 curt
// Fix GL_MODULATE vs. GL_DECAL problem introduced by splash screen.
// polare3d.h renamed to polar3d.hxx