#include <stdio.h>
#include <string.h>
+#include <osg/Camera>
+#include <osg/Transform>
+#include <osg/MatrixTransform>
+#include <osg/PositionAttitudeTransform>
+#include <osg/CameraView>
#include <osgViewer/Viewer>
-#include <osgUtil/IntersectVisitor>
#include <simgear/constants.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/scene/util/SGNodeMasks.hxx>
#include <simgear/scene/util/SGSceneUserData.hxx>
#include <simgear/scene/model/CheckSceneryVisitor.hxx>
+#include <simgear/scene/bvh/BVHNode.hxx>
+#include <simgear/scene/bvh/BVHLineSegmentVisitor.hxx>
#include <Main/renderer.hxx>
#include <Main/fg_props.hxx>
}
};
+class FGSceneryIntersect : public osg::NodeVisitor {
+public:
+ FGSceneryIntersect(const SGLineSegmentd& lineSegment,
+ const osg::Node* skipNode) :
+ osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN),
+ _lineSegment(lineSegment),
+ _skipNode(skipNode),
+ _material(0),
+ _haveHit(false)
+ { }
+
+ bool getHaveHit() const
+ { return _haveHit; }
+ const SGLineSegmentd& getLineSegment() const
+ { return _lineSegment; }
+ const SGMaterial* getMaterial() const
+ { return _material; }
+
+ virtual void apply(osg::Node& node)
+ {
+ if (&node == _skipNode)
+ return;
+ if (!testBoundingSphere(node.getBound()))
+ return;
+
+ addBoundingVolume(node);
+ }
+
+ virtual void apply(osg::Group& group)
+ {
+ if (&group == _skipNode)
+ return;
+ if (!testBoundingSphere(group.getBound()))
+ return;
+
+ traverse(group);
+ addBoundingVolume(group);
+ }
+
+ virtual void apply(osg::Transform& transform)
+ { handleTransform(transform); }
+ virtual void apply(osg::Camera& camera)
+ {
+ if (camera.getRenderOrder() != osg::Camera::NESTED_RENDER)
+ return;
+ handleTransform(camera);
+ }
+ virtual void apply(osg::CameraView& transform)
+ { handleTransform(transform); }
+ virtual void apply(osg::MatrixTransform& transform)
+ { handleTransform(transform); }
+ virtual void apply(osg::PositionAttitudeTransform& transform)
+ { handleTransform(transform); }
+
+private:
+ void handleTransform(osg::Transform& transform)
+ {
+ if (&transform == _skipNode)
+ return;
+ // Hmm, may be this needs to be refined somehow ...
+ if (transform.getReferenceFrame() != osg::Transform::RELATIVE_RF)
+ return;
+
+ if (!testBoundingSphere(transform.getBound()))
+ return;
+
+ osg::Matrix inverseMatrix;
+ if (!transform.computeWorldToLocalMatrix(inverseMatrix, this))
+ return;
+ osg::Matrix matrix;
+ if (!transform.computeLocalToWorldMatrix(matrix, this))
+ return;
+
+ SGLineSegmentd lineSegment = _lineSegment;
+ bool haveHit = _haveHit;
+ const SGMaterial* material = _material;
+
+ _haveHit = false;
+ _lineSegment = lineSegment.transform(SGMatrixd(inverseMatrix.ptr()));
+
+ addBoundingVolume(transform);
+ traverse(transform);
+
+ if (_haveHit) {
+ _lineSegment = _lineSegment.transform(SGMatrixd(matrix.ptr()));
+ } else {
+ _lineSegment = lineSegment;
+ _material = material;
+ _haveHit = haveHit;
+ }
+ }
+
+ simgear::BVHNode* getNodeBoundingVolume(osg::Node& node)
+ {
+ SGSceneUserData* userData = SGSceneUserData::getSceneUserData(&node);
+ if (!userData)
+ return 0;
+ return userData->getBVHNode();
+ }
+ void addBoundingVolume(osg::Node& node)
+ {
+ simgear::BVHNode* bvNode = getNodeBoundingVolume(node);
+ if (!bvNode)
+ return;
+
+ // Find ground intersection on the bvh nodes
+ simgear::BVHLineSegmentVisitor lineSegmentVisitor(_lineSegment,
+ 0/*startTime*/);
+ bvNode->accept(lineSegmentVisitor);
+ if (!lineSegmentVisitor.empty()) {
+ _lineSegment = lineSegmentVisitor.getLineSegment();
+ _material = lineSegmentVisitor.getMaterial();
+ _haveHit = true;
+ }
+ }
+
+ bool testBoundingSphere(const osg::BoundingSphere& bound) const
+ {
+ if (!bound.valid())
+ return false;
+
+ SGSphered sphere(toVec3d(toSG(bound._center)), bound._radius);
+ return intersects(_lineSegment, sphere);
+ }
+
+ SGLineSegmentd _lineSegment;
+ const osg::Node* _skipNode;
+
+ const SGMaterial* _material;
+ bool _haveHit;
+};
+
// Scenery Management system
FGScenery::FGScenery()
{
SGGeod geodEnd = geod;
geodEnd.setElevationM(SGMiscd::min(geod.getElevationM() - 10, -10000));
SGVec3d end = SGVec3d::fromGeod(geodEnd);
-
- osgUtil::IntersectVisitor intersectVisitor;
+
+ FGSceneryIntersect intersectVisitor(SGLineSegmentd(start, end), butNotFrom);
intersectVisitor.setTraversalMask(SG_NODEMASK_TERRAIN_BIT);
- osg::ref_ptr<osg::LineSegment> lineSegment;
- lineSegment = new osg::LineSegment(toOsg(start), toOsg(end));
- intersectVisitor.addLineSegment(lineSegment.get());
get_scene_graph()->accept(intersectVisitor);
- bool hits = false;
- if (intersectVisitor.hits()) {
- int nHits = intersectVisitor.getNumHits(lineSegment.get());
- alt = -SGLimitsd::max();
- for (int i = 0; i < nHits; ++i) {
- const osgUtil::Hit& hit
- = intersectVisitor.getHitList(lineSegment.get())[i];
- if (butNotFrom &&
- std::find(hit.getNodePath().begin(), hit.getNodePath().end(),
- butNotFrom) != hit.getNodePath().end())
- continue;
-
- // We might need the double variant of the intersection point.
- // Thus we cannot use the float variant delivered by
- // hit.getWorldIntersectPoint() but we have to redo that with osg::Vec3d.
- osg::Vec3d point = hit.getLocalIntersectPoint();
- if (hit.getMatrix())
- point = point*(*hit.getMatrix());
- SGGeod geod = SGGeod::fromCart(toSG(point));
- double elevation = geod.getElevationM();
- if (alt < elevation) {
- alt = elevation;
- hits = true;
- if (material)
- *material = SGMaterialLib::findMaterial(hit.getGeode());
- }
- }
- }
- return hits;
+ if (!intersectVisitor.getHaveHit())
+ return false;
+
+ geodEnd = SGGeod::fromCart(intersectVisitor.getLineSegment().getEnd());
+ alt = geod.getElevationM();
+ if (material)
+ *material = intersectVisitor.getMaterial();
+
+ return true;
}
bool
// computation of ground intersection.
SGVec3d start = pos;
SGVec3d end = start + 1e5*normalize(dir); // FIXME visibility ???
-
- osgUtil::IntersectVisitor intersectVisitor;
+
+ FGSceneryIntersect intersectVisitor(SGLineSegmentd(start, end), butNotFrom);
intersectVisitor.setTraversalMask(SG_NODEMASK_TERRAIN_BIT);
- osg::ref_ptr<osg::LineSegment> lineSegment;
- lineSegment = new osg::LineSegment(toOsg(start), toOsg(end));
- intersectVisitor.addLineSegment(lineSegment.get());
get_scene_graph()->accept(intersectVisitor);
- bool hits = false;
- if (intersectVisitor.hits()) {
- int nHits = intersectVisitor.getNumHits(lineSegment.get());
- double dist = SGLimitsd::max();
- for (int i = 0; i < nHits; ++i) {
- const osgUtil::Hit& hit
- = intersectVisitor.getHitList(lineSegment.get())[i];
- if (butNotFrom &&
- std::find(hit.getNodePath().begin(), hit.getNodePath().end(),
- butNotFrom) != hit.getNodePath().end())
- continue;
- // We might need the double variant of the intersection point.
- // Thus we cannot use the float variant delivered by
- // hit.getWorldIntersectPoint() but we have to redo that with osg::Vec3d.
- osg::Vec3d point = hit.getLocalIntersectPoint();
- if (hit.getMatrix())
- point = point*(*hit.getMatrix());
- double newdist = length(start - toSG(point));
- if (newdist < dist) {
- dist = newdist;
- nearestHit = toSG(point);
- hits = true;
- }
- }
- }
- return hits;
+ if (!intersectVisitor.getHaveHit())
+ return false;
+
+ nearestHit = intersectVisitor.getLineSegment().getEnd();
+ return true;
}
bool FGScenery::scenery_available(const SGGeod& position, double range_m)