#include <ssg.h> // plib include
#include <Debug/logstream.hxx>
+#include <Misc/fgstream.hxx>
#include <Airports/genapt.hxx>
#include <Bucket/newbucket.hxx>
#include <Clouds/cloudobj.hxx>
#include <Main/views.hxx>
#include <Misc/fgpath.hxx>
#include <Objects/obj.hxx>
+#include <Scenery/scenery.hxx> // for scenery.center
#include "tilecache.hxx"
#include "tileentry.hxx"
exit(-1);
}
- // Load the appropriate data file and build tile fragment list
+ tile_cache[index].select_ptr = new ssgSelector;
+ tile_cache[index].transform_ptr = new ssgTransform;
+ tile_cache[index].range_ptr = new ssgRangeSelector;
+ tile_cache[index].tile_bucket = p;
+
FGPath tile_path( current_options.get_fg_root() );
tile_path.append( "Scenery" );
tile_path.append( p.gen_base_path() );
- tile_path.append( p.gen_index_str() );
+
+ // Load the appropriate data file and build tile fragment list
+ FGPath tile_base = tile_path;
+ tile_base.append( p.gen_index_str() );
+ ssgBranch *new_tile = fgObjLoad( tile_base.str(), &tile_cache[index],
+ true );
- tile_cache[index].tile_bucket = p;
+ if ( new_tile != NULL ) {
+ tile_cache[index].range_ptr->addKid( new_tile );
+ }
+
+ // load custom objects
+ cout << "CUSTOM OBJECTS" << endl;
- tile_cache[index].select_ptr = new ssgSelector;
- tile_cache[index].transform_ptr = new ssgTransform;
- tile_cache[index].range_ptr = new ssgRangeSelector;
+ FGPath index_path = tile_path;
+ index_path.append( p.gen_index_str() );
+ index_path.concat( ".ind" );
+
+ cout << "Looking in " << index_path.str() << endl;
+
+ fg_gzifstream in( index_path.str() );
+
+ if ( in.is_open() ) {
+ string token, name;
+
+ while ( ! in.eof() ) {
+ in >> token;
+ in >> name;
+ in >> skipws;
+ cout << "token = " << token << " name = " << name << endl;
+
+ FGPath custom_path = tile_path;
+ custom_path.append( name );
+ ssgBranch *custom_obj = fgObjLoad( custom_path.str(),
+ &tile_cache[index], false );
+ if ( (new_tile != NULL) && (custom_obj != NULL) ) {
+ new_tile -> addKid( custom_obj );
+ }
+ }
+ }
- ssgBranch *new_tile = fgObjLoad( tile_path.str(), &tile_cache[index] );
+ // generate cloud layer
if ( current_options.get_clouds() ) {
ssgLeaf *cloud_layer = fgGenCloudLayer( &tile_cache[index],
current_options.get_clouds_asl() );
+ cloud_layer->clrTraversalMaskBits( SSGTRAV_HOT );
new_tile -> addKid( cloud_layer );
}
- if ( new_tile != NULL ) {
- tile_cache[index].range_ptr->addKid( new_tile );
- }
tile_cache[index].transform_ptr->addKid( tile_cache[index].range_ptr );
+
+ // calculate initial tile offset
+ tile_cache[index].SetOffset( scenery.center );
+ sgCoord sgcoord;
+ sgSetCoord( &sgcoord,
+ tile_cache[index].offset.x(),
+ tile_cache[index].offset.y(), tile_cache[index].offset.z(),
+ 0.0, 0.0, 0.0 );
+ tile_cache[index].transform_ptr->setTransform( &sgcoord );
+
tile_cache[index].select_ptr->addKid( tile_cache[index].transform_ptr );
terrain->addKid( tile_cache[index].select_ptr );
}
+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, sgMat4 m,
+ const sgVec3 p, const sgVec3 dir,
+ sgVec3 result )
+{
+ sgVec3 v1, v2, n;
+ sgVec3 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;
+ float *tmp;
+ 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
+
+ tmp = leaf->getVertex( i1 );
+ cout << s << "orig point 1 = " << tmp[0] << " " << tmp[1]
+ << " " << tmp[2] << endl;
+ sgXformPnt3( p1, tmp, m ) ;
+
+ tmp = leaf->getVertex( i2 );
+ cout << s << "orig point 2 = " << tmp[0] << " " << tmp[1]
+ << " " << tmp[2] << endl;
+ sgXformPnt3( p2, tmp, m ) ;
+
+ tmp = leaf->getVertex( i3 );
+ cout << s << "orig point 3 = " << tmp[0] << " " << tmp[1]
+ << " " << tmp[2] << endl;
+ sgXformPnt3( 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
+ sgSubVec3(v1, p2, p1);
+ sgSubVec3(v2, p3, p1);
+ sgVectorProductVec3(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
+ sgSetVec3( 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
+ sgSetVec3( 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);
+ sgSetVec3( result, x, y, z );
+ return true;
+ }
+
+ // printf("\n");
+
+ return false;
+}
+
+
+void FGTileMgr::my_ssg_los( string s, ssgBranch *branch, sgMat4 m,
+ const sgVec3 p, const sgVec3 dir )
+{
+ sgSphere *bsphere;
+ for ( ssgEntity *kid = branch->getKid( 0 );
+ kid != NULL;
+ kid = branch->getNextKid() )
+ {
+ if ( kid->getTraversalMask() & SSGTRAV_HOT ) {
+ bsphere = kid->getBSphere();
+ sgVec3 center;
+ sgCopyVec3( center, bsphere->getCenter() );
+ sgXformPnt3( 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 ( sgPointLineDistSquared( center, p, dir ) < radius_sqd ) {
+ // possible intersections
+ if ( kid->isAKindOf ( ssgTypeBranch() ) ) {
+ sgMat4 m_new;
+ sgCopyMat4(m_new, m);
+ if ( kid->isA( ssgTypeTransform() ) ) {
+ sgMat4 xform;
+ ((ssgTransform *)kid)->getTransform( xform );
+ sgPreMultMat4( m_new, xform );
+ }
+ my_ssg_los( s + " ", (ssgBranch *)kid, m_new, p, dir );
+ } else if ( kid->isAKindOf ( ssgTypeLeaf() ) ) {
+ sgVec3 result;
+ if ( my_ssg_instersect_leaf( s, (ssgLeaf *)kid, m, p, dir,
+ result ) )
+ {
+ cout << "sgLOS hit: " << result[0] << ","
+ << result[1] << "," << result[2] << endl;
+ }
+ }
+ } 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() );
-
- sgVec3 s;
- sgSetVec3(s, -abs_view_pos.x(), -abs_view_pos.y(), -abs_view_pos.z() );
-
- int num_hits = ssgLOS ( scene, s, m, &results ) ;
+ sgMakeIdentMat4 ( m ) ;
- for ( int i = 0 ; i < num_hits ; i++ ) {
- ssgHit *h = &(results [ i ]) ;
- // cout << "got a hit!" << endl;
- /* Do something with 'h' */
- }
-
- FG_LOG( FG_TERRAIN, FG_INFO, "(ssg) no terrain intersection found" );
+ sgVec3 sgavp, sgvp;
+ sgSetVec3(sgavp, abs_view_pos.x(), abs_view_pos.y(), abs_view_pos.z() );
+ sgSetVec3(sgvp, view_pos.x(), view_pos.y(), view_pos.z() );
- return 0.0;
+ cout << "starting ssg_los, view pos = " << view_pos[0] << " "
+ << view_pos[1] << " " << view_pos[2] << endl;
+ my_ssg_los( "", scene, m, sgvp, sgavp );
}
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 == " << scenery.cur_elev << endl;
+ double junk = current_elev_ssg( current_view.abs_view_pos,
+ current_view.view_pos );
+ cout << "current elevation (ssg) == " << junk << endl;
p_last = p1;
last_lon = f->get_Longitude() * RAD_TO_DEG;