#include <float.h>
+#include <utility>
+
#include <osg/CullFace>
#include <osg/Drawable>
#include <osg/Geode>
#include <osg/Geometry>
+#include <osg/PrimitiveSet>
#include <osg/TriangleFunctor>
+#include <osgUtil/PolytopeIntersector>
+
#include <simgear/sg_inlines.h>
#include <simgear/constants.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/scene/material/mat.hxx>
#include <simgear/scene/material/matlib.hxx>
+#include <simgear/scene/util/PrimitiveUtils.hxx>
#include <simgear/scene/util/SGNodeMasks.hxx>
#include <Main/globals.hxx>
#include "flight.hxx"
#include "groundcache.hxx"
-/// Ok, variant that uses a infinite line istead of the ray.
-/// also not that this only works if the ray direction is normalized.
-static inline bool
-intersectsInf(const SGRayd& ray, const SGSphered& sphere)
-{
- SGVec3d r = sphere.getCenter() - ray.getOrigin();
- double projectedDistance = dot(r, ray.getDirection());
- double dist = dot(r, r) - projectedDistance * projectedDistance;
- return dist < sphere.getRadius2();
-}
+using namespace osg;
+using namespace osgUtil;
+using namespace simgear;
-template<typename T>
-class SGExtendedTriangleFunctor : public osg::TriangleFunctor<T> {
-public:
- // Ok, to be complete we should also implement the indexed variants
- // For now this one appears to be enough ...
- void drawArrays(GLenum mode, GLint first, GLsizei count)
- {
- if (_vertexArrayPtr==0 || count==0) return;
-
- const osg::Vec3* vlast;
- const osg::Vec3* vptr;
- switch(mode) {
- case(GL_LINES):
- vlast = &_vertexArrayPtr[first+count];
- for(vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=2)
- this->operator()(*(vptr),*(vptr+1),_treatVertexDataAsTemporary);
- break;
- case(GL_LINE_STRIP):
- vlast = &_vertexArrayPtr[first+count-1];
- for(vptr=&_vertexArrayPtr[first];vptr<vlast;++vptr)
- this->operator()(*(vptr),*(vptr+1),_treatVertexDataAsTemporary);
- break;
- case(GL_LINE_LOOP):
- vlast = &_vertexArrayPtr[first+count-1];
- for(vptr=&_vertexArrayPtr[first];vptr<vlast;++vptr)
- this->operator()(*(vptr),*(vptr+1),_treatVertexDataAsTemporary);
- this->operator()(_vertexArrayPtr[first+count-1],
- _vertexArrayPtr[first],_treatVertexDataAsTemporary);
- break;
- default:
- osg::TriangleFunctor<T>::drawArrays(mode, first, count);
- break;
- }
- }
-protected:
- using osg::TriangleFunctor<T>::_vertexArrayPtr;
- using osg::TriangleFunctor<T>::_treatVertexDataAsTemporary;
-};
-
-class GroundCacheFillVisitor : public osg::NodeVisitor {
-public:
-
- /// class to just redirect triangles to the GroundCacheFillVisitor
- class GroundCacheFill {
- public:
- void setGroundCacheFillVisitor(GroundCacheFillVisitor* gcfv)
- { mGroundCacheFillVisitor = gcfv; }
-
- void operator () (const osg::Vec3& v1, const osg::Vec3& v2,
- const osg::Vec3& v3, bool)
- { mGroundCacheFillVisitor->addTriangle(v1, v2, v3); }
-
- void operator () (const osg::Vec3& v1, const osg::Vec3& v2, bool)
- { mGroundCacheFillVisitor->addLine(v1, v2); }
-
- private:
- GroundCacheFillVisitor* mGroundCacheFillVisitor;
- };
-
-
- GroundCacheFillVisitor(FGGroundCache* groundCache,
- const SGVec3d& down,
- const SGVec3d& cacheReference,
- double cacheRadius,
- double wireCacheRadius) :
- osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN),
- mGroundCache(groundCache)
- {
- setTraversalMask(SG_NODEMASK_TERRAIN_BIT);
- mDown = down;
- mLocalDown = down;
- sphIsec = true;
- mBackfaceCulling = false;
- mCacheReference = cacheReference;
- mLocalCacheReference = cacheReference;
- mCacheRadius = cacheRadius;
- mWireCacheRadius = wireCacheRadius;
-
- mTriangleFunctor.setGroundCacheFillVisitor(this);
-
- mGroundProperty.wire_id = -1;
- mGroundProperty.vel = SGVec3d(0, 0, 0);
- mGroundProperty.rot = SGVec3d(0, 0, 0);
- mGroundProperty.pivot = SGVec3d(0, 0, 0);
- }
-
- void updateCullMode(osg::StateSet* stateSet)
- {
- if (!stateSet)
- return;
-
- osg::StateAttribute* stateAttribute;
- stateAttribute = stateSet->getAttribute(osg::StateAttribute::CULLFACE);
- if (!stateAttribute)
- return;
- osg::CullFace* cullFace = static_cast<osg::CullFace*>(stateAttribute);
- mBackfaceCulling = cullFace->getMode() == osg::CullFace::BACK;
- }
-
- bool enterBoundingSphere(const osg::BoundingSphere& bs)
- {
- if (!bs.valid())
- return false;
-
- SGVec3d cntr(osg::Vec3d(bs.center())*mLocalToGlobal);
- double rc = bs.radius() + mCacheRadius;
- // Ok, this node might intersect the cache. Visit it in depth.
- double centerDist2 = distSqr(mCacheReference, cntr);
- if (centerDist2 < rc*rc) {
- sphIsec = true;
+void makePolytopeShaft(Polytope& polyt, const Vec3d& refPoint,
+ const Vec3d& direction, double radius)
+{
+ polyt.clear();
+ // Choose best principal axis to start making orthogonal axis.
+ Vec3d majorAxis;
+ if (fabs(direction.x()) <= fabs(direction.y())) {
+ if (fabs(direction.z()) <= fabs(direction.x()))
+ majorAxis = Vec3d(0.0, 0.0, 1.0);
+ else
+ majorAxis = Vec3d(1.0, 0.0, 0.0);
} else {
- // Check if the down direction touches the bounding sphere of the node
- // if so, do at least croase agl computations.
- // Ther other thing is that we must check if we are in range of
- // cats or wires
- double rw = bs.radius() + mWireCacheRadius;
- if (rw*rw < centerDist2 &&
- !intersectsInf(SGRayd(mCacheReference, mDown),
- SGSphered(cntr, bs.radius())))
- return false;
- sphIsec = false;
+ if (fabs(direction.z()) <= fabs(direction.y()))
+ majorAxis = Vec3d(0.0, 0.0, 1.0);
+ else
+ majorAxis = Vec3d(0.0, 1.0, 0.0);
}
+ Vec3d axis1 = majorAxis ^ direction;
+ axis1.normalize();
+ Vec3d axis2 = direction ^ axis1;
+
+ polyt.add(Plane(-axis1, refPoint + axis1 * radius));
+ polyt.add(Plane(axis1, refPoint - axis1 * radius));
+ polyt.add(Plane(-axis2, refPoint + axis2 * radius));
+ polyt.add(Plane(axis2 , refPoint - axis2 * radius));
+}
- return true;
- }
-
- bool enterNode(osg::Node& node)
- {
- if (!enterBoundingSphere(node.getBound()))
- return false;
-
- updateCullMode(node.getStateSet());
+void makePolytopeBox(Polytope& polyt, const Vec3d& center,
+ const Vec3d& direction, double radius)
+{
+ makePolytopeShaft(polyt, center, direction, radius);
+ polyt.add(Plane(-direction, center + direction * radius));
+ polyt.add(Plane(direction, center - direction * radius));
+}
- FGGroundCache::GroundProperty& gp = mGroundProperty;
- // get some material information for use in the gear model
- gp.type = FGInterface::Unknown;
- osg::Referenced* base = node.getUserData();
- if (!base)
- return true;
- FGAICarrierHardware *ud =
- dynamic_cast<FGAICarrierHardware*>(base);
- if (!ud)
- return true;
+// Intersector for finding catapults and wires
- switch (ud->type) {
- case FGAICarrierHardware::Wire:
- gp.type = FGInterface::Wire;
- gp.wire_id = ud->id;
- break;
- case FGAICarrierHardware::Catapult:
- gp.type = FGInterface::Catapult;
- break;
- default:
- gp.type = FGInterface::Solid;
- break;
+class WireIntersector : public PolytopeIntersector
+{
+public:
+ WireIntersector(const Polytope& polytope)
+ : PolytopeIntersector(polytope), depth(0)
+ {
+ setDimensionMask(DimOne);
}
- // Copy the velocity from the carrier class.
- ud->carrier->getVelocityWrtEarth(gp.vel, gp.rot, gp.pivot);
-
- return true;
- }
-
- void fillWith(osg::Drawable* drawable)
- {
- bool oldSphIsec = sphIsec;
- if (!enterBoundingSphere(drawable->getBound()))
- return;
-
- bool oldBackfaceCulling = mBackfaceCulling;
- updateCullMode(drawable->getStateSet());
-
- FGGroundCache::GroundProperty& gp = mGroundProperty;
- // get some material information for use in the gear model
- gp.material = globals->get_matlib()->findMaterial(drawable->getStateSet());
- if (gp.material)
- gp.type = gp.material->get_solid() ? FGInterface::Solid : FGInterface::Water;
-
- drawable->accept(mTriangleFunctor);
-
- mBackfaceCulling = oldBackfaceCulling;
- sphIsec = oldSphIsec;
- }
-
- virtual void apply(osg::Geode& geode)
- {
- bool oldBackfaceCulling = mBackfaceCulling;
- bool oldSphIsec = sphIsec;
- FGGroundCache::GroundProperty oldGp = mGroundProperty;
- if (!enterNode(geode))
- return;
- unsigned int numDrawables = geode.getNumDrawables();
- for(unsigned i = 0; i < numDrawables; ++i)
- fillWith(geode.getDrawable(i));
- sphIsec = oldSphIsec;
- mGroundProperty = oldGp;
- mBackfaceCulling = oldBackfaceCulling;
- }
-
- virtual void apply(osg::Group& group)
- {
- bool oldBackfaceCulling = mBackfaceCulling;
- bool oldSphIsec = sphIsec;
- FGGroundCache::GroundProperty oldGp = mGroundProperty;
- if (!enterNode(group))
- return;
- traverse(group);
- sphIsec = oldSphIsec;
- mBackfaceCulling = oldBackfaceCulling;
- mGroundProperty = oldGp;
- }
-
- virtual void apply(osg::Transform& transform)
- {
- if (!enterNode(transform))
- return;
- bool oldBackfaceCulling = mBackfaceCulling;
- bool oldSphIsec = sphIsec;
- FGGroundCache::GroundProperty oldGp = mGroundProperty;
- /// transform the caches center to local coords
- osg::Matrix oldLocalToGlobal = mLocalToGlobal;
- osg::Matrix oldGlobalToLocal = mGlobalToLocal;
- transform.computeLocalToWorldMatrix(mLocalToGlobal, this);
- transform.computeWorldToLocalMatrix(mGlobalToLocal, this);
-
- SGVec3d oldLocalCacheReference = mLocalCacheReference;
- mLocalCacheReference.osg() = mCacheReference.osg()*mGlobalToLocal;
- SGVec3d oldLocalDown = mLocalDown;
- mLocalDown.osg() = osg::Matrixd::transform3x3(mDown.osg(), mGlobalToLocal);
-
- // walk the children
- traverse(transform);
-
- // Restore that one
- mLocalDown = oldLocalDown;
- mLocalCacheReference = oldLocalCacheReference;
- mLocalToGlobal = oldLocalToGlobal;
- mGlobalToLocal = oldGlobalToLocal;
- sphIsec = oldSphIsec;
- mBackfaceCulling = oldBackfaceCulling;
- mGroundProperty = oldGp;
- }
-
- void addTriangle(const osg::Vec3& v1, const osg::Vec3& v2,
- const osg::Vec3& v3)
- {
- SGVec3d v[3] = {
- SGVec3d(v1),
- SGVec3d(v2),
- SGVec3d(v3)
- };
-
- // a bounding sphere in the node local system
- SGVec3d boundCenter = (1.0/3)*(v[0] + v[1] + v[2]);
- double boundRadius = std::max(distSqr(v[0], boundCenter),
- distSqr(v[1], boundCenter));
- boundRadius = std::max(boundRadius, distSqr(v[2], boundCenter));
- boundRadius = sqrt(boundRadius);
-
- SGRayd ray(mLocalCacheReference, mLocalDown);
- // if we are not in the downward cylinder bail out
- if (!intersectsInf(ray, SGSphered(boundCenter, boundRadius + mCacheRadius)))
- return;
-
- SGTriangled triangle(v);
-
- // The normal and plane in the node local coordinate system
- SGVec3d n = cross(triangle.getEdge(0), triangle.getEdge(1));
- if (0 < dot(mLocalDown, n)) {
- if (mBackfaceCulling) {
- // Surface points downwards, ignore for altitude computations.
- return;
- } else {
- triangle.flip();
- }
- }
-
- // Only check if the triangle is in the cache sphere if the plane
- // containing the triangle is near enough
- if (sphIsec) {
- double d = dot(n, v[0] - mLocalCacheReference);
- if (d*d < mCacheRadius*dot(n, n)) {
- // Check if the sphere around the vehicle intersects the sphere
- // around that triangle. If so, put that triangle into the cache.
- double r2 = boundRadius + mCacheRadius;
- if (distSqr(boundCenter, mLocalCacheReference) < r2*r2) {
- FGGroundCache::Triangle t;
- t.triangle.setBaseVertex(SGVec3d(v[0].osg()*mLocalToGlobal));
- t.triangle.setEdge(0, SGVec3d(osg::Matrixd::transform3x3(triangle.getEdge(0).osg(), mLocalToGlobal)));
- t.triangle.setEdge(1, SGVec3d(osg::Matrixd::transform3x3(triangle.getEdge(1).osg(), mLocalToGlobal)));
-
- t.sphere.setCenter(SGVec3d(boundCenter.osg()*mLocalToGlobal));
- t.sphere.setRadius(boundRadius);
-
- t.velocity = mGroundProperty.vel;
- t.rotation = mGroundProperty.rot;
- t.rotation_pivot = mGroundProperty.pivot;
- t.type = mGroundProperty.type;
- t.material = mGroundProperty.material;
- mGroundCache->triangles.push_back(t);
+ bool enter(const osg::Node& node)
+ {
+ if (!PolytopeIntersector::enter(node))
+ return false;
+ const Referenced* base = node.getUserData();
+ if (base) {
+ const FGAICarrierHardware *ud
+ = dynamic_cast<const FGAICarrierHardware*>(base);
+ if (ud)
+ carriers.push_back(depth);
}
- }
+ depth++;
+ return true;
}
-
- // In case the cache is empty, we still provide agl computations.
- // But then we use the old way of having a fixed elevation value for
- // the whole lifetime of this cache.
- SGVec3d isectpoint;
- if (intersects(isectpoint, triangle, ray, 1e-4)) {
- mGroundCache->found_ground = true;
- isectpoint.osg() = isectpoint.osg()*mLocalToGlobal;
- double this_radius = length(isectpoint);
- if (mGroundCache->ground_radius < this_radius) {
- mGroundCache->ground_radius = this_radius;
- mGroundCache->_type = mGroundProperty.type;
- mGroundCache->_material = mGroundProperty.material;
- }
+
+ void leave()
+ {
+ depth--;
+ if (!carriers.empty() && depth == carriers.back())
+ carriers.pop_back();
}
- }
-
- void addLine(const osg::Vec3& v1, const osg::Vec3& v2)
- {
- SGVec3d gv1(osg::Vec3d(v1)*mLocalToGlobal);
- SGVec3d gv2(osg::Vec3d(v2)*mLocalToGlobal);
-
- SGVec3d boundCenter = 0.5*(gv1 + gv2);
- double boundRadius = length(gv1 - boundCenter);
-
- if (distSqr(boundCenter, mCacheReference)
- < (boundRadius + mWireCacheRadius)*(boundRadius + mWireCacheRadius) ) {
- if (mGroundProperty.type == FGInterface::Wire) {
- FGGroundCache::Wire wire;
- wire.ends[0] = gv1;
- wire.ends[1] = gv2;
- wire.velocity = mGroundProperty.vel;
- wire.rotation = mGroundProperty.rot;
- wire.rotation_pivot = mGroundProperty.pivot;
- wire.wire_id = mGroundProperty.wire_id;
-
- mGroundCache->wires.push_back(wire);
- }
- if (mGroundProperty.type == FGInterface::Catapult) {
- FGGroundCache::Catapult cat;
- // Trick to get the ends in the right order.
- // Use the x axis in the original coordinate system. Choose the
- // most negative x-axis as the one pointing forward
- if (v1[0] > v2[0]) {
- cat.start = gv1;
- cat.end = gv2;
- } else {
- cat.start = gv2;
- cat.end = gv1;
- }
- cat.velocity = mGroundProperty.vel;
- cat.rotation = mGroundProperty.rot;
- cat.rotation_pivot = mGroundProperty.pivot;
- mGroundCache->catapults.push_back(cat);
- }
+ void intersect(IntersectionVisitor& iv, Drawable* drawable)
+ {
+ if (carriers.empty())
+ return;
+ PolytopeIntersector::intersect(iv, drawable);
}
- }
- SGExtendedTriangleFunctor<GroundCacheFill> mTriangleFunctor;
- FGGroundCache* mGroundCache;
- SGVec3d mCacheReference;
- double mCacheRadius;
- double mWireCacheRadius;
- osg::Matrix mLocalToGlobal;
- osg::Matrix mGlobalToLocal;
- SGVec3d mDown;
- SGVec3d mLocalDown;
- SGVec3d mLocalCacheReference;
- bool sphIsec;
- bool mBackfaceCulling;
- FGGroundCache::GroundProperty mGroundProperty;
+ void reset()
+ {
+ carriers.clear();
+ }
+ std::vector<int> carriers;
+ int depth;
};
+/// Ok, variant that uses a infinite line istead of the ray.
+/// also not that this only works if the ray direction is normalized.
+static inline bool
+intersectsInf(const SGRayd& ray, const SGSphered& sphere)
+{
+ SGVec3d r = sphere.getCenter() - ray.getOrigin();
+ double projectedDistance = dot(r, ray.getDirection());
+ double dist = dot(r, r) - projectedDistance * projectedDistance;
+ return dist < sphere.getRadius2();
+}
+
FGGroundCache::FGGroundCache() :
ground_radius(0.0),
_type(0),
dst = src.triangle;
sdst = src.sphere;
- if (dt*dt*dot(src.velocity, src.velocity) < SGLimitsd::epsilon())
+ if (dt*dt*dot(src.gp.vel, src.gp.vel) < SGLimitsd::epsilon())
return;
SGVec3d baseVert = dst.getBaseVertex();
- SGVec3d pivotoff = baseVert - src.rotation_pivot;
- baseVert += dt*(src.velocity + cross(src.rotation, pivotoff));
+ SGVec3d pivotoff = baseVert - src.gp.pivot;
+ baseVert += dt*(src.gp.vel + cross(src.gp.rot, pivotoff));
dst.setBaseVertex(baseVert);
- dst.setEdge(0, dst.getEdge(0) + dt*cross(src.rotation, dst.getEdge(0)));
- dst.setEdge(1, dst.getEdge(1) + dt*cross(src.rotation, dst.getEdge(1)));
+ dst.setEdge(0, dst.getEdge(0) + dt*cross(src.gp.rot, dst.getEdge(0)));
+ dst.setEdge(1, dst.getEdge(1) + dt*cross(src.gp.rot, dst.getEdge(1)));
+}
+
+void FGGroundCache::getGroundProperty(Drawable* drawable,
+ const NodePath& nodePath,
+ FGGroundCache::GroundProperty& gp,
+ bool& backfaceCulling)
+{
+ gp.type = FGInterface::Unknown;
+ gp.wire_id = 0;
+ gp.vel = SGVec3d(0.0, 0.0, 0.0);
+ gp.rot = SGVec3d(0.0, 0.0, 0.0);
+ gp.pivot = SGVec3d(0.0, 0.0, 0.0);
+ gp.material = 0;
+ backfaceCulling = false;
+ // XXX state set might be higher up in scene graph
+ gp.material = globals->get_matlib()->findMaterial(drawable->getStateSet());
+ if (gp.material)
+ gp.type = (gp.material->get_solid() ? FGInterface::Solid
+ : FGInterface::Water);
+ for (NodePath::const_iterator iter = nodePath.begin(), e = nodePath.end();
+ iter != e;
+ ++iter) {
+ Node* node = *iter;
+ StateSet* stateSet = node->getStateSet();
+ StateAttribute* stateAttribute = 0;
+ if (stateSet && (stateAttribute
+ = stateSet->getAttribute(StateAttribute::CULLFACE))) {
+ backfaceCulling
+ = (static_cast<osg::CullFace*>(stateAttribute)->getMode()
+ == CullFace::BACK);
+ }
+
+ // get some material information for use in the gear model
+ Referenced* base = node->getUserData();
+ if (!base)
+ continue;
+ FGAICarrierHardware *ud = dynamic_cast<FGAICarrierHardware*>(base);
+ if (!ud)
+ continue;
+ switch (ud->type) {
+ case FGAICarrierHardware::Wire:
+ gp.type = FGInterface::Wire;
+ gp.wire_id = ud->id;
+ break;
+ case FGAICarrierHardware::Catapult:
+ gp.type = FGInterface::Catapult;
+ break;
+ default:
+ gp.type = FGInterface::Solid;
+ break;
+ }
+ // Copy the velocity from the carrier class.
+ ud->carrier->getVelocityWrtEarth(gp.vel, gp.rot, gp.pivot);
+ break;
+ }
+}
+
+void FGGroundCache::getTriIntersectorResults(PolytopeIntersector* triInt)
+{
+ const PolytopeIntersector::Intersections& intersections
+ = triInt->getIntersections();
+ Drawable* lastDrawable = 0;
+ RefMatrix* lastMatrix = 0;
+ Matrix worldToLocal;
+ GroundProperty gp;
+ bool backfaceCulling = false;
+ for (PolytopeIntersector::Intersections::const_iterator
+ itr = intersections.begin(), e = intersections.end();
+ itr != e;
+ ++itr) {
+ const PolytopeIntersector::Intersection& intr = *itr;
+ if (intr.drawable.get() != lastDrawable) {
+ getGroundProperty(intr.drawable.get(), intr.nodePath, gp,
+ backfaceCulling);
+ lastDrawable = intr.drawable.get();
+ }
+ Primitive triPrim = getPrimitive(intr.drawable, intr.primitiveIndex);
+ if (triPrim.numVerts != 3)
+ continue;
+ SGVec3d v[3] = { SGVec3d(triPrim.vertices[0]),
+ SGVec3d(triPrim.vertices[1]),
+ SGVec3d(triPrim.vertices[2])
+ };
+ RefMatrix* mat = intr.matrix.get();
+ // If the drawable is the same then the intersection model
+ // matrix should be the same, because it is only set by nodes
+ // in the scene graph. However, do an extra test in case
+ // something funny is going on with the drawable.
+ if (mat != lastMatrix) {
+ lastMatrix = mat;
+ worldToLocal = Matrix::inverse(*mat);
+ }
+ SGVec3d localCacheReference;
+ localCacheReference.osg() = reference_wgs84_point.osg() * worldToLocal;
+ SGVec3d localDown;
+ localDown.osg() = Matrixd::transform3x3(down.osg(), worldToLocal);
+ // a bounding sphere in the node local system
+ SGVec3d boundCenter = (1.0/3)*(v[0] + v[1] + v[2]);
+ double boundRadius = std::max(distSqr(v[0], boundCenter),
+ distSqr(v[1], boundCenter));
+ boundRadius = std::max(boundRadius, distSqr(v[2], boundCenter));
+ boundRadius = sqrt(boundRadius);
+ SGRayd ray(localCacheReference, localDown);
+ SGTriangled triangle(v);
+ // The normal and plane in the node local coordinate system
+ SGVec3d n = cross(triangle.getEdge(0), triangle.getEdge(1));
+ if (0 < dot(localDown, n)) {
+ if (backfaceCulling) {
+ // Surface points downwards, ignore for altitude computations.
+ continue;
+ } else {
+ triangle.flip();
+ }
+ }
+
+ // Only check if the triangle is in the cache sphere if the plane
+ // containing the triangle is near enough
+ double d = dot(n, v[0] - localCacheReference);
+ if (d*d < reference_vehicle_radius*dot(n, n)) {
+ // Check if the sphere around the vehicle intersects the sphere
+ // around that triangle. If so, put that triangle into the cache.
+ double r2 = boundRadius + reference_vehicle_radius;
+ if (distSqr(boundCenter, localCacheReference) < r2*r2) {
+ FGGroundCache::Triangle t;
+ t.triangle.setBaseVertex(SGVec3d(v[0].osg() * *mat));
+ t.triangle.setEdge(0, SGVec3d(Matrixd::
+ transform3x3(triangle
+ .getEdge(0).osg(),
+ *mat)));
+ t.triangle.setEdge(1, SGVec3d(Matrixd::
+ transform3x3(triangle
+ .getEdge(1).osg(),
+ *mat)));
+ t.sphere.setCenter(SGVec3d(boundCenter.osg()* *mat));
+ t.sphere.setRadius(boundRadius);
+ t.gp = gp;
+ triangles.push_back(t);
+ }
+ }
+ // In case the cache is empty, we still provide agl computations.
+ // But then we use the old way of having a fixed elevation value for
+ // the whole lifetime of this cache.
+ SGVec3d isectpoint;
+ if (intersects(isectpoint, triangle, ray, 1e-4)) {
+ found_ground = true;
+ isectpoint.osg() = isectpoint.osg() * *mat;
+ double this_radius = length(isectpoint);
+ if (ground_radius < this_radius) {
+ ground_radius = this_radius;
+ _type = gp.type;
+ _material = gp.material;
+ }
+ }
+ }
}
+void FGGroundCache::getWireIntersectorResults(WireIntersector* wireInt,
+ double wireCacheRadius)
+{
+ const WireIntersector::Intersections& intersections
+ = wireInt->getIntersections();
+ Drawable* lastDrawable = 0;
+ GroundProperty gp;
+ bool backfaceCulling = false;
+ for (PolytopeIntersector::Intersections::const_iterator
+ itr = intersections.begin(), e = intersections.end();
+ itr != e;
+ ++itr) {
+ if (itr->drawable.get() != lastDrawable) {
+ getGroundProperty(itr->drawable.get(), itr->nodePath, gp,
+ backfaceCulling);
+ lastDrawable = itr->drawable.get();
+ }
+ Primitive linePrim = getPrimitive(itr->drawable, itr->primitiveIndex);
+ if (linePrim.numVerts != 2)
+ continue;
+ RefMatrix* mat = itr->matrix.get();
+ SGVec3d gv1(osg::Vec3d(linePrim.vertices[0]) * *mat);
+ SGVec3d gv2(osg::Vec3d(linePrim.vertices[1]) * *mat);
+
+ SGVec3d boundCenter = 0.5*(gv1 + gv2);
+ double boundRadius = length(gv1 - boundCenter);
+
+ if (distSqr(boundCenter, reference_wgs84_point)
+ < (boundRadius + wireCacheRadius)*(boundRadius + wireCacheRadius)) {
+ if (gp.type == FGInterface::Wire) {
+ FGGroundCache::Wire wire;
+ wire.ends[0] = gv1;
+ wire.ends[1] = gv2;
+ wire.gp = gp;
+ wires.push_back(wire);
+ } else if (gp.type == FGInterface::Catapult) {
+ FGGroundCache::Catapult cat;
+ // Trick to get the ends in the right order.
+ // Use the x axis in the original coordinate system. Choose the
+ // most negative x-axis as the one pointing forward
+ if (linePrim.vertices[1][0] > linePrim.vertices[2][0]) {
+ cat.start = gv1;
+ cat.end = gv2;
+ } else {
+ cat.start = gv2;
+ cat.end = gv1;
+ }
+ cat.gp = gp;
+ catapults.push_back(cat);
+ }
+ }
+
+ }
+}
bool
FGGroundCache::prepare_ground_cache(double ref_time, const SGVec3d& pt,
const double max_wire_dist = 300.0;
double wireCacheRadius = max_wire_dist < rad ? rad : max_wire_dist;
- // Walk the scene graph and extract solid ground triangles and carrier data.
- GroundCacheFillVisitor gcfv(this, down, pt, cacheRadius, wireCacheRadius);
- globals->get_scenery()->get_scene_graph()->accept(gcfv);
-
+ Polytope triPolytope;
+ makePolytopeShaft(triPolytope, pt.osg(), down.osg(), cacheRadius);
+ ref_ptr<PolytopeIntersector> triIntersector
+ = new PolytopeIntersector(triPolytope);
+ triIntersector->setDimensionMask(PolytopeIntersector::DimTwo);
+ Polytope wirePolytope;
+ makePolytopeBox(wirePolytope, pt.osg(), down.osg(), wireCacheRadius);
+ ref_ptr<WireIntersector> wireIntersector = new WireIntersector(wirePolytope);
+ wireIntersector->setDimensionMask(PolytopeIntersector::DimOne);
+ ref_ptr<IntersectorGroup> intersectors = new IntersectorGroup;
+ intersectors->addIntersector(triIntersector.get());
+ intersectors->addIntersector(wireIntersector.get());
+
+ // Walk the scene graph and extract solid ground triangles and
+ // carrier data.
+ IntersectionVisitor iv(intersectors);
+ iv.setTraversalMask(SG_NODEMASK_TERRAIN_BIT);
+ globals->get_scenery()->get_scene_graph()->accept(iv);
+ getTriIntersectorResults(triIntersector.get());
+ getWireIntersectorResults(wireIntersector.get(), wireCacheRadius);
+
// some stats
SG_LOG(SG_FLIGHT,SG_DEBUG, "prepare_ground_cache(): ac radius = " << rad
<< ", # triangles = " << triangles.size()
size_t sz = catapults.size();
for (size_t i = 0; i < sz; ++i) {
SGVec3d pivotoff, rvel[2];
- pivotoff = catapults[i].start - catapults[i].rotation_pivot;
- rvel[0] = catapults[i].velocity + cross(catapults[i].rotation, pivotoff);
- pivotoff = catapults[i].end - catapults[i].rotation_pivot;
- rvel[1] = catapults[i].velocity + cross(catapults[i].rotation, pivotoff);
+ pivotoff = catapults[i].start - catapults[i].gp.pivot;
+ rvel[0] = catapults[i].gp.vel + cross(catapults[i].gp.rot, pivotoff);
+ pivotoff = catapults[i].end - catapults[i].gp.pivot;
+ rvel[1] = catapults[i].gp.vel + cross(catapults[i].gp.rot, pivotoff);
SGVec3d thisEnd[2];
thisEnd[0] = catapults[i].start + t*rvel[0];
// The first three values in the vector are the plane normal.
normal = triangle.getNormal();
// The velocity wrt earth.
- SGVec3d pivotoff = pt - triangles[i].rotation_pivot;
- vel = triangles[i].velocity + cross(triangles[i].rotation, pivotoff);
+ SGVec3d pivotoff = pt - triangles[i].gp.pivot;
+ vel = triangles[i].gp.vel + cross(triangles[i].gp.rot, pivotoff);
// Save the ground type.
- *type = triangles[i].type;
+ *type = triangles[i].gp.type;
*agl = dot(down, contact - dpt);
if (material)
- *material = triangles[i].material;
+ *material = triangles[i].gp.material;
}
}
}
SGVec3d le[2];
for (int k = 0; k < 2; ++k) {
le[k] = wires[i].ends[k];
- SGVec3d pivotoff = le[k] - wires[i].rotation_pivot;
- SGVec3d vel = wires[i].velocity + cross(wires[i].rotation, pivotoff);
+ SGVec3d pivotoff = le[k] - wires[i].gp.pivot;
+ SGVec3d vel = wires[i].gp.vel + cross(wires[i].gp.rot, pivotoff);
le[k] += t*vel;
}
SGLineSegmentd lineSegment(le[0], le[1]);
if (intersects(triangle[k], lineSegment)) {
SG_LOG(SG_FLIGHT,SG_INFO, "Caught wire");
// Store the wire id.
- wire_id = wires[i].wire_id;
+ wire_id = wires[i].gp.wire_id;
return true;
}
}
// Search for the wire with the matching wire id.
size_t sz = wires.size();
for (size_t i = 0; i < sz; ++i) {
- if (wires[i].wire_id == wire_id) {
+ if (wires[i].gp.wire_id == wire_id) {
for (size_t k = 0; k < 2; ++k) {
- SGVec3d pivotoff = wires[i].ends[k] - wires[i].rotation_pivot;
- vel[k] = wires[i].velocity + cross(wires[i].rotation, pivotoff);
+ SGVec3d pivotoff = wires[i].ends[k] - wires[i].gp.pivot;
+ vel[k] = wires[i].gp.vel + cross(wires[i].gp.rot, pivotoff);
end[k] = wires[i].ends[k] + t*vel[k];
}
return true;