From: curt Date: Wed, 3 Nov 1999 21:01:59 +0000 (+0000) Subject: Began work on adding support for loading additional 3d models per tile. X-Git-Url: https://git.mxchange.org/?a=commitdiff_plain;h=bd198f503b5e8ea1e7f4b2792417dc38575b4688;p=flightgear.git Began work on adding support for loading additional 3d models per tile. Began work on my own ssgLOS() (line of sight) routine. --- diff --git a/src/Scenery/tilecache.cxx b/src/Scenery/tilecache.cxx index c052b233b..d5e2f2317 100644 --- a/src/Scenery/tilecache.cxx +++ b/src/Scenery/tilecache.cxx @@ -35,6 +35,7 @@ #include // plib include #include +#include #include #include #include @@ -42,6 +43,7 @@ #include
#include #include +#include // for scenery.center #include "tilecache.hxx" #include "tileentry.hxx" @@ -162,29 +164,74 @@ FGTileCache::fill_in( int index, const FGBucket& p ) 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 ); diff --git a/src/Scenery/tilemgr.cxx b/src/Scenery/tilemgr.cxx index 11dd1f1a8..1566f49aa 100644 --- a/src/Scenery/tilemgr.cxx +++ b/src/Scenery/tilemgr.cxx @@ -369,6 +369,319 @@ FGTileMgr::current_elev( double lon, double lat, const Point3D& abs_view_pos ) { } +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 @@ -378,28 +691,18 @@ double 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 ); } @@ -595,10 +898,10 @@ int FGTileMgr::update( void ) { 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; diff --git a/src/Scenery/tilemgr.hxx b/src/Scenery/tilemgr.hxx index 3c6de251a..0b4397174 100644 --- a/src/Scenery/tilemgr.hxx +++ b/src/Scenery/tilemgr.hxx @@ -59,6 +59,9 @@ public: }; +#define MAX_HITS 100 + + class FGTileMgr { private: @@ -81,6 +84,9 @@ private: // load a tile void load_tile( const FGBucket& b, int cache_index ); + int hitcount; + ssgHit hitlist [ MAX_HITS ] ; + public: // Constructor @@ -102,6 +108,8 @@ public: // explicitely. lat & lon are in radians. abs_view_pos in // meters. Returns result in meters. double current_elev( double lon, double lat, const Point3D& abs_view_pos ); + void my_ssg_los( string s, ssgBranch *branch, sgMat4 m, + const sgVec3 p, const sgVec3 dir ); double current_elev_ssg( const Point3D& abs_view_pos, const Point3D& view_pos ); double current_elev_new( const FGBucket& p );