Fixes to 3D clouds

- Wrap 3D clouds (e.g. Global Weather) on the surface of a sphere rather than on a plane. Cloud altitude no-longer increases with distance from the start position
 - Fix altitude of individual clouds, which where being places approx 1/2 the sprite height too high. Note that this means sprite positions in the cloud are the center of the cloud rather than the bottom.
 - Improve LOD radii, which were far too large.
This commit is contained in:
Stuart Buchanan
2011-10-22 21:28:09 +01:00
parent 5eec2e7889
commit a1bb62f43c
3 changed files with 114 additions and 109 deletions

View File

@@ -68,8 +68,8 @@ float SGCloudField::fieldSize = 50000.0f;
double SGCloudField::timer_dt = 0.0;
float SGCloudField::view_distance = 20000.0f;
bool SGCloudField::wrap = true;
float SGCloudField::RADIUS_LEVEL_1 = 20000.0f;
float SGCloudField::RADIUS_LEVEL_2 = 5000.0f;
float SGCloudField::RADIUS_LEVEL_1 = 5000.0f;
float SGCloudField::RADIUS_LEVEL_2 = 1000.0f;
SGVec3f SGCloudField::view_vec, SGCloudField::view_X, SGCloudField::view_Y;
@@ -81,7 +81,9 @@ bool SGCloudField::reposition( const SGVec3f& p, const SGVec3f& up, double lon,
if (placed_root->getNumChildren() == 0) return false;
SGVec3<double> cart;
SGGeodesy::SGGeodToCart(SGGeod::fromRadFt(lon, lat, 0.0f), cart);
SGGeod new_pos = SGGeod::fromRadFt(lon, lat, 0.0f);
SGGeodesy::SGGeodToCart(new_pos, cart);
osg::Vec3f osg_pos = toOsg(cart);
osg::Quat orient = toOsg(SGQuatd::fromLonLatRad(lon, lat) * SGQuatd::fromRealImag(0, SGVec3d(0, 1, 0)));
@@ -93,8 +95,6 @@ bool SGCloudField::reposition( const SGVec3f& p, const SGVec3f& up, double lon,
osg::Vec3f wind = osg::Vec3f(-cos((direction + 180)* SGD_DEGREES_TO_RADIANS) * speed * dt,
sin((direction + 180)* SGD_DEGREES_TO_RADIANS) * speed * dt,
0.0f);
//cout << "Wind: " << direction << "@" << speed << "\n";
osg::Vec3f windosg = field_transform->getAttitude() * wind;
field_transform->setPosition(field_transform->getPosition() + windosg);
@@ -108,39 +108,40 @@ bool SGCloudField::reposition( const SGVec3f& p, const SGVec3f& up, double lon,
field_transform->setPosition(osg_pos);
field_transform->setAttitude(orient);
old_pos = osg_pos;
} else {
} else {
osg::Quat fta = field_transform->getAttitude();
osg::Quat ftainv = field_transform->getAttitude().inverse();
// delta is the vector from the old position to the new position in cloud-coords
osg::Vec3f delta = field_transform->getAttitude().inverse() * (osg_pos - old_pos);
//cout << "Delta: " << delta.length() << "\n";
for (unsigned int i = 0; i < placed_root->getNumChildren(); i++) {
osg::ref_ptr<osg::LOD> lodnode1 = (osg::LOD*) placed_root->getChild(i);
osg::Vec3f v = delta - lodnode1->getCenter();
if ((v.x() < -0.5*fieldSize) ||
(v.x() > 0.5*fieldSize) ||
(v.y() < -0.5*fieldSize) ||
(v.y() > 0.5*fieldSize) ) {
//cout << "V: " << v.x() << ", " << v.y() << "\n";
osg::Vec3f shift = osg::Vec3f(0.0f, 0.0f, 0.0f);
if (v.x() > 0.5*fieldSize) { shift += osg::Vec3f(fieldSize, 0.0f, 0.0f); }
if (v.x() < -0.5*fieldSize) { shift -= osg::Vec3f(fieldSize, 0.0f, 0.0f); }
if (v.y() > 0.5*fieldSize) { shift += osg::Vec3f(0.0f, fieldSize, 0.0f); }
if (v.y() < -0.5*fieldSize) { shift -= osg::Vec3f(0.0f, fieldSize, 0.0f); }
//cout << "Shift: " << shift.x() << ", " << shift.y() << "\n\n";
for (unsigned int j = 0; j < lodnode1->getNumChildren(); j++) {
osg::ref_ptr<osg::LOD> lodnode2 = (osg::LOD*) lodnode1->getChild(j);
for (unsigned int k = 0; k < lodnode2->getNumChildren(); k++) {
osg::ref_ptr<osg::PositionAttitudeTransform> pat =(osg::PositionAttitudeTransform*) lodnode2->getChild(k);
pat->setPosition(pat->getPosition() + shift);
}
}
osg::Vec3f delta = ftainv * (osg_pos - old_pos);
old_pos = osg_pos;
// Check if any of the clouds should be moved.
for(CloudHash::const_iterator itr = cloud_hash.begin(), end = cloud_hash.end();
itr != end;
++itr) {
osg::ref_ptr<osg::PositionAttitudeTransform> pat = itr->second;
osg::Vec3f currpos = field_transform->getPosition() + fta * pat->getPosition();
// Determine the vector from the new position to the cloud in cloud-space.
osg::Vec3f w = ftainv * (currpos - toOsg(cart));
// Determine a course if required. Note that this involves some axis translation.
float x = 0.0;
float y = 0.0;
if (w.x() > 0.6*fieldSize) { y = fieldSize; }
if (w.x() < -0.6*fieldSize) { y = -fieldSize; }
if (w.y() > 0.6*fieldSize) { x = -fieldSize; }
if (w.y() < -0.6*fieldSize) { x = fieldSize; }
if ((x != 0.0) || (y != 0.0)) {
removeCloudFromTree(pat);
SGGeod p = SGGeod::fromCart(toSG(field_transform->getPosition() +
fta * pat->getPosition()));
addCloudToTree(pat, p, x, y);
}
}
}
}
// Render the clouds in order from farthest away layer to nearest one.
@@ -231,28 +232,32 @@ void SGCloudField::addCloudToTree(osg::ref_ptr<osg::PositionAttitudeTransform> t
float lon, float lat, float alt, float x, float y) {
// Get the base position
SGGeod loc = SGGeod::fromDegFt(lon, lat, 0.0);
SGGeod loc = SGGeod::fromDegFt(lon, lat, alt);
addCloudToTree(transform, loc, x, y);
}
void SGCloudField::addCloudToTree(osg::ref_ptr<osg::PositionAttitudeTransform> transform,
SGGeod loc, float x, float y) {
float alt = loc.getElevationFt();
// Determine any shift by x/y
if ((x != 0.0f) || (y != 0.0f)) {
double crs;
if (y == 0.0f) {
crs = (x < 0.0f) ? -90.0 : 90.0;
} else {
crs = SG_RADIANS_TO_DEGREES * tan(x/y);
}
double crs = 90.0 - SG_RADIANS_TO_DEGREES * atan2(y, x);
double dst = sqrt(x*x + y*y);
double endcrs;
SGGeod base_pos = SGGeod::fromDegFt(lon, lat, 0.0f);
SGGeod base_pos = SGGeod::fromGeodFt(loc, 0.0f);
SGGeodesy::direct(base_pos, crs, dst, loc, endcrs);
}
// The direct call provides the position at 0 alt, so adjust as required.
loc.setElevationFt(alt);
// The direct call provides the position at 0 alt, so adjust as required.
loc.setElevationFt(alt);
addCloudToTree(transform, loc);
}
void SGCloudField::addCloudToTree(osg::ref_ptr<osg::PositionAttitudeTransform> transform, SGGeod loc) {
// Work out where this cloud should go in OSG coordinates.
SGVec3<double> cart;
SGGeodesy::SGGeodToCart(loc, cart);
@@ -266,16 +271,17 @@ void SGCloudField::addCloudToTree(osg::ref_ptr<osg::PositionAttitudeTransform> t
// Convert to the scenegraph orientation where we just rotate around
// the y axis 180 degrees.
osg::Quat orient = toOsg(SGQuatd::fromLonLatDeg(loc.getLongitudeDeg(), loc.getLatitudeDeg()) * SGQuatd::fromRealImag(0, SGVec3d(0, 1, 0)));
field_transform->setPosition(toOsg(fieldcenter));
osg::Vec3f osg_pos = toOsg(fieldcenter);
field_transform->setPosition(osg_pos);
field_transform->setAttitude(orient);
old_pos = toOsg(fieldcenter);
old_pos = osg_pos;
}
// Convert position to cloud-coordinates
pos = pos - field_transform->getPosition();
//pos = orient.inverse() * pos;
pos = field_transform->getAttitude().inverse() * pos;
pos = field_transform->getAttitude().inverse() * pos;
// We have a two level dynamic quad tree which the cloud will be added
// to. If there are no appropriate nodes in the quad tree, they are
@@ -288,7 +294,6 @@ void SGCloudField::addCloudToTree(osg::ref_ptr<osg::PositionAttitudeTransform> t
lodnode1 = (osg::LOD*) placed_root->getChild(i);
if ((lodnode1->getCenter() - pos).length2() < RADIUS_LEVEL_1*RADIUS_LEVEL_1) {
// New cloud is within RADIUS_LEVEL_1 of the center of the LOD node.
//cout << "Adding cloud to existing LoD level 1 node. Distance:" << (lodnode1->getCenter() - pos).length() << "\n";
found = true;
}
}
@@ -296,7 +301,6 @@ void SGCloudField::addCloudToTree(osg::ref_ptr<osg::PositionAttitudeTransform> t
if (!found) {
lodnode1 = new osg::LOD();
placed_root->addChild(lodnode1.get());
//cout << "Adding cloud to new LoD node\n";
}
// Now check if there is a second level LOD node at an appropriate distance
@@ -306,17 +310,15 @@ void SGCloudField::addCloudToTree(osg::ref_ptr<osg::PositionAttitudeTransform> t
lodnode = (osg::LOD*) lodnode1->getChild(j);
if ((lodnode->getCenter() - pos).length2() < RADIUS_LEVEL_2*RADIUS_LEVEL_2) {
// We've found the right leaf LOD node
//cout << "Found existing LOD leaf node. Distance:"<< (lodnode->getCenter() - pos).length() << "\n";
found = true;
}
}
}
if (!found) {
// No suitable leave node was found, so we need to add one.
lodnode = new osg::LOD();
lodnode1->addChild(lodnode, 0.0f, 4*RADIUS_LEVEL_1);
//cout << "Adding cloud to new LoD node\n";
}
}
transform->setPosition(pos);
lodnode->addChild(transform.get(), 0.0f, view_distance);

View File

@@ -70,7 +70,7 @@ private:
bool visible;
};
float Rnd(float);
float Rnd(float);
// Radius of the LoD nodes for the dynamic quadtrees.
static float RADIUS_LEVEL_1;
@@ -79,23 +79,25 @@ private:
// this is a relative position only, with that we can move all clouds at once
SGVec3f relative_position;
osg::ref_ptr<osg::Group> field_root;
osg::ref_ptr<osg::Group> field_root;
osg::ref_ptr<osg::Group> placed_root;
osg::ref_ptr<osg::PositionAttitudeTransform> field_transform;
osg::ref_ptr<osg::PositionAttitudeTransform> altitude_transform;
osg::ref_ptr<osg::LOD> field_lod;
osg::ref_ptr<osg::PositionAttitudeTransform> altitude_transform;
osg::ref_ptr<osg::LOD> field_lod;
osg::Vec3f old_pos;
CloudHash cloud_hash;
struct CloudFog : public simgear::Singleton<CloudFog>
{
CloudFog();
osg::ref_ptr<osg::Fog> fog;
};
struct CloudFog : public simgear::Singleton<CloudFog>
{
CloudFog();
osg::ref_ptr<osg::Fog> fog;
};
void removeCloudFromTree(osg::ref_ptr<osg::PositionAttitudeTransform> transform);
void addCloudToTree(osg::ref_ptr<osg::PositionAttitudeTransform> transform, float lon, float lat, float alt, float x, float y);
void addCloudToTree(osg::ref_ptr<osg::PositionAttitudeTransform> transform, SGGeod loc, float x, float y);
void addCloudToTree(osg::ref_ptr<osg::PositionAttitudeTransform> transform, SGGeod loc);
void applyVisRangeAndCoverage(void);
public:
@@ -122,44 +124,44 @@ public:
/**
* reposition the cloud layer at the specified origin and
* orientation.
* @param p position vector
* @param up the local up vector
* @param lon specifies a rotation about the Z axis
* @param lat specifies a rotation about the new Y axis
* @param dt the time elapsed since the last call
* @param asl altitude of the layer
* @param speed of cloud layer movement (due to wind)
* @param direction of cloud layer movement (due to wind)
*/
bool reposition( const SGVec3f& p, const SGVec3f& up,
double lon, double lat, double dt, int asl, float speed, float direction);
* reposition the cloud layer at the specified origin and
* orientation.
* @param p position vector
* @param up the local up vector
* @param lon specifies a rotation about the Z axis
* @param lat specifies a rotation about the new Y axis
* @param dt the time elapsed since the last call
* @param asl altitude of the layer
* @param speed of cloud layer movement (due to wind)
* @param direction of cloud layer movement (due to wind)
*/
bool reposition( const SGVec3f& p, const SGVec3f& up,
double lon, double lat, double dt, int asl, float speed, float direction);
osg::Group* getNode() { return field_root.get(); }
osg::Group* getNode() { return field_root.get(); }
// visibility distance for clouds in meters
static float CloudVis;
// visibility distance for clouds in meters
static float CloudVis;
static SGVec3f view_vec, view_X, view_Y;
static SGVec3f view_vec, view_X, view_Y;
static float view_distance;
static double timer_dt;
static float fieldSize;
static bool wrap;
static bool getWrap(void) { return wrap; }
static void setWrap(bool w) { wrap = w; }
static float view_distance;
static double timer_dt;
static float fieldSize;
static bool wrap;
static float getVisRange(void) { return view_distance; }
static void setVisRange(float d) { view_distance = d; }
void applyVisRange(void);
static osg::Fog* getFog()
{
return CloudFog::instance()->fog.get();
}
static void updateFog(double visibility, const osg::Vec4f& color);
static bool getWrap(void) { return wrap; }
static void setWrap(bool w) { wrap = w; }
static float getVisRange(void) { return view_distance; }
static void setVisRange(float d) { view_distance = d; }
void applyVisRange(void);
static osg::Fog* getFog()
{
return CloudFog::instance()->fog.get();
}
static void updateFog(double visibility, const osg::Vec4f& color);
};
#endif // _CLOUDFIELD_HXX

View File

@@ -135,11 +135,12 @@ osg::Geometry* SGNewCloud::createOrthQuad(float w, float h, int varieties_x, int
osg::Vec2Array& t = *(new osg::Vec2Array(4));
float cw = w*0.5f;
v[0].set(0.0f, -cw, 0.0f);
v[1].set(0.0f, cw, 0.0f);
v[2].set(0.0f, cw, h);
v[3].set(0.0f, -cw, h);
float ch = h*0.5f;
v[0].set(0.0f, -cw, -ch);
v[1].set(0.0f, cw, -ch);
v[2].set(0.0f, cw, ch);
v[3].set(0.0f, -cw, ch);
// The texture coordinate range is not the
// entire coordinate space - as the texture