Files
simgear/simgear/scene/tgdb/userdata.cxx
T
frohlich 84dd54b33a Modified Files:
configure.ac simgear/environment/visual_enviro.cxx
	simgear/ephemeris/ephemeris.cxx
	simgear/ephemeris/ephemeris.hxx simgear/ephemeris/stardata.cxx
	simgear/ephemeris/stardata.hxx simgear/math/SGMatrix.hxx
	simgear/math/SGQuat.hxx simgear/math/SGVec3.hxx
	simgear/math/SGVec4.hxx simgear/scene/Makefile.am
 	simgear/scene/material/mat.cxx simgear/scene/material/mat.hxx
	simgear/scene/material/matlib.cxx
	simgear/scene/material/matlib.hxx
	simgear/scene/material/matmodel.cxx
	simgear/scene/material/matmodel.hxx
	simgear/scene/model/Makefile.am
	simgear/scene/model/animation.cxx
	simgear/scene/model/animation.hxx
	simgear/scene/model/custtrans.hxx
	simgear/scene/model/model.cxx simgear/scene/model/model.hxx
	simgear/scene/model/modellib.cxx
	simgear/scene/model/modellib.hxx
	simgear/scene/model/personality.cxx
	simgear/scene/model/personality.hxx
	simgear/scene/model/placement.cxx
	simgear/scene/model/placement.hxx
	simgear/scene/model/placementtrans.cxx
	simgear/scene/model/placementtrans.hxx
	simgear/scene/model/shadanim.cxx
	simgear/scene/model/shadowvolume.hxx
	simgear/scene/sky/cloud.cxx simgear/scene/sky/cloud.hxx
	simgear/scene/sky/cloudfield.cxx simgear/scene/sky/dome.cxx
	simgear/scene/sky/dome.hxx simgear/scene/sky/moon.cxx
	simgear/scene/sky/moon.hxx simgear/scene/sky/newcloud.cxx
	simgear/scene/sky/oursun.cxx simgear/scene/sky/oursun.hxx
	simgear/scene/sky/sky.cxx simgear/scene/sky/sky.hxx
	simgear/scene/sky/sphere.cxx simgear/scene/sky/sphere.hxx
	simgear/scene/sky/stars.cxx simgear/scene/sky/stars.hxx
	simgear/scene/tgdb/apt_signs.cxx
	simgear/scene/tgdb/apt_signs.hxx simgear/scene/tgdb/leaf.cxx
	simgear/scene/tgdb/leaf.hxx simgear/scene/tgdb/obj.cxx
	simgear/scene/tgdb/obj.hxx simgear/scene/tgdb/pt_lights.cxx
	simgear/scene/tgdb/pt_lights.hxx
	simgear/scene/tgdb/userdata.cxx
	simgear/scene/tgdb/userdata.hxx simgear/scene/tgdb/vasi.hxx
	simgear/screen/jpgfactory.cxx simgear/screen/tr.cxx
	simgear/structure/Makefile.am simgear/threads/SGThread.hxx
Added Files:
	simgear/scene/util/Makefile.am
	simgear/scene/util/SGDebugDrawCallback.hxx
	simgear/scene/util/SGNodeMasks.hxx
	simgear/scene/util/SGStateAttributeVisitor.hxx
	simgear/scene/util/SGTextureStateAttributeVisitor.hxx
	simgear/scene/util/SGUpdateVisitor.hxx
Removed Files:
	simgear/screen/ssgEntityArray.cxx
	simgear/screen/ssgEntityArray.hxx
	simgear/structure/ssgSharedPtr.hxx
	Big BLOB on the way to OSG.
2006-10-29 19:27:08 +00:00

330 lines
11 KiB
C++

// userdata.hxx -- two classes for populating ssg user data slots in association
// with our implimenation of random surface objects.
//
// Written by David Megginson, started December 2001.
//
// Copyright (C) 2001 - 2003 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <simgear_config.h>
#endif
#include <simgear/sg_inlines.h>
#include <simgear/math/point3d.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/scene/material/mat.hxx>
#include <simgear/scene/material/matmodel.hxx>
#include "userdata.hxx"
// the following are static values needed by the runtime object
// loader. However, the loading is done via a call back so these
// values cannot be passed as parameters. The calling application
// needs to call sgUserDataInit() with the appropriate values before
// building / drawing any scenery.
static bool _inited = false;
static SGModelLib *modellib = NULL;
static string model_root = "";
static SGPropertyNode *root_props = NULL;
static double sim_time_sec = 0.0;
void sgUserDataInit( SGModelLib *m, const string &r,
SGPropertyNode *p, double t ) {
_inited = true;
modellib = m;
model_root = r;
root_props = p;
sim_time_sec = t;
}
static void random_pt_inside_tri( float *res,
float *n1, float *n2, float *n3 )
{
double a = sg_random();
double b = sg_random();
if ( a + b > 1.0 ) {
a = 1.0 - a;
b = 1.0 - b;
}
double c = 1 - a - b;
res[0] = n1[0]*a + n2[0]*b + n3[0]*c;
res[1] = n1[1]*a + n2[1]*b + n3[1]*c;
res[2] = n1[2]*a + n2[2]*b + n3[2]*c;
}
/**
* Fill in a triangle with randomly-placed objects.
*
* This method is invoked by a callback when the triangle is in range
* but not yet populated.
*
*/
void SGTriUserData::fill_in_triangle ()
{
// generate a repeatable random seed
sg_srandom(seed);
int nObjects = object_group->get_object_count();
for (int i = 0; i < nObjects; i++) {
SGMatModel * object = object_group->get_object(i);
double num = area / object->get_coverage_m2();
// place an object each unit of area
while ( num > 1.0 ) {
add_object_to_triangle(object);
num -= 1.0;
}
// for partial units of area, use a zombie door method to
// create the proper random chance of an object being created
// for this triangle
if ( num > 0.0 ) {
if ( sg_random() <= num ) {
// a zombie made it through our door
add_object_to_triangle(object);
}
}
}
}
void SGTriUserData::add_object_to_triangle (SGMatModel * object)
{
// Set up the random heading if required.
double hdg_deg = 0;
if (object->get_heading_type() == SGMatModel::HEADING_RANDOM)
hdg_deg = sg_random() * 360;
#if 0
// OSGFIXME
sgMat4 mat;
makeWorldMatrix(mat, hdg_deg);
ssgTransform * pos = new ssgTransform;
pos->setTransform(mat);
// the parameters to get_random_model() are set in local static
// data via the ssgUserDataInit() function. This function must be
// called before any scenery is drawn.
pos->addKid( object->get_random_model( modellib, model_root,
root_props, sim_time_sec )
);
branch->addKid(pos);
#endif
}
void SGTriUserData::makeWorldMatrix (sgMat4 mat, double hdg_deg )
{
// OSGFIXME
// if (hdg_deg == 0) {
// mat[0][0] = leafData->sin_lat * leafData->cos_lon;
// mat[0][1] = leafData->sin_lat * leafData->sin_lon;
// mat[0][2] = -leafData->cos_lat;
// mat[0][3] = SG_ZERO;
// mat[1][0] = -leafData->sin_lon;
// mat[1][1] = leafData->cos_lon;
// mat[1][2] = SG_ZERO;
// mat[1][3] = SG_ZERO;
// } else {
// float sin_hdg = sin( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
// float cos_hdg = cos( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
// mat[0][0] = cos_hdg * leafData->sin_lat * leafData->cos_lon - sin_hdg * leafData->sin_lon;
// mat[0][1] = cos_hdg * leafData->sin_lat * leafData->sin_lon + sin_hdg * leafData->cos_lon;
// mat[0][2] = -cos_hdg * leafData->cos_lat;
// mat[0][3] = SG_ZERO;
// mat[1][0] = -sin_hdg * leafData->sin_lat * leafData->cos_lon - cos_hdg * leafData->sin_lon;
// mat[1][1] = -sin_hdg * leafData->sin_lat * leafData->sin_lon + cos_hdg * leafData->cos_lon;
// mat[1][2] = sin_hdg * leafData->cos_lat;
// mat[1][3] = SG_ZERO;
// }
// mat[2][0] = leafData->cos_lat * leafData->cos_lon;
// mat[2][1] = leafData->cos_lat * leafData->sin_lon;
// mat[2][2] = leafData->sin_lat;
// mat[2][3] = SG_ZERO;
// // translate to random point in triangle
// sgVec3 result;
// random_pt_inside_tri(result, p1, p2, p3);
// sgSubVec3(mat[3], result, center);
// mat[3][3] = SG_ONE ;
}
/**
* SSG callback for an in-range triangle of randomly-placed objects.
*
* This pretraversal callback is attached to a branch that is traversed
* only when a triangle is in range. If the triangle is not currently
* populated with randomly-placed objects, this callback will populate
* it.
*
* @param entity The entity to which the callback is attached (not used).
* @param mask The entity's traversal mask (not used).
* @return Always 1, to allow traversal and culling to continue.
*/
// static int
// tri_in_range_callback (ssgEntity * entity, int mask)
// {
// SGTriUserData * data = (SGTriUserData *)entity->getUserData();
// if (!data->is_filled_in) {
// data->fill_in_triangle();
// data->is_filled_in = true;
// }
// return 1;
// }
/**
* SSG callback for an out-of-range triangle of randomly-placed objects.
*
* This pretraversal callback is attached to a branch that is traversed
* only when a triangle is out of range. If the triangle is currently
* populated with randomly-placed objects, the objects will be removed.
*
*
* @param entity The entity to which the callback is attached (not used).
* @param mask The entity's traversal mask (not used).
* @return Always 0, to prevent any further traversal or culling.
*/
// static int
// tri_out_of_range_callback (ssgEntity * entity, int mask)
// {
// SGTriUserData * data = (SGTriUserData *)entity->getUserData();
// if (data->is_filled_in) {
// data->branch->removeAllKids();
// data->is_filled_in = false;
// }
// return 0;
// }
/**
* Calculate the bounding radius of a triangle from its center.
*
* @param center The triangle center.
* @param p1 The first point in the triangle.
* @param p2 The second point in the triangle.
* @param p3 The third point in the triangle.
* @return The greatest distance any point lies from the center.
*/
// static inline float
// get_bounding_radius( sgVec3 center, float *p1, float *p2, float *p3)
// {
// return sqrt( SG_MAX3( sgDistanceSquaredVec3(center, p1),
// sgDistanceSquaredVec3(center, p2),
// sgDistanceSquaredVec3(center, p3) ) );
// }
/**
* Set up a triangle for randomly-placed objects.
*
* No objects will be added unless the triangle comes into range.
*
*/
void SGLeafUserData::setup_triangle (int i )
{
// short n1, n2, n3;
// leaf->getTriangle(i, &n1, &n2, &n3);
// float * p1 = leaf->getVertex(n1);
// float * p2 = leaf->getVertex(n2);
// float * p3 = leaf->getVertex(n3);
// // Set up a single center point for LOD
// sgVec3 center;
// sgSetVec3(center,
// (p1[0] + p2[0] + p3[0]) / 3.0,
// (p1[1] + p2[1] + p3[1]) / 3.0,
// (p1[2] + p2[2] + p3[2]) / 3.0);
// double area = sgTriArea(p1, p2, p3);
// // maximum radius of an object from center.
// double bounding_radius = get_bounding_radius(center, p1, p2, p3);
// // Set up a transformation to the center
// // point, so that everything else can
// // be specified relative to it.
// ssgTransform * location = new ssgTransform;
// sgMat4 TRANS;
// sgMakeTransMat4(TRANS, center);
// location->setTransform(TRANS);
// branch->addKid(location);
// // Iterate through all the object types.
// int num_groups = mat->get_object_group_count();
// for (int j = 0; j < num_groups; j++) {
// // Look up the random object.
// SGMatModelGroup * group = mat->get_object_group(j);
// // Set up the range selector for the entire
// // triangle; note that we use the object
// // range plus the bounding radius here, to
// // allow for objects far from the center.
// float ranges[] = { 0,
// group->get_range_m() + bounding_radius,
// SG_MAX };
// ssgRangeSelector * lod = new ssgRangeSelector;
// lod->setRanges(ranges, 3);
// location->addKid(lod);
// // Create the in-range and out-of-range
// // branches.
// ssgBranch * in_range = new ssgBranch;
// ssgBranch * out_of_range = new ssgBranch;
// // Set up the user data for if/when
// // the random objects in this triangle
// // are filled in.
// SGTriUserData * data = new SGTriUserData;
// data->is_filled_in = false;
// data->p1 = p1;
// data->p2 = p2;
// data->p3 = p3;
// sgCopyVec3 (data->center, center);
// data->area = area;
// data->object_group = group;
// data->branch = in_range;
// data->leafData = this;
// data->seed = (unsigned int)(p1[0] * j);
// // Set up the in-range node.
// in_range->setUserData(data);
// in_range->setTravCallback(SSG_CALLBACK_PRETRAV,
// tri_in_range_callback);
// lod->addKid(in_range);
// // Set up the out-of-range node.
// out_of_range->setUserData(data);
// out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
// tri_out_of_range_callback);
// out_of_range->addKid(new SGDummyBSphereEntity(bounding_radius));
// lod->addKid(out_of_range);
// }
}