326 lines
11 KiB
C++
326 lines
11 KiB
C++
// userdata.hxx -- two classes for populating ssg user data slots in association
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// with our implimenation of random surface objects.
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//
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// Written by David Megginson, started December 2001.
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//
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// Copyright (C) 2001 - 2003 Curtis L. Olson - http://www.flightgear.org/~curt
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#include <plib/sg.h>
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#include <plib/ssg.h>
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#include <simgear/sg_inlines.h>
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#include <simgear/math/point3d.hxx>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/math/sg_random.h>
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#include <simgear/scene/material/mat.hxx>
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#include <simgear/scene/material/matmodel.hxx>
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#include "userdata.hxx"
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// the following are static values needed by the runtime object
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// loader. However, the loading is done via a call back so these
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// values cannot be passed as parameters. The calling application
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// needs to call sgUserDataInit() with the appropriate values before
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// building / drawing any scenery.
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static bool _inited = false;
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static SGModelLib *modellib = NULL;
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static string model_root = "";
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static SGPropertyNode *root_props = NULL;
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static double sim_time_sec = 0.0;
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void sgUserDataInit( SGModelLib *m, const string &r,
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SGPropertyNode *p, double t ) {
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_inited = true;
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modellib = m;
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model_root = r;
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root_props = p;
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sim_time_sec = t;
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}
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static void random_pt_inside_tri( float *res,
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float *n1, float *n2, float *n3 )
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{
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double a = sg_random();
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double b = sg_random();
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if ( a + b > 1.0 ) {
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a = 1.0 - a;
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b = 1.0 - b;
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}
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double c = 1 - a - b;
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res[0] = n1[0]*a + n2[0]*b + n3[0]*c;
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res[1] = n1[1]*a + n2[1]*b + n3[1]*c;
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res[2] = n1[2]*a + n2[2]*b + n3[2]*c;
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}
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/**
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* Fill in a triangle with randomly-placed objects.
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*
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* This method is invoked by a callback when the triangle is in range
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* but not yet populated.
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*
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*/
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void SGTriUserData::fill_in_triangle ()
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{
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// generate a repeatable random seed
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sg_srandom(seed);
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int nObjects = object_group->get_object_count();
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for (int i = 0; i < nObjects; i++) {
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SGMatModel * object = object_group->get_object(i);
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double num = area / object->get_coverage_m2();
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// place an object each unit of area
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while ( num > 1.0 ) {
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add_object_to_triangle(object);
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num -= 1.0;
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}
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// for partial units of area, use a zombie door method to
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// create the proper random chance of an object being created
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// for this triangle
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if ( num > 0.0 ) {
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if ( sg_random() <= num ) {
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// a zombie made it through our door
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add_object_to_triangle(object);
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}
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}
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}
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}
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void SGTriUserData::add_object_to_triangle (SGMatModel * object)
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{
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// Set up the random heading if required.
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double hdg_deg = 0;
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if (object->get_heading_type() == SGMatModel::HEADING_RANDOM)
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hdg_deg = sg_random() * 360;
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sgMat4 mat;
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makeWorldMatrix(mat, hdg_deg);
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ssgTransform * pos = new ssgTransform;
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pos->setTransform(mat);
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// the parameters to get_random_model() are set in local static
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// data via the ssgUserDataInit() function. This function must be
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// called before any scenery is drawn.
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pos->addKid( object->get_random_model( modellib, model_root,
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root_props, sim_time_sec )
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);
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branch->addKid(pos);
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}
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void SGTriUserData::makeWorldMatrix (sgMat4 mat, double hdg_deg )
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{
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if (hdg_deg == 0) {
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mat[0][0] = leafData->sin_lat * leafData->cos_lon;
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mat[0][1] = leafData->sin_lat * leafData->sin_lon;
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mat[0][2] = -leafData->cos_lat;
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mat[0][3] = SG_ZERO;
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mat[1][0] = -leafData->sin_lon;
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mat[1][1] = leafData->cos_lon;
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mat[1][2] = SG_ZERO;
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mat[1][3] = SG_ZERO;
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} else {
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float sin_hdg = sin( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
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float cos_hdg = cos( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
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mat[0][0] = cos_hdg * leafData->sin_lat * leafData->cos_lon - sin_hdg * leafData->sin_lon;
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mat[0][1] = cos_hdg * leafData->sin_lat * leafData->sin_lon + sin_hdg * leafData->cos_lon;
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mat[0][2] = -cos_hdg * leafData->cos_lat;
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mat[0][3] = SG_ZERO;
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mat[1][0] = -sin_hdg * leafData->sin_lat * leafData->cos_lon - cos_hdg * leafData->sin_lon;
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mat[1][1] = -sin_hdg * leafData->sin_lat * leafData->sin_lon + cos_hdg * leafData->cos_lon;
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mat[1][2] = sin_hdg * leafData->cos_lat;
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mat[1][3] = SG_ZERO;
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}
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mat[2][0] = leafData->cos_lat * leafData->cos_lon;
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mat[2][1] = leafData->cos_lat * leafData->sin_lon;
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mat[2][2] = leafData->sin_lat;
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mat[2][3] = SG_ZERO;
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// translate to random point in triangle
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sgVec3 result;
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random_pt_inside_tri(result, p1, p2, p3);
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sgSubVec3(mat[3], result, center);
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mat[3][3] = SG_ONE ;
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}
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/**
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* SSG callback for an in-range triangle of randomly-placed objects.
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*
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* This pretraversal callback is attached to a branch that is traversed
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* only when a triangle is in range. If the triangle is not currently
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* populated with randomly-placed objects, this callback will populate
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* it.
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*
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* @param entity The entity to which the callback is attached (not used).
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* @param mask The entity's traversal mask (not used).
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* @return Always 1, to allow traversal and culling to continue.
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*/
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static int
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tri_in_range_callback (ssgEntity * entity, int mask)
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{
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SGTriUserData * data = (SGTriUserData *)entity->getUserData();
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if (!data->is_filled_in) {
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data->fill_in_triangle();
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data->is_filled_in = true;
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}
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return 1;
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}
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/**
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* SSG callback for an out-of-range triangle of randomly-placed objects.
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*
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* This pretraversal callback is attached to a branch that is traversed
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* only when a triangle is out of range. If the triangle is currently
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* populated with randomly-placed objects, the objects will be removed.
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*
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*
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* @param entity The entity to which the callback is attached (not used).
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* @param mask The entity's traversal mask (not used).
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* @return Always 0, to prevent any further traversal or culling.
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*/
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static int
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tri_out_of_range_callback (ssgEntity * entity, int mask)
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{
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SGTriUserData * data = (SGTriUserData *)entity->getUserData();
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if (data->is_filled_in) {
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data->branch->removeAllKids();
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data->is_filled_in = false;
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}
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return 0;
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}
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/**
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* Calculate the bounding radius of a triangle from its center.
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*
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* @param center The triangle center.
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* @param p1 The first point in the triangle.
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* @param p2 The second point in the triangle.
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* @param p3 The third point in the triangle.
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* @return The greatest distance any point lies from the center.
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*/
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static inline float
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get_bounding_radius( sgVec3 center, float *p1, float *p2, float *p3)
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{
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return sqrt( SG_MAX3( sgDistanceSquaredVec3(center, p1),
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sgDistanceSquaredVec3(center, p2),
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sgDistanceSquaredVec3(center, p3) ) );
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}
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/**
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* Set up a triangle for randomly-placed objects.
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*
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* No objects will be added unless the triangle comes into range.
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*
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*/
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void SGLeafUserData::setup_triangle (int i )
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{
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short n1, n2, n3;
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leaf->getTriangle(i, &n1, &n2, &n3);
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float * p1 = leaf->getVertex(n1);
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float * p2 = leaf->getVertex(n2);
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float * p3 = leaf->getVertex(n3);
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// Set up a single center point for LOD
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sgVec3 center;
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sgSetVec3(center,
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(p1[0] + p2[0] + p3[0]) / 3.0,
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(p1[1] + p2[1] + p3[1]) / 3.0,
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(p1[2] + p2[2] + p3[2]) / 3.0);
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double area = sgTriArea(p1, p2, p3);
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// maximum radius of an object from center.
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double bounding_radius = get_bounding_radius(center, p1, p2, p3);
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// Set up a transformation to the center
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// point, so that everything else can
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// be specified relative to it.
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ssgTransform * location = new ssgTransform;
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sgMat4 TRANS;
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sgMakeTransMat4(TRANS, center);
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location->setTransform(TRANS);
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branch->addKid(location);
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// Iterate through all the object types.
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int num_groups = mat->get_object_group_count();
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for (int j = 0; j < num_groups; j++) {
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// Look up the random object.
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SGMatModelGroup * group = mat->get_object_group(j);
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// Set up the range selector for the entire
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// triangle; note that we use the object
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// range plus the bounding radius here, to
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// allow for objects far from the center.
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float ranges[] = { 0,
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group->get_range_m() + bounding_radius,
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SG_MAX };
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ssgRangeSelector * lod = new ssgRangeSelector;
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lod->setRanges(ranges, 3);
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location->addKid(lod);
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// Create the in-range and out-of-range
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// branches.
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ssgBranch * in_range = new ssgBranch;
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ssgBranch * out_of_range = new ssgBranch;
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// Set up the user data for if/when
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// the random objects in this triangle
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// are filled in.
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SGTriUserData * data = new SGTriUserData;
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data->is_filled_in = false;
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data->p1 = p1;
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data->p2 = p2;
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data->p3 = p3;
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sgCopyVec3 (data->center, center);
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data->area = area;
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data->object_group = group;
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data->branch = in_range;
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data->leafData = this;
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data->seed = (unsigned int)(p1[0] * j);
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// Set up the in-range node.
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in_range->setUserData(data);
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in_range->setTravCallback(SSG_CALLBACK_PRETRAV,
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tri_in_range_callback);
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lod->addKid(in_range);
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// Set up the out-of-range node.
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out_of_range->setUserData(data);
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out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
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tri_out_of_range_callback);
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out_of_range->addKid(new SGDummyBSphereEntity(bounding_radius));
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lod->addKid(out_of_range);
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}
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}
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