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simgear/simgear/scene/tgdb/SGNodeTriangles.hxx
T

486 lines
22 KiB
C++

// future API - just run through once to convert from OSG to SG
// then we can use these triangle lists for random
// trees/lights/buildings/objects
struct SGTexturedTriangle
{
public:
std::vector<SGVec3f> vertices;
std::vector<SGVec2f> texcoords;
};
struct SGBorderContour
{
public:
SGVec3d start;
SGVec3d end;
};
class SGTriangleInfo
{
public:
SGTriangleInfo( const SGVec3d& center ) {
gbs_center = center;
mt_init(&seed, 123);
}
// API used to build the Info by the visitor
void addGeometry( osg::Geometry* g ) {
geometries.push_back(g);
}
void setMaterial( SGMaterial* m ) {
mat = m;
}
SGMaterial* getMaterial( void ) const {
return mat;
}
// API used to get a specific texture or effect from a material. Materials can have
// multiple textures - use the floor of the x coordinate of the first vertes to select it.
// This will be constant, and give the same result each time to select one effect/texture per drawable.
int getTextureIndex( void ) const {
int texInfo = 0;
const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
if ( vertices ) {
const osg::Vec3 *v0 = &vertices->operator[](0);
texInfo = floor(v0->x());
}
return texInfo;
}
// new API - TODO
void getTriangles( std::vector<SGTexturedTriangle>& tris )
{
const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
const osg::Vec2Array* texcoords = dynamic_cast<osg::Vec2Array*>(geometries[0]->getTexCoordArray(0));
int numPrimitiveSets = geometries[0]->getNumPrimitiveSets();
if ( numPrimitiveSets > 0 ) {
const osg::PrimitiveSet* ps = geometries[0]->getPrimitiveSet(0);
unsigned int numIndices = ps->getNumIndices();
for ( unsigned int i=2; i<numIndices; i+= 3 ) {
SGTexturedTriangle tri;
tri.vertices.push_back( toSG(vertices->operator[](ps->index(i-2))) );
tri.vertices.push_back( toSG(vertices->operator[](ps->index(i-1))) );
tri.vertices.push_back( toSG(vertices->operator[](ps->index(i-0))) );
tri.texcoords.push_back( toSG(texcoords->operator[](ps->index(i-2))) );
tri.texcoords.push_back( toSG(texcoords->operator[](ps->index(i-1))) );
tri.texcoords.push_back( toSG(texcoords->operator[](ps->index(i-0))) );
}
}
}
void getBorderContours( std::vector<SGBorderContour>& border )
{
// each structure contains a list of target indexes and a count
int numPrimitiveSets = geometries[0]->getNumPrimitiveSets();
if ( numPrimitiveSets > 0 ) {
const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
const osg::PrimitiveSet* ps = geometries[0]->getPrimitiveSet(0);
unsigned int numTriangles = ps->getNumIndices()/3;
// use a map for fast lookup map the segment as a 64 bit int
std::map<uint64_t, int> segCounter;
uint32_t idx1, idx2;
uint64_t key;
for ( unsigned int i=0; i<numTriangles; i+= 3 ) {
// first seg
if ( ps->index(i+0) < ps->index(i+1) ) {
idx1 = ps->index(i+0);
idx2 = ps->index(i+1);
} else {
idx1 = ps->index(i+1);
idx2 = ps->index(i+0);
}
key=( (uint64_t)idx1<<32) | (uint64_t)idx2;
SG_LOG(SG_TERRAIN, SG_ALERT, "key " << std::hex << key << std::dec << " count is " << segCounter[key] );
segCounter[key]++;
SG_LOG(SG_TERRAIN, SG_ALERT, "after increment key " << std::hex << key << std::dec << " count is " << segCounter[key] );
// second seg
if ( ps->index(i+1) < ps->index(i+2) ) {
idx1 = ps->index(i+1);
idx2 = ps->index(i+2);
} else {
idx1 = ps->index(i+2);
idx2 = ps->index(i+1);
}
key=( (uint64_t)idx1<<32) | (uint64_t)idx2;
SG_LOG(SG_TERRAIN, SG_ALERT, "key " << std::hex << key << std::dec << " count is " << segCounter[key] );
segCounter[key]++;
SG_LOG(SG_TERRAIN, SG_ALERT, "after increment key " << std::hex << key << std::dec << " count is " << segCounter[key] );
// third seg
if ( ps->index(i+2) < ps->index(i+0) ) {
idx1 = ps->index(i+2);
idx2 = ps->index(i+0);
} else {
idx1 = ps->index(i+0);
idx2 = ps->index(i+2);
}
key=( (uint64_t)idx1<<32) | (uint64_t)idx2;
SG_LOG(SG_TERRAIN, SG_ALERT, "key " << std::hex << key << std::dec << " count is " << segCounter[key] );
segCounter[key]++;
SG_LOG(SG_TERRAIN, SG_ALERT, "after increment key " << std::hex << key << std::dec << " count is " << segCounter[key] );
}
// return all segments with count = 1 ( border )
std::map<uint64_t, int>::iterator segIt = segCounter.begin();
while ( segIt != segCounter.end() ) {
if ( segIt->second == 1 ) {
SG_LOG(SG_TERRAIN, SG_ALERT, "key " << std::hex << segIt->first << std::dec << " count is " << segIt->second );
unsigned int iStart = segIt->first >> 32;
unsigned int iEnd = segIt->first & 0x00000000FFFFFFFF;
SGBorderContour bc;
bc.start = toVec3d(toSG(vertices->operator[](iStart)));
bc.end = toVec3d(toSG(vertices->operator[](iEnd)));
border.push_back( bc );
}
segIt++;
}
#if 0
// debug out - requires GDAL
//
//
//
SGGeod geodPos = SGGeod::fromCart(gbs_center);
SGQuatd hlOr = SGQuatd::fromLonLat(geodPos)*SGQuatd::fromEulerDeg(0, 0, 180);
for ( unsigned int i=0; i<border.size(); i++ ){
// de-rotate and translate : todo - create a paralell vertex list so we just do this
// once per vertex, not for every triangle's use of the vertex
SGVec3d sgVStart = hlOr.backTransform( border[i].start) + gbs_center;
SGVec3d sgVEnd = hlOr.backTransform( border[i].end) + gbs_center;
// convert from cartesian to Geodetic, and save as a list of Geods for output
SGGeod gStart = SGGeod::fromCart(sgVStart);
SGGeod gEnd = SGGeod::fromCart(sgVEnd);
SGShapefile::FromSegment( gStart, gEnd, true, "./borders", mat->get_names()[0], "border" );
}
#endif
}
}
// Random buildings API - get num triangles, then get a triangle at index
unsigned int getNumTriangles( void ) const {
unsigned int num_triangles = 0;
if ( !geometries.empty() ) {
int numPrimitiveSets = geometries[0]->getNumPrimitiveSets();
if ( numPrimitiveSets > 0 ) {
const osg::PrimitiveSet* ps = geometries[0]->getPrimitiveSet(0);
unsigned int numIndices = ps->getNumIndices();
num_triangles = numIndices/3;
}
}
return num_triangles;
}
void getTriangle(unsigned int i, std::vector<SGVec3f>& triVerts, std::vector<SGVec2f>& triTCs) const {
const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
const osg::Vec2Array* texcoords = dynamic_cast<osg::Vec2Array*>(geometries[0]->getTexCoordArray(0));
if ( !geometries.empty() ) {
int numPrimitiveSets = geometries[0]->getNumPrimitiveSets();
if ( numPrimitiveSets > 0 ) {
const osg::PrimitiveSet* ps = geometries[0]->getPrimitiveSet(0);
int idxStart = i*3;
triVerts.push_back( toSG(vertices->operator[](ps->index(idxStart+0))) );
triVerts.push_back( toSG(vertices->operator[](ps->index(idxStart+1))) );
triVerts.push_back( toSG(vertices->operator[](ps->index(idxStart+2))) );
triTCs.push_back( toSG(texcoords->operator[](ps->index(idxStart+0))) );
triTCs.push_back( toSG(texcoords->operator[](ps->index(idxStart+1))) );
triTCs.push_back( toSG(texcoords->operator[](ps->index(idxStart+2))) );
}
}
}
// random lights and trees - just get a list of points on where to add the light / tree
// TODO move this out - and handle in the random light / tree code
// just use generic triangle API.
void addRandomSurfacePoints(float coverage, float offset,
osg::Texture2D* object_mask,
std::vector<SGVec3f>& points)
{
if ( !geometries.empty() ) {
const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
const osg::Vec2Array* texcoords = dynamic_cast<osg::Vec2Array*>(geometries[0]->getTexCoordArray(0));
int numPrimitiveSets = geometries[0]->getNumPrimitiveSets();
if ( numPrimitiveSets > 0 ) {
const osg::PrimitiveSet* ps = geometries[0]->getPrimitiveSet(0);
unsigned int numIndices = ps->getNumIndices();
for ( unsigned int i=2; i<numIndices; i+= 3 ) {
SGVec3f v0 = toSG(vertices->operator[](ps->index(i-2)));
SGVec3f v1 = toSG(vertices->operator[](ps->index(i-1)));
SGVec3f v2 = toSG(vertices->operator[](ps->index(i-0)));
SGVec2f t0 = toSG(texcoords->operator[](ps->index(i-2)));
SGVec2f t1 = toSG(texcoords->operator[](ps->index(i-1)));
SGVec2f t2 = toSG(texcoords->operator[](ps->index(i-0)));
SGVec3f normal = cross(v1 - v0, v2 - v0);
// Compute the area
float area = 0.5f*length(normal);
if (area <= SGLimitsf::min())
continue;
// For partial units of area, use a zombie door method to
// create the proper random chance of a light being created
// for this triangle
float unit = area + mt_rand(&seed)*coverage;
SGVec3f offsetVector = offset*normalize(normal);
// generate a light point for each unit of area
while ( coverage < unit ) {
float a = mt_rand(&seed);
float b = mt_rand(&seed);
if ( a + b > 1 ) {
a = 1 - a;
b = 1 - b;
}
float c = 1 - a - b;
SGVec3f randomPoint = offsetVector + a*v0 + b*v1 + c*v2;
if (object_mask != NULL) {
SGVec2f texCoord = a*t0 + b*t1 + c*t2;
// Check this random point against the object mask
// red channel.
osg::Image* img = object_mask->getImage();
unsigned int x = (int) (img->s() * texCoord.x()) % img->s();
unsigned int y = (int) (img->t() * texCoord.y()) % img->t();
if (mt_rand(&seed) < img->getColor(x, y).r()) {
points.push_back(randomPoint);
}
} else {
// No object mask, so simply place the object
points.push_back(randomPoint);
}
unit -= coverage;
}
}
}
}
}
void addRandomTreePoints(float wood_coverage,
osg::Texture2D* object_mask,
float vegetation_density,
float cos_max_density_angle,
float cos_zero_density_angle,
std::vector<SGVec3f>& points,
std::vector<SGVec3f>& normals)
{
if ( !geometries.empty() ) {
const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
const osg::Vec2Array* texcoords = dynamic_cast<osg::Vec2Array*>(geometries[0]->getTexCoordArray(0));
int numPrimitiveSets = geometries[0]->getNumPrimitiveSets();
if ( numPrimitiveSets > 0 ) {
const osg::PrimitiveSet* ps = geometries[0]->getPrimitiveSet(0);
unsigned int numIndices = ps->getNumIndices();
for ( unsigned int i=2; i<numIndices; i+= 3 ) {
SGVec3f v0 = toSG(vertices->operator[](ps->index(i-2)));
SGVec3f v1 = toSG(vertices->operator[](ps->index(i-1)));
SGVec3f v2 = toSG(vertices->operator[](ps->index(i-0)));
SGVec2f t0 = toSG(texcoords->operator[](ps->index(i-2)));
SGVec2f t1 = toSG(texcoords->operator[](ps->index(i-1)));
SGVec2f t2 = toSG(texcoords->operator[](ps->index(i-0)));
SGVec3f normal = cross(v1 - v0, v2 - v0);
// Ensure the slope isn't too steep by checking the
// cos of the angle between the slope normal and the
// vertical (conveniently the z-component of the normalized
// normal) and values passed in.
float alpha = normalize(normal).z();
float slope_density = 1.0;
if (alpha < cos_zero_density_angle)
continue; // Too steep for any vegetation
if (alpha < cos_max_density_angle) {
slope_density =
(alpha - cos_zero_density_angle) / (cos_max_density_angle - cos_zero_density_angle);
}
// Compute the area
float area = 0.5f*length(normal);
if (area <= SGLimitsf::min())
continue;
// Determine the number of trees, taking into account vegetation
// density (which is linear) and the slope density factor.
// Use a zombie door method to create the proper random chance
// of a tree being created for partial values.
int woodcount = (int) (vegetation_density * vegetation_density *
slope_density *
area / wood_coverage + mt_rand(&seed));
for (int j = 0; j < woodcount; j++) {
float a = mt_rand(&seed);
float b = mt_rand(&seed);
if ( a + b > 1.0f ) {
a = 1.0f - a;
b = 1.0f - b;
}
float c = 1.0f - a - b;
SGVec3f randomPoint = a*v0 + b*v1 + c*v2;
if (object_mask != NULL) {
SGVec2f texCoord = a*t0 + b*t1 + c*t2;
// Check this random point against the object mask
// green (for trees) channel.
osg::Image* img = object_mask->getImage();
unsigned int x = (int) (img->s() * texCoord.x()) % img->s();
unsigned int y = (int) (img->t() * texCoord.y()) % img->t();
if (mt_rand(&seed) < img->getColor(x, y).g()) {
// The red channel contains the rotation for this object
points.push_back(randomPoint);
normals.push_back(normalize(normal));
}
} else {
points.push_back(randomPoint);
normals.push_back(normalize(normal));
}
}
}
}
}
}
#if 0
// debug : this will save the tile as a shapefile that can be viewed in QGIS.
// NOTE: this is really slow....
// remember - we need to de-rotate the tile, then translate back to gbs_center.
void dumpBorder() {
//dump the first triangle only of the first geometry, for now...
SG_LOG(SG_TERRAIN, SG_ALERT, "effect geode has " << geometries.size() << " geometries" );
const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
if ( vertices ) {
SG_LOG(SG_TERRAIN, SG_ALERT, " geometry has " << vertices->getNumElements() << " vertices" );
}
if ( !geometries.empty() ) {
int numPrimitiveSets = geometries[0]->getNumPrimitiveSets();
SG_LOG(SG_TERRAIN, SG_ALERT, " geometry has " << numPrimitiveSets << " primitive sets" );
if ( numPrimitiveSets > 0 ) {
const osg::PrimitiveSet* ps = geometries[0]->getPrimitiveSet(0);
unsigned int numIndices = ps->getNumIndices();
// create the same quat we used to rotate here
// - use backTransform to go back to original node location
SGGeod geodPos = SGGeod::fromCart(gbs_center);
SGQuatd hlOr = SGQuatd::fromLonLat(geodPos)*SGQuatd::fromEulerDeg(0, 0, 180);
SG_LOG(SG_TERRAIN, SG_ALERT, " primitive set has has " << numIndices << " indices" );
for ( unsigned int i=2; i<numIndices; i+= 3 ) {
if ( numIndices >= 3 ) {
unsigned int v0i = ps->index(i-2);
unsigned int v1i = ps->index(i-1);
unsigned int v2i = ps->index(i-0);
const osg::Vec3 *v0 = &vertices->operator[](v0i);
const osg::Vec3 *v1 = &vertices->operator[](v1i);
const osg::Vec3 *v2 = &vertices->operator[](v2i);
// de-rotate and translate : todo - create a paralell vertex list so we just do this
// once per vertex, not for every triangle's use of the vertex
SGVec3d vec0 = hlOr.backTransform( toVec3d(toSG(*v0))) + gbs_center;
SGVec3d vec1 = hlOr.backTransform( toVec3d(toSG(*v1))) + gbs_center;
SGVec3d vec2 = hlOr.backTransform( toVec3d(toSG(*v2))) + gbs_center;
// convert from cartesian to Geodetic, and save as a list of Geods for output
std::vector<SGGeod> triangle;
triangle.push_back( SGGeod::fromCart(vec0) );
triangle.push_back( SGGeod::fromCart(vec1) );
triangle.push_back( SGGeod::fromCart(vec2) );
SGShapefile::FromGeodList( triangle, true, "./triangles", mat->get_names()[0], "tri" );
}
}
}
}
}
#endif
private:
mt seed;
SGMaterial* mat;
SGVec3d gbs_center;
std::vector<osg::Geometry*> geometries;
std::vector<int> polygon_border; // TODO
};
// This visitor will generate an SGTriangleInfo.
// currently, it looks like it could save multiple lists, which could be the case
// if multiple osg::geods are found with osg::Geometry.
// But right now, we store a single PrimitiveSet under a single EffectGeod.
// so the traversal should only find a single EffectGeod - building a single SGTriangleInfo
class GetNodeTriangles : public osg::NodeVisitor
{
public:
GetNodeTriangles(const SGVec3d& c, std::vector<SGTriangleInfo>* nt) : osg::NodeVisitor( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN ), center(c), nodeTris(nt) {}
// This method gets called for every node in the scene
// graph. Check each node to see if it has user
// out target. If so, save the node's address.
virtual void apply( osg::Node& node )
{
EffectGeode* eg = dynamic_cast<EffectGeode*>(&node);
if ( eg ) {
// get the material from the user info
SGTriangleInfo triInfo( center );
triInfo.setMaterial( eg->getMaterial() );
// let's find the drawables for this node
int numDrawables = eg->getNumDrawables();
for ( int i=0; i<numDrawables; i++ ) {
triInfo.addGeometry( eg->getDrawable(i)->asGeometry() );
}
nodeTris->push_back( triInfo );
}
// Keep traversing the rest of the scene graph.
traverse( node );
}
protected:
SGVec3d center;
std::vector<SGTriangleInfo>* nodeTris;
};