839 lines
30 KiB
C++
839 lines
30 KiB
C++
// obj.cxx -- routines to handle loading scenery and building the plib
|
|
// scene graph.
|
|
//
|
|
// Written by Curtis Olson, started October 1997.
|
|
//
|
|
// Copyright (C) 1997 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 "obj.hxx"
|
|
|
|
#include <simgear/compiler.h>
|
|
|
|
#include <osg/Fog>
|
|
#include <osg/Geode>
|
|
#include <osg/Geometry>
|
|
#include <osg/Group>
|
|
#include <osg/LOD>
|
|
#include <osg/MatrixTransform>
|
|
#include <osg/Point>
|
|
#include <osg/StateSet>
|
|
#include <osg/Switch>
|
|
|
|
#include <boost/foreach.hpp>
|
|
|
|
#include <algorithm>
|
|
|
|
#include <simgear/debug/logstream.hxx>
|
|
#include <simgear/io/sg_binobj.hxx>
|
|
#include <simgear/math/sg_geodesy.hxx>
|
|
#include <simgear/math/sg_random.h>
|
|
#include <simgear/scene/material/Effect.hxx>
|
|
#include <simgear/scene/material/EffectGeode.hxx>
|
|
#include <simgear/scene/material/mat.hxx>
|
|
#include <simgear/scene/material/matlib.hxx>
|
|
#include <simgear/scene/model/SGOffsetTransform.hxx>
|
|
#include <simgear/scene/util/SGUpdateVisitor.hxx>
|
|
#include <simgear/scene/util/SGNodeMasks.hxx>
|
|
#include <simgear/scene/util/QuadTreeBuilder.hxx>
|
|
|
|
#include "SGTexturedTriangleBin.hxx"
|
|
#include "SGLightBin.hxx"
|
|
#include "SGModelBin.hxx"
|
|
#include "TreeBin.hxx"
|
|
#include "SGDirectionalLightBin.hxx"
|
|
#include "GroundLightManager.hxx"
|
|
|
|
|
|
#include "userdata.hxx"
|
|
#include "pt_lights.hxx"
|
|
|
|
using namespace simgear;
|
|
|
|
typedef std::map<std::string,SGTexturedTriangleBin> SGMaterialTriangleMap;
|
|
typedef std::list<SGLightBin> SGLightListBin;
|
|
typedef std::list<SGDirectionalLightBin> SGDirectionalLightListBin;
|
|
|
|
struct SGTileGeometryBin {
|
|
SGMaterialTriangleMap materialTriangleMap;
|
|
SGLightBin tileLights;
|
|
SGLightBin randomTileLights;
|
|
SGTreeBinList randomForest;
|
|
SGDirectionalLightBin runwayLights;
|
|
SGDirectionalLightBin taxiLights;
|
|
SGDirectionalLightListBin vasiLights;
|
|
SGDirectionalLightListBin rabitLights;
|
|
SGLightListBin odalLights;
|
|
SGDirectionalLightListBin reilLights;
|
|
SGMatModelBin randomModels;
|
|
|
|
static SGVec4f
|
|
getMaterialLightColor(const SGMaterial* material)
|
|
{
|
|
if (!material)
|
|
return SGVec4f(1, 1, 1, 0.8);
|
|
return material->get_light_color();
|
|
}
|
|
|
|
static void
|
|
addPointGeometry(SGLightBin& lights,
|
|
const std::vector<SGVec3d>& vertices,
|
|
const SGVec4f& color,
|
|
const int_list& pts_v)
|
|
{
|
|
for (unsigned i = 0; i < pts_v.size(); ++i)
|
|
lights.insert(toVec3f(vertices[pts_v[i]]), color);
|
|
}
|
|
|
|
static void
|
|
addPointGeometry(SGDirectionalLightBin& lights,
|
|
const std::vector<SGVec3d>& vertices,
|
|
const std::vector<SGVec3f>& normals,
|
|
const SGVec4f& color,
|
|
const int_list& pts_v,
|
|
const int_list& pts_n)
|
|
{
|
|
// If the normal indices match the vertex indices, use seperate
|
|
// normal indices. Else reuse the vertex indices for the normals.
|
|
if (pts_v.size() == pts_n.size()) {
|
|
for (unsigned i = 0; i < pts_v.size(); ++i)
|
|
lights.insert(toVec3f(vertices[pts_v[i]]), normals[pts_n[i]], color);
|
|
} else {
|
|
for (unsigned i = 0; i < pts_v.size(); ++i)
|
|
lights.insert(toVec3f(vertices[pts_v[i]]), normals[pts_v[i]], color);
|
|
}
|
|
}
|
|
|
|
bool
|
|
insertPtGeometry(const SGBinObject& obj, SGMaterialLib* matlib)
|
|
{
|
|
if (obj.get_pts_v().size() != obj.get_pts_n().size()) {
|
|
SG_LOG(SG_TERRAIN, SG_ALERT,
|
|
"Group list sizes for points do not match!");
|
|
return false;
|
|
}
|
|
|
|
for (unsigned grp = 0; grp < obj.get_pts_v().size(); ++grp) {
|
|
std::string materialName = obj.get_pt_materials()[grp];
|
|
SGMaterial* material = 0;
|
|
if (matlib)
|
|
material = matlib->find(materialName);
|
|
SGVec4f color = getMaterialLightColor(material);
|
|
|
|
if (3 <= materialName.size() && materialName.substr(0, 3) != "RWY") {
|
|
// Just plain lights. Not something for the runway.
|
|
addPointGeometry(tileLights, obj.get_wgs84_nodes(), color,
|
|
obj.get_pts_v()[grp]);
|
|
} else if (materialName == "RWY_BLUE_TAXIWAY_LIGHTS"
|
|
|| materialName == "RWY_GREEN_TAXIWAY_LIGHTS") {
|
|
addPointGeometry(taxiLights, obj.get_wgs84_nodes(), obj.get_normals(),
|
|
color, obj.get_pts_v()[grp], obj.get_pts_n()[grp]);
|
|
} else if (materialName == "RWY_VASI_LIGHTS") {
|
|
vasiLights.push_back(SGDirectionalLightBin());
|
|
addPointGeometry(vasiLights.back(), obj.get_wgs84_nodes(),
|
|
obj.get_normals(), color, obj.get_pts_v()[grp],
|
|
obj.get_pts_n()[grp]);
|
|
} else if (materialName == "RWY_SEQUENCED_LIGHTS") {
|
|
rabitLights.push_back(SGDirectionalLightBin());
|
|
addPointGeometry(rabitLights.back(), obj.get_wgs84_nodes(),
|
|
obj.get_normals(), color, obj.get_pts_v()[grp],
|
|
obj.get_pts_n()[grp]);
|
|
} else if (materialName == "RWY_ODALS_LIGHTS") {
|
|
odalLights.push_back(SGLightBin());
|
|
addPointGeometry(odalLights.back(), obj.get_wgs84_nodes(),
|
|
color, obj.get_pts_v()[grp]);
|
|
} else if (materialName == "RWY_REIL_LIGHTS") {
|
|
reilLights.push_back(SGDirectionalLightBin());
|
|
addPointGeometry(reilLights.back(), obj.get_wgs84_nodes(),
|
|
obj.get_normals(), color, obj.get_pts_v()[grp],
|
|
obj.get_pts_n()[grp]);
|
|
} else {
|
|
// what is left must be runway lights
|
|
addPointGeometry(runwayLights, obj.get_wgs84_nodes(),
|
|
obj.get_normals(), color, obj.get_pts_v()[grp],
|
|
obj.get_pts_n()[grp]);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
static SGVec2f
|
|
getTexCoord(const std::vector<SGVec2f>& texCoords, const int_list& tc,
|
|
const SGVec2f& tcScale, unsigned i)
|
|
{
|
|
if (tc.empty())
|
|
return tcScale;
|
|
else if (tc.size() == 1)
|
|
return mult(texCoords[tc[0]], tcScale);
|
|
else
|
|
return mult(texCoords[tc[i]], tcScale);
|
|
}
|
|
|
|
static void
|
|
addTriangleGeometry(SGTexturedTriangleBin& triangles,
|
|
const std::vector<SGVec3d>& vertices,
|
|
const std::vector<SGVec3f>& normals,
|
|
const std::vector<SGVec2f>& texCoords,
|
|
const int_list& tris_v,
|
|
const int_list& tris_n,
|
|
const int_list& tris_tc,
|
|
const SGVec2f& tcScale)
|
|
{
|
|
if (tris_v.size() != tris_n.size()) {
|
|
// If the normal indices do not match, they should be inmplicitly
|
|
// the same than the vertex indices. So just call ourselves again
|
|
// with the matching index vector.
|
|
addTriangleGeometry(triangles, vertices, normals, texCoords,
|
|
tris_v, tris_v, tris_tc, tcScale);
|
|
return;
|
|
}
|
|
|
|
for (unsigned i = 2; i < tris_v.size(); i += 3) {
|
|
SGVertNormTex v0;
|
|
v0.vertex = toVec3f(vertices[tris_v[i-2]]);
|
|
v0.normal = normals[tris_n[i-2]];
|
|
v0.texCoord = getTexCoord(texCoords, tris_tc, tcScale, i-2);
|
|
SGVertNormTex v1;
|
|
v1.vertex = toVec3f(vertices[tris_v[i-1]]);
|
|
v1.normal = normals[tris_n[i-1]];
|
|
v1.texCoord = getTexCoord(texCoords, tris_tc, tcScale, i-1);
|
|
SGVertNormTex v2;
|
|
v2.vertex = toVec3f(vertices[tris_v[i]]);
|
|
v2.normal = normals[tris_n[i]];
|
|
v2.texCoord = getTexCoord(texCoords, tris_tc, tcScale, i);
|
|
triangles.insert(v0, v1, v2);
|
|
}
|
|
}
|
|
|
|
static void
|
|
addStripGeometry(SGTexturedTriangleBin& triangles,
|
|
const std::vector<SGVec3d>& vertices,
|
|
const std::vector<SGVec3f>& normals,
|
|
const std::vector<SGVec2f>& texCoords,
|
|
const int_list& strips_v,
|
|
const int_list& strips_n,
|
|
const int_list& strips_tc,
|
|
const SGVec2f& tcScale)
|
|
{
|
|
if (strips_v.size() != strips_n.size()) {
|
|
// If the normal indices do not match, they should be inmplicitly
|
|
// the same than the vertex indices. So just call ourselves again
|
|
// with the matching index vector.
|
|
addStripGeometry(triangles, vertices, normals, texCoords,
|
|
strips_v, strips_v, strips_tc, tcScale);
|
|
return;
|
|
}
|
|
|
|
for (unsigned i = 2; i < strips_v.size(); ++i) {
|
|
SGVertNormTex v0;
|
|
v0.vertex = toVec3f(vertices[strips_v[i-2]]);
|
|
v0.normal = normals[strips_n[i-2]];
|
|
v0.texCoord = getTexCoord(texCoords, strips_tc, tcScale, i-2);
|
|
SGVertNormTex v1;
|
|
v1.vertex = toVec3f(vertices[strips_v[i-1]]);
|
|
v1.normal = normals[strips_n[i-1]];
|
|
v1.texCoord = getTexCoord(texCoords, strips_tc, tcScale, i-1);
|
|
SGVertNormTex v2;
|
|
v2.vertex = toVec3f(vertices[strips_v[i]]);
|
|
v2.normal = normals[strips_n[i]];
|
|
v2.texCoord = getTexCoord(texCoords, strips_tc, tcScale, i);
|
|
if (i%2)
|
|
triangles.insert(v1, v0, v2);
|
|
else
|
|
triangles.insert(v0, v1, v2);
|
|
}
|
|
}
|
|
|
|
static void
|
|
addFanGeometry(SGTexturedTriangleBin& triangles,
|
|
const std::vector<SGVec3d>& vertices,
|
|
const std::vector<SGVec3f>& normals,
|
|
const std::vector<SGVec2f>& texCoords,
|
|
const int_list& fans_v,
|
|
const int_list& fans_n,
|
|
const int_list& fans_tc,
|
|
const SGVec2f& tcScale)
|
|
{
|
|
if (fans_v.size() != fans_n.size()) {
|
|
// If the normal indices do not match, they should be implicitly
|
|
// the same than the vertex indices. So just call ourselves again
|
|
// with the matching index vector.
|
|
addFanGeometry(triangles, vertices, normals, texCoords,
|
|
fans_v, fans_v, fans_tc, tcScale);
|
|
return;
|
|
}
|
|
|
|
SGVertNormTex v0;
|
|
v0.vertex = toVec3f(vertices[fans_v[0]]);
|
|
v0.normal = normals[fans_n[0]];
|
|
v0.texCoord = getTexCoord(texCoords, fans_tc, tcScale, 0);
|
|
SGVertNormTex v1;
|
|
v1.vertex = toVec3f(vertices[fans_v[1]]);
|
|
v1.normal = normals[fans_n[1]];
|
|
v1.texCoord = getTexCoord(texCoords, fans_tc, tcScale, 1);
|
|
for (unsigned i = 2; i < fans_v.size(); ++i) {
|
|
SGVertNormTex v2;
|
|
v2.vertex = toVec3f(vertices[fans_v[i]]);
|
|
v2.normal = normals[fans_n[i]];
|
|
v2.texCoord = getTexCoord(texCoords, fans_tc, tcScale, i);
|
|
triangles.insert(v0, v1, v2);
|
|
v1 = v2;
|
|
}
|
|
}
|
|
|
|
SGVec2f getTexCoordScale(const std::string& name, SGMaterialLib* matlib)
|
|
{
|
|
if (!matlib)
|
|
return SGVec2f(1, 1);
|
|
SGMaterial* material = matlib->find(name);
|
|
if (!material)
|
|
return SGVec2f(1, 1);
|
|
|
|
return material->get_tex_coord_scale();
|
|
}
|
|
|
|
bool
|
|
insertSurfaceGeometry(const SGBinObject& obj, SGMaterialLib* matlib)
|
|
{
|
|
if (obj.get_tris_n().size() < obj.get_tris_v().size() ||
|
|
obj.get_tris_tc().size() < obj.get_tris_v().size()) {
|
|
SG_LOG(SG_TERRAIN, SG_ALERT,
|
|
"Group list sizes for triangles do not match!");
|
|
return false;
|
|
}
|
|
|
|
for (unsigned grp = 0; grp < obj.get_tris_v().size(); ++grp) {
|
|
std::string materialName = obj.get_tri_materials()[grp];
|
|
SGVec2f tcScale = getTexCoordScale(materialName, matlib);
|
|
addTriangleGeometry(materialTriangleMap[materialName],
|
|
obj.get_wgs84_nodes(), obj.get_normals(),
|
|
obj.get_texcoords(), obj.get_tris_v()[grp],
|
|
obj.get_tris_n()[grp], obj.get_tris_tc()[grp],
|
|
tcScale);
|
|
}
|
|
|
|
if (obj.get_strips_n().size() < obj.get_strips_v().size() ||
|
|
obj.get_strips_tc().size() < obj.get_strips_v().size()) {
|
|
SG_LOG(SG_TERRAIN, SG_ALERT,
|
|
"Group list sizes for strips do not match!");
|
|
return false;
|
|
}
|
|
for (unsigned grp = 0; grp < obj.get_strips_v().size(); ++grp) {
|
|
std::string materialName = obj.get_strip_materials()[grp];
|
|
SGVec2f tcScale = getTexCoordScale(materialName, matlib);
|
|
addStripGeometry(materialTriangleMap[materialName],
|
|
obj.get_wgs84_nodes(), obj.get_normals(),
|
|
obj.get_texcoords(), obj.get_strips_v()[grp],
|
|
obj.get_strips_n()[grp], obj.get_strips_tc()[grp],
|
|
tcScale);
|
|
}
|
|
|
|
if (obj.get_fans_n().size() < obj.get_fans_v().size() ||
|
|
obj.get_fans_tc().size() < obj.get_fans_v().size()) {
|
|
SG_LOG(SG_TERRAIN, SG_ALERT,
|
|
"Group list sizes for fans do not match!");
|
|
return false;
|
|
}
|
|
for (unsigned grp = 0; grp < obj.get_fans_v().size(); ++grp) {
|
|
std::string materialName = obj.get_fan_materials()[grp];
|
|
SGVec2f tcScale = getTexCoordScale(materialName, matlib);
|
|
addFanGeometry(materialTriangleMap[materialName],
|
|
obj.get_wgs84_nodes(), obj.get_normals(),
|
|
obj.get_texcoords(), obj.get_fans_v()[grp],
|
|
obj.get_fans_n()[grp], obj.get_fans_tc()[grp],
|
|
tcScale);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
osg::Node* getSurfaceGeometry(SGMaterialLib* matlib) const
|
|
{
|
|
if (materialTriangleMap.empty())
|
|
return 0;
|
|
|
|
EffectGeode* eg = 0;
|
|
osg::Group* group = (materialTriangleMap.size() > 1 ? new osg::Group : 0);
|
|
//osg::Geode* geode = new osg::Geode;
|
|
SGMaterialTriangleMap::const_iterator i;
|
|
for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
|
|
osg::Geometry* geometry = i->second.buildGeometry();
|
|
SGMaterial *mat = 0;
|
|
if (matlib)
|
|
mat = matlib->find(i->first);
|
|
eg = new EffectGeode;
|
|
if (mat)
|
|
eg->setEffect(mat->get_effect(i->second));
|
|
eg->addDrawable(geometry);
|
|
eg->runGenerators(geometry); // Generate extra data needed by effect
|
|
if (group)
|
|
group->addChild(eg);
|
|
}
|
|
if (group)
|
|
return group;
|
|
else
|
|
return eg;
|
|
}
|
|
|
|
void computeRandomSurfaceLights(SGMaterialLib* matlib)
|
|
{
|
|
SGMaterialTriangleMap::iterator i;
|
|
|
|
// generate a repeatable random seed
|
|
mt seed;
|
|
mt_init(&seed, unsigned(123));
|
|
|
|
for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
|
|
SGMaterial *mat = matlib->find(i->first);
|
|
if (!mat)
|
|
continue;
|
|
|
|
float coverage = mat->get_light_coverage();
|
|
if (coverage <= 0)
|
|
continue;
|
|
if (coverage < 10000.0) {
|
|
SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
|
|
<< coverage << ", pushing up to 10000");
|
|
coverage = 10000;
|
|
}
|
|
|
|
std::vector<SGVec3f> randomPoints;
|
|
i->second.addRandomSurfacePoints(coverage, 3, mat->get_object_mask(i->second), randomPoints);
|
|
std::vector<SGVec3f>::iterator j;
|
|
for (j = randomPoints.begin(); j != randomPoints.end(); ++j) {
|
|
float zombie = mt_rand(&seed);
|
|
// factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
|
|
float factor = mt_rand(&seed);
|
|
factor *= factor;
|
|
|
|
float bright = 1;
|
|
SGVec4f color;
|
|
if ( zombie > 0.5 ) {
|
|
// 50% chance of yellowish
|
|
color = SGVec4f(0.9f, 0.9f, 0.3f, bright - factor * 0.2f);
|
|
} else if (zombie > 0.15f) {
|
|
// 35% chance of whitish
|
|
color = SGVec4f(0.9, 0.9f, 0.8f, bright - factor * 0.2f);
|
|
} else if (zombie > 0.05f) {
|
|
// 10% chance of orangish
|
|
color = SGVec4f(0.9f, 0.6f, 0.2f, bright - factor * 0.2f);
|
|
} else {
|
|
// 5% chance of redish
|
|
color = SGVec4f(0.9f, 0.2f, 0.2f, bright - factor * 0.2f);
|
|
}
|
|
randomTileLights.insert(*j, color);
|
|
}
|
|
}
|
|
}
|
|
|
|
void computeRandomForest(SGMaterialLib* matlib, float vegetation_density)
|
|
{
|
|
SGMaterialTriangleMap::iterator i;
|
|
|
|
// generate a repeatable random seed
|
|
mt seed;
|
|
mt_init(&seed, unsigned(586));
|
|
|
|
for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
|
|
SGMaterial *mat = matlib->find(i->first);
|
|
if (!mat)
|
|
continue;
|
|
|
|
float wood_coverage = mat->get_wood_coverage();
|
|
if (wood_coverage <= 0)
|
|
continue;
|
|
|
|
// Attributes that don't vary by tree but do vary by material
|
|
bool found = false;
|
|
TreeBin* bin = NULL;
|
|
|
|
BOOST_FOREACH(bin, randomForest)
|
|
{
|
|
if ((bin->texture == mat->get_tree_texture() ) &&
|
|
(bin->texture_varieties == mat->get_tree_varieties()) &&
|
|
(bin->range == mat->get_tree_range() ) &&
|
|
(bin->width == mat->get_tree_width() ) &&
|
|
(bin->height == mat->get_tree_height() ) ) {
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!found) {
|
|
bin = new TreeBin();
|
|
bin->texture = mat->get_tree_texture();
|
|
SG_LOG(SG_INPUT, SG_DEBUG, "Tree texture " << bin->texture);
|
|
bin->range = mat->get_tree_range();
|
|
bin->width = mat->get_tree_width();
|
|
bin->height = mat->get_tree_height();
|
|
bin->texture_varieties = mat->get_tree_varieties();
|
|
randomForest.push_back(bin);
|
|
}
|
|
|
|
std::vector<SGVec3f> randomPoints;
|
|
i->second.addRandomTreePoints(wood_coverage,
|
|
mat->get_object_mask(i->second),
|
|
vegetation_density,
|
|
randomPoints);
|
|
|
|
std::vector<SGVec3f>::iterator k;
|
|
for (k = randomPoints.begin(); k != randomPoints.end(); ++k) {
|
|
bin->insert(*k);
|
|
}
|
|
}
|
|
}
|
|
|
|
void computeRandomObjects(SGMaterialLib* matlib)
|
|
{
|
|
SGMaterialTriangleMap::iterator i;
|
|
|
|
// generate a repeatable random seed
|
|
mt seed;
|
|
mt_init(&seed, unsigned(123));
|
|
|
|
for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
|
|
SGMaterial *mat = matlib->find(i->first);
|
|
if (!mat)
|
|
continue;
|
|
|
|
int group_count = mat->get_object_group_count();
|
|
|
|
if (group_count > 0)
|
|
{
|
|
for (int j = 0; j < group_count; j++)
|
|
{
|
|
SGMatModelGroup *object_group = mat->get_object_group(j);
|
|
int nObjects = object_group->get_object_count();
|
|
|
|
if (nObjects > 0)
|
|
{
|
|
// For each of the random models in the group, determine an appropriate
|
|
// number of random placements and insert them.
|
|
for (int k = 0; k < nObjects; k++) {
|
|
SGMatModel * object = object_group->get_object(k);
|
|
|
|
std::vector<std::pair<SGVec3f, float> > randomPoints;
|
|
|
|
i->second.addRandomPoints(object->get_coverage_m2(),
|
|
object->get_spacing_m(),
|
|
mat->get_object_mask(i->second),
|
|
randomPoints);
|
|
std::vector<std::pair<SGVec3f, float> >::iterator l;
|
|
for (l = randomPoints.begin(); l != randomPoints.end(); ++l) {
|
|
|
|
// Only add the model if it is sufficiently far from the
|
|
// other models
|
|
bool close = false;
|
|
|
|
for (unsigned i = 0; i < randomModels.getNumModels(); i++) {
|
|
float spacing = randomModels.getMatModel(i).model->get_spacing_m() + object->get_spacing_m();
|
|
spacing = spacing * spacing;
|
|
|
|
if (distSqr(randomModels.getMatModel(i).position, l->first) < spacing) {
|
|
close = true;
|
|
}
|
|
}
|
|
if (!close) {
|
|
randomModels.insert(l->first, object, (int)object->get_randomized_range_m(&seed), l->second);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
bool insertBinObj(const SGBinObject& obj, SGMaterialLib* matlib)
|
|
{
|
|
if (!insertPtGeometry(obj, matlib))
|
|
return false;
|
|
if (!insertSurfaceGeometry(obj, matlib))
|
|
return false;
|
|
return true;
|
|
}
|
|
};
|
|
|
|
typedef std::pair<osg::Node*, int> ModelLOD;
|
|
struct MakeQuadLeaf {
|
|
osg::LOD* operator() () const { return new osg::LOD; }
|
|
};
|
|
struct AddModelLOD {
|
|
void operator() (osg::LOD* leaf, ModelLOD& mlod) const
|
|
{
|
|
leaf->addChild(mlod.first, 0, mlod.second);
|
|
}
|
|
};
|
|
struct GetModelLODCoord {
|
|
GetModelLODCoord() {}
|
|
GetModelLODCoord(const GetModelLODCoord& rhs)
|
|
{}
|
|
osg::Vec3 operator() (const ModelLOD& mlod) const
|
|
{
|
|
return mlod.first->getBound().center();
|
|
}
|
|
};
|
|
|
|
typedef QuadTreeBuilder<osg::LOD*, ModelLOD, MakeQuadLeaf, AddModelLOD,
|
|
GetModelLODCoord> RandomObjectsQuadtree;
|
|
|
|
osg::Node*
|
|
SGLoadBTG(const std::string& path, SGMaterialLib *matlib, bool use_random_objects, bool use_random_vegetation, float vegetation_density)
|
|
{
|
|
SGBinObject tile;
|
|
if (!tile.read_bin(path))
|
|
return NULL;
|
|
|
|
SGVec3d center = tile.get_gbs_center();
|
|
SGGeod geodPos = SGGeod::fromCart(center);
|
|
SGQuatd hlOr = SGQuatd::fromLonLat(geodPos)*SGQuatd::fromEulerDeg(0, 0, 180);
|
|
|
|
// rotate the tiles so that the bounding boxes get nearly axis aligned.
|
|
// this will help the collision tree's bounding boxes a bit ...
|
|
std::vector<SGVec3d> nodes = tile.get_wgs84_nodes();
|
|
for (unsigned i = 0; i < nodes.size(); ++i)
|
|
nodes[i] = hlOr.transform(nodes[i]);
|
|
tile.set_wgs84_nodes(nodes);
|
|
|
|
SGQuatf hlOrf(hlOr[0], hlOr[1], hlOr[2], hlOr[3]);
|
|
std::vector<SGVec3f> normals = tile.get_normals();
|
|
for (unsigned i = 0; i < normals.size(); ++i)
|
|
normals[i] = hlOrf.transform(normals[i]);
|
|
tile.set_normals(normals);
|
|
|
|
SGTileGeometryBin tileGeometryBin;
|
|
if (!tileGeometryBin.insertBinObj(tile, matlib))
|
|
return NULL;
|
|
|
|
SGVec3f up(0, 0, 1);
|
|
GroundLightManager* lightManager = GroundLightManager::instance();
|
|
|
|
osg::ref_ptr<osg::Group> lightGroup = new SGOffsetTransform(0.94);
|
|
osg::ref_ptr<osg::Group> randomObjects;
|
|
osg::ref_ptr<osg::Group> forestNode;
|
|
osg::Group* terrainGroup = new osg::Group;
|
|
|
|
osg::Node* node = tileGeometryBin.getSurfaceGeometry(matlib);
|
|
if (node)
|
|
terrainGroup->addChild(node);
|
|
|
|
if (use_random_objects || use_random_vegetation) {
|
|
if (use_random_objects) {
|
|
if (matlib)
|
|
tileGeometryBin.computeRandomObjects(matlib);
|
|
|
|
if (tileGeometryBin.randomModels.getNumModels() > 0) {
|
|
// Generate a repeatable random seed
|
|
mt seed;
|
|
mt_init(&seed, unsigned(123));
|
|
|
|
std::vector<ModelLOD> models;
|
|
for (unsigned int i = 0;
|
|
i < tileGeometryBin.randomModels.getNumModels(); i++) {
|
|
SGMatModelBin::MatModel obj
|
|
= tileGeometryBin.randomModels.getMatModel(i);
|
|
|
|
osg::Node* node = sgGetRandomModel(obj.model, &seed);
|
|
|
|
// Create a matrix to place the object in the correct
|
|
// location, and then apply the rotation matrix created
|
|
// above, with an additional random (or taken from
|
|
// the object mask) heading rotation if appropriate.
|
|
osg::Matrix transformMat;
|
|
transformMat = osg::Matrix::translate(toOsg(obj.position));
|
|
if (obj.model->get_heading_type() == SGMatModel::HEADING_RANDOM) {
|
|
// Rotate the object around the z axis.
|
|
double hdg = mt_rand(&seed) * M_PI * 2;
|
|
transformMat.preMult(osg::Matrix::rotate(hdg,
|
|
osg::Vec3d(0.0, 0.0, 1.0)));
|
|
}
|
|
|
|
if (obj.model->get_heading_type() == SGMatModel::HEADING_MASK) {
|
|
// Rotate the object around the z axis.
|
|
double hdg = - obj.rotation * M_PI * 2;
|
|
transformMat.preMult(osg::Matrix::rotate(hdg,
|
|
osg::Vec3d(0.0, 0.0, 1.0)));
|
|
}
|
|
|
|
osg::MatrixTransform* position =
|
|
new osg::MatrixTransform(transformMat);
|
|
position->addChild(node);
|
|
models.push_back(ModelLOD(position, obj.lod));
|
|
}
|
|
RandomObjectsQuadtree quadtree((GetModelLODCoord()), (AddModelLOD()));
|
|
quadtree.buildQuadTree(models.begin(), models.end());
|
|
randomObjects = quadtree.getRoot();
|
|
randomObjects->setName("random objects");
|
|
}
|
|
}
|
|
|
|
if (use_random_vegetation && matlib) {
|
|
// Now add some random forest.
|
|
tileGeometryBin.computeRandomForest(matlib, vegetation_density);
|
|
|
|
if (tileGeometryBin.randomForest.size() > 0) {
|
|
forestNode = createForest(tileGeometryBin.randomForest, osg::Matrix::identity());
|
|
forestNode->setName("Random trees");
|
|
}
|
|
}
|
|
}
|
|
|
|
// FIXME: ugly, has a side effect
|
|
if (matlib)
|
|
tileGeometryBin.computeRandomSurfaceLights(matlib);
|
|
|
|
if (tileGeometryBin.tileLights.getNumLights() > 0
|
|
|| tileGeometryBin.randomTileLights.getNumLights() > 0) {
|
|
osg::Group* groundLights0 = new osg::Group;
|
|
groundLights0->setStateSet(lightManager->getGroundLightStateSet());
|
|
groundLights0->setNodeMask(GROUNDLIGHTS0_BIT);
|
|
osg::Geode* geode = new osg::Geode;
|
|
geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.tileLights));
|
|
geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.randomTileLights, 4, -0.3f));
|
|
groundLights0->addChild(geode);
|
|
lightGroup->addChild(groundLights0);
|
|
}
|
|
if (tileGeometryBin.randomTileLights.getNumLights() > 0) {
|
|
osg::Group* groundLights1 = new osg::Group;
|
|
groundLights1->setStateSet(lightManager->getGroundLightStateSet());
|
|
groundLights1->setNodeMask(GROUNDLIGHTS1_BIT);
|
|
osg::Group* groundLights2 = new osg::Group;
|
|
groundLights2->setStateSet(lightManager->getGroundLightStateSet());
|
|
groundLights2->setNodeMask(GROUNDLIGHTS2_BIT);
|
|
osg::Geode* geode = new osg::Geode;
|
|
geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.randomTileLights, 2, -0.15f));
|
|
groundLights1->addChild(geode);
|
|
lightGroup->addChild(groundLights1);
|
|
geode = new osg::Geode;
|
|
geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.randomTileLights));
|
|
groundLights2->addChild(geode);
|
|
lightGroup->addChild(groundLights2);
|
|
}
|
|
|
|
if (!tileGeometryBin.vasiLights.empty()) {
|
|
EffectGeode* vasiGeode = new EffectGeode;
|
|
Effect* vasiEffect
|
|
= getLightEffect(6, osg::Vec3(1, 0.0001, 0.000001), 1, 6, true);
|
|
vasiGeode->setEffect(vasiEffect);
|
|
SGVec4f red(1, 0, 0, 1);
|
|
SGMaterial* mat = 0;
|
|
if (matlib)
|
|
mat = matlib->find("RWY_RED_LIGHTS");
|
|
if (mat)
|
|
red = mat->get_light_color();
|
|
SGVec4f white(1, 1, 1, 1);
|
|
mat = 0;
|
|
if (matlib)
|
|
mat = matlib->find("RWY_WHITE_LIGHTS");
|
|
if (mat)
|
|
white = mat->get_light_color();
|
|
SGDirectionalLightListBin::const_iterator i;
|
|
for (i = tileGeometryBin.vasiLights.begin();
|
|
i != tileGeometryBin.vasiLights.end(); ++i) {
|
|
vasiGeode->addDrawable(SGLightFactory::getVasi(up, *i, red, white));
|
|
}
|
|
vasiGeode->setStateSet(lightManager->getRunwayLightStateSet());
|
|
lightGroup->addChild(vasiGeode);
|
|
}
|
|
Effect* runwayEffect = 0;
|
|
if (tileGeometryBin.runwayLights.getNumLights() > 0
|
|
|| !tileGeometryBin.rabitLights.empty()
|
|
|| !tileGeometryBin.reilLights.empty()
|
|
|| !tileGeometryBin.odalLights.empty()
|
|
|| tileGeometryBin.taxiLights.getNumLights() > 0)
|
|
runwayEffect = getLightEffect(4, osg::Vec3(1, 0.001, 0.0002), 1, 4, true);
|
|
if (tileGeometryBin.runwayLights.getNumLights() > 0
|
|
|| !tileGeometryBin.rabitLights.empty()
|
|
|| !tileGeometryBin.reilLights.empty()
|
|
|| !tileGeometryBin.odalLights.empty()) {
|
|
osg::Group* rwyLights = new osg::Group;
|
|
rwyLights->setStateSet(lightManager->getRunwayLightStateSet());
|
|
rwyLights->setNodeMask(RUNWAYLIGHTS_BIT);
|
|
if (tileGeometryBin.runwayLights.getNumLights() != 0) {
|
|
EffectGeode* geode = new EffectGeode;
|
|
geode->setEffect(runwayEffect);
|
|
geode->addDrawable(SGLightFactory::getLights(tileGeometryBin
|
|
.runwayLights));
|
|
rwyLights->addChild(geode);
|
|
}
|
|
SGDirectionalLightListBin::const_iterator i;
|
|
for (i = tileGeometryBin.rabitLights.begin();
|
|
i != tileGeometryBin.rabitLights.end(); ++i) {
|
|
rwyLights->addChild(SGLightFactory::getSequenced(*i));
|
|
}
|
|
for (i = tileGeometryBin.reilLights.begin();
|
|
i != tileGeometryBin.reilLights.end(); ++i) {
|
|
rwyLights->addChild(SGLightFactory::getSequenced(*i));
|
|
}
|
|
SGLightListBin::const_iterator j;
|
|
for (j = tileGeometryBin.odalLights.begin();
|
|
j != tileGeometryBin.odalLights.end(); ++j) {
|
|
rwyLights->addChild(SGLightFactory::getOdal(*j));
|
|
}
|
|
lightGroup->addChild(rwyLights);
|
|
}
|
|
|
|
if (tileGeometryBin.taxiLights.getNumLights() > 0) {
|
|
osg::Group* taxiLights = new osg::Group;
|
|
taxiLights->setStateSet(lightManager->getTaxiLightStateSet());
|
|
taxiLights->setNodeMask(RUNWAYLIGHTS_BIT);
|
|
EffectGeode* geode = new EffectGeode;
|
|
geode->setEffect(runwayEffect);
|
|
geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.taxiLights));
|
|
taxiLights->addChild(geode);
|
|
lightGroup->addChild(taxiLights);
|
|
}
|
|
|
|
// The toplevel transform for that tile.
|
|
osg::MatrixTransform* transform = new osg::MatrixTransform;
|
|
transform->setName(path);
|
|
transform->setMatrix(osg::Matrix::rotate(toOsg(hlOr))*
|
|
osg::Matrix::translate(toOsg(center)));
|
|
transform->addChild(terrainGroup);
|
|
if (lightGroup->getNumChildren() > 0) {
|
|
osg::LOD* lightLOD = new osg::LOD;
|
|
lightLOD->addChild(lightGroup.get(), 0, 30000);
|
|
// VASI is always on, so doesn't use light bits.
|
|
lightLOD->setNodeMask(LIGHTS_BITS | MODEL_BIT);
|
|
transform->addChild(lightLOD);
|
|
}
|
|
|
|
if (randomObjects.valid() || forestNode.valid()) {
|
|
|
|
// Add a LoD node, so we don't try to display anything when the tile center
|
|
// is more than 20km away.
|
|
osg::LOD* objectLOD = new osg::LOD;
|
|
|
|
if (randomObjects.valid()) objectLOD->addChild(randomObjects.get(), 0, 20000);
|
|
if (forestNode.valid()) objectLOD->addChild(forestNode.get(), 0, 20000);
|
|
|
|
unsigned nodeMask = SG_NODEMASK_CASTSHADOW_BIT | SG_NODEMASK_RECIEVESHADOW_BIT | SG_NODEMASK_TERRAIN_BIT;
|
|
objectLOD->setNodeMask(nodeMask);
|
|
transform->addChild(objectLOD);
|
|
}
|
|
|
|
return transform;
|
|
}
|