Previously attempting to start on an ocean tile with static models present cause FG to spin on "Loading Scenery". This was caused by not creating a BVH for an ocean tile in the specific case where there was STG models, due to a PagedLOD node being inserted in the scene graph. So FG never thought the scenery was loaded sufficient to place the aircraft. By explicitly creating a BVH for ocean tiles the problem is fixed. Candidate for 2020.X
351 lines
13 KiB
C++
351 lines
13 KiB
C++
/* -*-c++-*-
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*
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* Copyright (C) 2006-2007 Mathias Froehlich, Tim Moore
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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., 51 Franklin Street, Fifth Floor, Boston,
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* MA 02110-1301, USA.
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*
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*/
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#ifdef HAVE_CONFIG_H
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# include <simgear_config.h>
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#endif
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#include "SGOceanTile.hxx"
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#include <math.h>
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#include <simgear/compiler.h>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/MatrixTransform>
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#include <osg/StateSet>
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#include <simgear/bucket/newbucket.hxx>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/math/sg_types.hxx>
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#include <simgear/misc/texcoord.hxx>
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#include <simgear/scene/material/Effect.hxx>
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#include <simgear/scene/material/EffectGeode.hxx>
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#include <simgear/scene/material/mat.hxx>
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#include <simgear/scene/material/matlib.hxx>
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#include <simgear/scene/model/BoundingVolumeBuildVisitor.hxx>
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#include <simgear/scene/util/OsgMath.hxx>
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#include <simgear/scene/util/VectorArrayAdapter.hxx>
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#include <simgear/scene/util/SGNodeMasks.hxx>
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using namespace simgear;
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// Ocean tile with curvature and apron to hide cracks. The cracks are
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// mostly with adjoining coastal tiles that assume a flat ocean
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// between corners of a tile; they also hide the micro cracks between
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// adjoining ocean tiles. This is probably over-engineered, but it
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// serves as a testbed for some things that will come later.
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// Helper class for building and accessing the mesh. The layout of the
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// points in the mesh is a little wacky. First is the bottom row of
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// the points for the apron. Next is the left apron point, the points
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// in the mesh, and the right apron point, for each of the rows of the
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// mesh; the points for the top apron come last. This order should
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// help with things like vertex caching in the OpenGL driver, though
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// it may be superfluous for such a small mesh.
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namespace
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{
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class OceanMesh {
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public:
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OceanMesh(int latP, int lonP):
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latPoints(latP),
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lonPoints(lonP),
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geoPoints(latPoints * lonPoints + 2 * (lonPoints + latPoints)),
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geod_nodes(latPoints * lonPoints),
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vl(new osg::Vec3Array(geoPoints)),
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nl(new osg::Vec3Array(geoPoints)),
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tl(new osg::Vec2Array(geoPoints)),
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vlArray(*vl, lonPoints + 2, lonPoints, 1),
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nlArray(*nl, lonPoints + 2, lonPoints, 1),
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tlArray(*tl, lonPoints + 2, lonPoints, 1)
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{
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int numPoints = latPoints * lonPoints;
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geod = new SGGeod[numPoints];
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normals = new SGVec3f[numPoints];
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rel = new SGVec3d[numPoints];
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}
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~OceanMesh()
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{
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delete[] geod;
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delete[] normals;
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delete[] rel;
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}
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const int latPoints, lonPoints;
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const int geoPoints;
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SGGeod* geod;
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SGVec3f* normals;
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SGVec3d* rel;
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std::vector<SGGeod> geod_nodes;
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osg::Vec3Array* vl;
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osg::Vec3Array* nl;
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osg::Vec2Array* tl;
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VectorArrayAdapter<osg::Vec3Array> vlArray;
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VectorArrayAdapter<osg::Vec3Array> nlArray;
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VectorArrayAdapter<osg::Vec2Array> tlArray;
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void calcMesh(const SGVec3d& cartCenter, const SGQuatd& orient,
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double clon, double clat,
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double height, double width, double tex_width);
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void calcApronPt(int latIdx, int lonIdx, int latInner, int lonInner,
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int destIdx, double tex_width);
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void calcApronPts(double tex_width);
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};
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void OceanMesh::calcMesh(const SGVec3d& cartCenter, const SGQuatd& orient,
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double clon, double clat,
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double height, double width, double tex_width)
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{
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// Calculate vertices. By splitting the tile up into 4 quads on a
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// side we avoid curvature-of-the-earth problems; the error should
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// be less than .5 meters.
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double longInc = width * .25;
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double latInc = height * .25;
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double startLat = clat - height * .5;
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double startLon = clon - width * .5;
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for (int j = 0; j < latPoints; j++) {
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double lat = startLat + j * latInc;
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for (int i = 0; i < lonPoints; i++) {
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int index = (j * lonPoints) + i;
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geod[index] = SGGeod::fromDeg(startLon + i * longInc, lat);
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SGVec3d cart = SGVec3d::fromGeod(geod[index]);
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rel[index] = orient.transform(cart - cartCenter);
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normals[index] = toVec3f(orient.transform(normalize(cart)));
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}
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}
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// Calculate texture coordinates
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typedef std::vector<SGGeod> GeodVector;
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GeodVector geod_nodes(latPoints * lonPoints);
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VectorArrayAdapter<GeodVector> geodNodesArray(geod_nodes, lonPoints);
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int_list rectangle(latPoints * lonPoints);
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VectorArrayAdapter<int_list> rectArray(rectangle, lonPoints);
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for (int j = 0; j < latPoints; j++) {
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for (int i = 0; i < lonPoints; i++) {
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int index = (j * lonPoints) + i;
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geodNodesArray(j, i) = geod[index];
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rectArray(j, i) = index;
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}
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}
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typedef std::vector<SGVec2f> Vec2Array;
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Vec2Array texs = sgCalcTexCoords( clat, geod_nodes, rectangle,
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1000.0 / tex_width );
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VectorArrayAdapter<Vec2Array> texsArray(texs, lonPoints);
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for (int j = 0; j < latPoints; j++) {
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for (int i = 0; i < lonPoints; ++i) {
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int index = (j * lonPoints) + i;
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vlArray(j, i) = toOsg(rel[index]);
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nlArray(j, i) = toOsg(normals[index]);
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tlArray(j, i) = toOsg(texsArray(j, i));
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}
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}
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}
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// Apron points. For each point on the edge we'll go 150
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// metres "down" and 40 metres "out" to create a nice overlap. The
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// texture should be applied according to this dimension. The
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// normals of the apron polygons will be the same as the those of
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// the points on the edge to better disguise the apron.
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void OceanMesh::calcApronPt(int latIdx, int lonIdx, int latInner, int lonInner,
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int destIdx, double tex_width)
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{
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static const float downDist = 150.0f;
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static const float outDist = 40.0f;
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// Get vector along edge, in the right direction to make a cross
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// product with the normal vector that will point out from the
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// mesh.
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osg::Vec3f edgePt = vlArray(latIdx, lonIdx);
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osg::Vec3f edgeVec;
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if (lonIdx == lonInner) { // bottom or top edge
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if (lonIdx > 0)
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edgeVec = vlArray(latIdx, lonIdx - 1) - edgePt;
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else
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edgeVec = edgePt - vlArray(latIdx, lonIdx + 1);
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if (latIdx > latInner)
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edgeVec = -edgeVec; // Top edge
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} else { // right or left edge
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if (latIdx > 0)
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edgeVec = edgePt - vlArray(latIdx - 1, lonIdx);
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else
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edgeVec = vlArray(latIdx + 1, lonIdx) - edgePt;
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if (lonIdx > lonInner) // right edge
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edgeVec = -edgeVec;
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}
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edgeVec.normalize();
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osg::Vec3f outVec = nlArray(latIdx, lonIdx) ^ edgeVec;
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(*vl)[destIdx]
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= edgePt - nlArray(latIdx, lonIdx) * downDist + outVec * outDist;
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(*nl)[destIdx] = nlArray(latIdx, lonIdx);
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static const float apronDist
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= sqrtf(downDist * downDist + outDist * outDist);
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float texDelta = apronDist / tex_width;
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if (lonIdx == lonInner) {
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if (latIdx > latInner)
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(*tl)[destIdx]
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= tlArray(latIdx, lonIdx) + osg::Vec2f(0.0f, texDelta);
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else
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(*tl)[destIdx]
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= tlArray(latIdx, lonIdx) - osg::Vec2f(0.0f, texDelta);
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} else {
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if (lonIdx > lonInner)
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(*tl)[destIdx]
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= tlArray(latIdx, lonIdx) + osg::Vec2f(texDelta, 0.0f);
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else
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(*tl)[destIdx]
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= tlArray(latIdx, lonIdx) - osg::Vec2f(texDelta, 0.0f);
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}
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}
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void OceanMesh::calcApronPts(double tex_width)
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{
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for (int i = 0; i < lonPoints; i++)
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calcApronPt(0, i, 1, i, i, tex_width);
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int topApronOffset = latPoints + (2 + lonPoints) * latPoints;
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for (int i = 0; i < lonPoints; i++)
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calcApronPt(latPoints - 1, i, latPoints - 2, i,
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i + topApronOffset, tex_width);
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for (int i = 0; i < latPoints; i++) {
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calcApronPt(i, 0, i, 1, lonPoints + i * (lonPoints + 2), tex_width);
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calcApronPt(i, lonPoints - 1, i, lonPoints - 2,
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lonPoints + i * (lonPoints + 2) + 1 + lonPoints, tex_width);
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}
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}
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// Enter the vertices of triangles that fill one row of the
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// mesh. The vertices are entered in counter-clockwise order.
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void fillDrawElementsRow(int width, short row0Start, short row1Start,
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osg::DrawElementsUShort::vector_type::iterator&
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elements)
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{
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short row0Idx = row0Start;
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short row1Idx = row1Start;
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for (int i = 0; i < width - 1; i++, row0Idx++, row1Idx++) {
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*elements++ = row0Idx;
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*elements++ = row0Idx + 1;
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*elements++ = row1Idx;
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*elements++ = row1Idx;
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*elements++ = row0Idx + 1;
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*elements++ = row1Idx + 1;
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}
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}
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void fillDrawElementsWithApron(short height, short width,
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osg::DrawElementsUShort::vector_type::iterator
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elements)
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{
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// First apron row
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fillDrawElementsRow(width, 0, width + 1, elements);
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for (short i = 0; i < height - 1; i++)
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fillDrawElementsRow(width + 2, width + i * (width + 2),
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width + (i + 1) * (width + 2),
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elements);
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// Last apron row
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short topApronBottom = width + (height - 1) * (width + 2) + 1;
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fillDrawElementsRow(width, topApronBottom, topApronBottom + width + 1,
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elements);
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}
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}
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osg::Node* SGOceanTile(const SGBucket& b, SGMaterialLib *matlib, int latPoints, int lonPoints)
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{
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Effect *effect = 0;
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double tex_width = 1000.0;
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// find Ocean material in the properties list
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SGMaterialCache* matcache = matlib->generateMatCache(b.get_center());
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SGMaterial* mat = matcache->find( "Ocean" );
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delete matcache;
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if ( mat != NULL ) {
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// set the texture width and height values for this
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// material
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tex_width = mat->get_xsize();
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// set OSG State
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effect = mat->get_effect();
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} else {
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SG_LOG( SG_TERRAIN, SG_ALERT, "Ack! unknown use material name = Ocean");
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}
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OceanMesh grid(latPoints, lonPoints);
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// Calculate center point
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SGVec3d cartCenter = SGVec3d::fromGeod(b.get_center());
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SGGeod geodPos = SGGeod::fromCart(cartCenter);
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SGQuatd hlOr = SGQuatd::fromLonLat(geodPos)*SGQuatd::fromEulerDeg(0, 0, 180);
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double clon = b.get_center_lon();
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double clat = b.get_center_lat();
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double height = b.get_height();
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double width = b.get_width();
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grid.calcMesh(cartCenter, hlOr, clon, clat, height, width, tex_width);
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grid.calcApronPts(tex_width);
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osg::Vec4Array* cl = new osg::Vec4Array;
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cl->push_back(osg::Vec4(1, 1, 1, 1));
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osg::Geometry* geometry = new osg::Geometry;
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geometry->setDataVariance(osg::Object::STATIC);
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geometry->setVertexArray(grid.vl);
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geometry->setNormalArray(grid.nl);
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geometry->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
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geometry->setColorArray(cl);
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geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
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geometry->setTexCoordArray(0, grid.tl);
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// Allocate the indices for triangles in the mesh and the apron
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osg::DrawElementsUShort* drawElements
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= new osg::DrawElementsUShort(GL_TRIANGLES,
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6 * ((latPoints - 1) * (lonPoints + 1)
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+ 2 * (latPoints - 1)));
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fillDrawElementsWithApron(latPoints, lonPoints, drawElements->begin());
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geometry->addPrimitiveSet(drawElements);
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EffectGeode* geode = new EffectGeode;
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geode->setName("Ocean tile");
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geode->setEffect(effect);
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geode->addDrawable(geometry);
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geode->runGenerators(geometry);
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osg::MatrixTransform* transform = new osg::MatrixTransform;
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transform->setName("Ocean");
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transform->setMatrix(osg::Matrix::rotate(toOsg(hlOr))*
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osg::Matrix::translate(toOsg(cartCenter)));
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transform->addChild(geode);
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transform->setNodeMask( ~(simgear::CASTSHADOW_BIT | simgear::MODELLIGHT_BIT) );
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// Create a BVH at this point. This is normally provided by the file loader, but as we create the
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// geometry programmatically, no file loader is involved.
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BoundingVolumeBuildVisitor bvhBuilder(false);
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transform->accept(bvhBuilder);
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return transform;
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}
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