memory reduced tile loading.
- do not save the TileGeometryBin and matcach in the randomObjectCallback - recreate matcache, and get TileGeometry from scenegraph - split obj.cxx into three distinct files - loadBTG, load surface geometry, and load tile details - includes fix for sceneries that have missing materials
This commit is contained in:
parent
27a91062bd
commit
148640be34
@ -23,6 +23,7 @@
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#include <boost/iterator/iterator_adaptor.hpp>
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#include "Effect.hxx"
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#include "mat.hxx"
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namespace simgear
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{
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@ -69,6 +70,8 @@ class EffectGeode : public osg::Geode
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META_Node(simgear,EffectGeode);
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Effect* getEffect() const { return _effect.get(); }
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void setEffect(Effect* effect);
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SGMaterial* getMaterial() const { return _material; }
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void setMaterial(SGMaterial* mat) { _material = mat; }
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virtual void resizeGLObjectBuffers(unsigned int maxSize);
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virtual void releaseGLObjects(osg::State* = 0) const;
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@ -83,6 +86,7 @@ class EffectGeode : public osg::Geode
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void runGenerators(osg::Geometry *geometry);
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private:
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osg::ref_ptr<Effect> _effect;
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SGMaterial* _material;
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};
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}
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#endif
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@ -441,7 +441,7 @@ Effect* SGMaterial::get_effect(int i)
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return _status[i].effect.get();
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}
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Effect* SGMaterial::get_effect(const SGTexturedTriangleBin& triangleBin)
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Effect* SGMaterial::get_one_effect(int texIndex)
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{
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SGGuard<SGMutex> g(_lock);
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if (_status.empty()) {
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@ -449,7 +449,7 @@ Effect* SGMaterial::get_effect(const SGTexturedTriangleBin& triangleBin)
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return 0;
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}
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int i = triangleBin.getTextureIndex() % _status.size();
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int i = texIndex % _status.size();
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return get_effect(i);
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}
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@ -460,7 +460,7 @@ Effect* SGMaterial::get_effect()
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}
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osg::Texture2D* SGMaterial::get_object_mask(const SGTexturedTriangleBin& triangleBin)
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osg::Texture2D* SGMaterial::get_one_object_mask(int texIndex)
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{
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if (_status.empty()) {
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SG_LOG( SG_GENERAL, SG_WARN, "No mask available.");
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@ -469,7 +469,7 @@ osg::Texture2D* SGMaterial::get_object_mask(const SGTexturedTriangleBin& triangl
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// Note that the object mask is closely linked to the texture/effect
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// so we index based on the texture index,
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unsigned int i = triangleBin.getTextureIndex() % _status.size();
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unsigned int i = texIndex % _status.size();
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if (i < _masks.size()) {
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return _masks[i].get();
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} else {
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@ -119,13 +119,13 @@ public:
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/**
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* Get the textured state.
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*/
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simgear::Effect* get_effect(const SGTexturedTriangleBin& triangleBin);
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simgear::Effect* get_one_effect(int texIndex);
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simgear::Effect* get_effect();
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/**
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* Get the textured state.
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*/
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osg::Texture2D* get_object_mask(const SGTexturedTriangleBin& triangleBin);
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osg::Texture2D* get_one_object_mask(int texIndex);
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/**
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@ -8,9 +8,12 @@ set(HEADERS
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SGDirectionalLightBin.hxx
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SGLightBin.hxx
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SGModelBin.hxx
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SGNodeTriangles.hxx
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SGOceanTile.hxx
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SGReaderWriterBTG.hxx
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SGTexturedTriangleBin.hxx
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SGTileDetailsCallback.hxx
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SGTileGeometryBin.hxx
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SGTriangleBin.hxx
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SGVasiDrawable.hxx
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SGVertexArrayBin.hxx
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482
simgear/scene/tgdb/SGNodeTriangles.hxx
Normal file
482
simgear/scene/tgdb/SGNodeTriangles.hxx
Normal file
@ -0,0 +1,482 @@
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// future API - just run through once to convert from OSG to SG
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// then we can use these triangle lists for random
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// trees/lights/buildings/objects
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struct SGTexturedTriangle
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{
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public:
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std::vector<SGVec3f> vertices;
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std::vector<SGVec2f> texcoords;
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};
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struct SGBorderContour
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{
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public:
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SGVec3d start;
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SGVec3d end;
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};
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class SGTriangleInfo
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{
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public:
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SGTriangleInfo( const SGVec3d& center ) {
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gbs_center = center;
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mt_init(&seed, 123);
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}
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// API used to build the Info by the visitor
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void addGeometry( osg::Geometry* g ) {
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geometries.push_back(g);
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}
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void setMaterial( SGMaterial* m ) {
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mat = m;
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}
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SGMaterial* getMaterial( void ) const {
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return mat;
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}
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// API used to get a specific texture or effect from a material. Materials can have
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// multiple textures - use the floor of the x coordinate of the first vertes to select it.
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// This will be constant, and give the same result each time to select one effect/texture per drawable.
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int getTextureIndex( void ) const {
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int texInfo = 0;
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const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
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if ( vertices ) {
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const osg::Vec3 *v0 = &vertices->operator[](0);
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texInfo = floor(v0->x());
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}
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return texInfo;
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}
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// new API - TODO
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void getTriangles( std::vector<SGTexturedTriangle>& tris )
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{
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const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
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const osg::Vec2Array* texcoords = dynamic_cast<osg::Vec2Array*>(geometries[0]->getTexCoordArray(0));
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int numPrimitiveSets = geometries[0]->getNumPrimitiveSets();
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if ( numPrimitiveSets > 0 ) {
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const osg::PrimitiveSet* ps = geometries[0]->getPrimitiveSet(0);
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unsigned int numIndices = ps->getNumIndices();
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for ( unsigned int i=2; i<numIndices; i+= 3 ) {
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SGTexturedTriangle tri;
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tri.vertices.push_back( toSG(vertices->operator[](ps->index(i-2))) );
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tri.vertices.push_back( toSG(vertices->operator[](ps->index(i-1))) );
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tri.vertices.push_back( toSG(vertices->operator[](ps->index(i-0))) );
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tri.texcoords.push_back( toSG(texcoords->operator[](ps->index(i-2))) );
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tri.texcoords.push_back( toSG(texcoords->operator[](ps->index(i-1))) );
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tri.texcoords.push_back( toSG(texcoords->operator[](ps->index(i-0))) );
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}
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}
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}
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void getBorderContours( std::vector<SGBorderContour>& border )
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{
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// each structure contains a list of target indexes and a count
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int numPrimitiveSets = geometries[0]->getNumPrimitiveSets();
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if ( numPrimitiveSets > 0 ) {
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const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
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const osg::PrimitiveSet* ps = geometries[0]->getPrimitiveSet(0);
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unsigned int numTriangles = ps->getNumIndices()/3;
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// use a map for fast lookup map the segment as a 64 bit int
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std::map<uint64_t, int> segCounter;
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uint32_t idx1, idx2;
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uint64_t key;
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for ( unsigned int i=0; i<numTriangles; i+= 3 ) {
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// first seg
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if ( ps->index(i+0) < ps->index(i+1) ) {
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idx1 = ps->index(i+0);
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idx2 = ps->index(i+1);
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} else {
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idx1 = ps->index(i+1);
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idx2 = ps->index(i+0);
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}
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key=( (uint64_t)idx1<<32) | (uint64_t)idx2;
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SG_LOG(SG_TERRAIN, SG_ALERT, "key " << std::hex << key << std::dec << " count is " << segCounter[key] );
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segCounter[key]++;
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SG_LOG(SG_TERRAIN, SG_ALERT, "after increment key " << std::hex << key << std::dec << " count is " << segCounter[key] );
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// second seg
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if ( ps->index(i+1) < ps->index(i+2) ) {
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idx1 = ps->index(i+1);
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idx2 = ps->index(i+2);
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} else {
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idx1 = ps->index(i+2);
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idx2 = ps->index(i+1);
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}
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key=( (uint64_t)idx1<<32) | (uint64_t)idx2;
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SG_LOG(SG_TERRAIN, SG_ALERT, "key " << std::hex << key << std::dec << " count is " << segCounter[key] );
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segCounter[key]++;
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SG_LOG(SG_TERRAIN, SG_ALERT, "after increment key " << std::hex << key << std::dec << " count is " << segCounter[key] );
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// third seg
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if ( ps->index(i+2) < ps->index(i+0) ) {
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idx1 = ps->index(i+2);
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idx2 = ps->index(i+0);
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} else {
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idx1 = ps->index(i+0);
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idx2 = ps->index(i+2);
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}
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key=( (uint64_t)idx1<<32) | (uint64_t)idx2;
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SG_LOG(SG_TERRAIN, SG_ALERT, "key " << std::hex << key << std::dec << " count is " << segCounter[key] );
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segCounter[key]++;
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SG_LOG(SG_TERRAIN, SG_ALERT, "after increment key " << std::hex << key << std::dec << " count is " << segCounter[key] );
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}
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// return all segments with count = 1 ( border )
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std::map<uint64_t, int>::iterator segIt = segCounter.begin();
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while ( segIt != segCounter.end() ) {
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if ( segIt->second == 1 ) {
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SG_LOG(SG_TERRAIN, SG_ALERT, "key " << std::hex << segIt->first << std::dec << " count is " << segIt->second );
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unsigned int iStart = segIt->first >> 32;
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unsigned int iEnd = segIt->first & 0x00000000FFFFFFFF;
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SGBorderContour bc;
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bc.start = toVec3d(toSG(vertices->operator[](iStart)));
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bc.end = toVec3d(toSG(vertices->operator[](iEnd)));
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border.push_back( bc );
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}
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segIt++;
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}
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#if 0
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// debug out - requires GDAL
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//
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//
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//
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SGGeod geodPos = SGGeod::fromCart(gbs_center);
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SGQuatd hlOr = SGQuatd::fromLonLat(geodPos)*SGQuatd::fromEulerDeg(0, 0, 180);
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for ( unsigned int i=0; i<border.size(); i++ ){
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// de-rotate and translate : todo - create a paralell vertex list so we just do this
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// once per vertex, not for every triangle's use of the vertex
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SGVec3d sgVStart = hlOr.backTransform( border[i].start) + gbs_center;
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SGVec3d sgVEnd = hlOr.backTransform( border[i].end) + gbs_center;
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// convert from cartesian to Geodetic, and save as a list of Geods for output
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SGGeod gStart = SGGeod::fromCart(sgVStart);
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SGGeod gEnd = SGGeod::fromCart(sgVEnd);
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SGShapefile::FromSegment( gStart, gEnd, true, "./borders", mat->get_names()[0], "border" );
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}
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#endif
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}
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}
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// Random buildings API - get num triangles, then get a triangle at index
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unsigned int getNumTriangles( void ) const {
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unsigned int num_triangles = 0;
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if ( !geometries.empty() ) {
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int numPrimitiveSets = geometries[0]->getNumPrimitiveSets();
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if ( numPrimitiveSets > 0 ) {
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const osg::PrimitiveSet* ps = geometries[0]->getPrimitiveSet(0);
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unsigned int numIndices = ps->getNumIndices();
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num_triangles = numIndices/3;
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}
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}
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return num_triangles;
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}
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void getTriangle(unsigned int i, std::vector<SGVec3f>& triVerts, std::vector<SGVec2f>& triTCs) const {
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const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
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const osg::Vec2Array* texcoords = dynamic_cast<osg::Vec2Array*>(geometries[0]->getTexCoordArray(0));
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if ( !geometries.empty() ) {
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int numPrimitiveSets = geometries[0]->getNumPrimitiveSets();
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if ( numPrimitiveSets > 0 ) {
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const osg::PrimitiveSet* ps = geometries[0]->getPrimitiveSet(0);
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int idxStart = i*3;
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triVerts.push_back( toSG(vertices->operator[](ps->index(idxStart+0))) );
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triVerts.push_back( toSG(vertices->operator[](ps->index(idxStart+1))) );
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triVerts.push_back( toSG(vertices->operator[](ps->index(idxStart+2))) );
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triTCs.push_back( toSG(texcoords->operator[](ps->index(idxStart+0))) );
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triTCs.push_back( toSG(texcoords->operator[](ps->index(idxStart+1))) );
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triTCs.push_back( toSG(texcoords->operator[](ps->index(idxStart+2))) );
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}
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}
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}
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// random lights and trees - just get a list of points on where to add the light / tree
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// TODO move this out - and handle in the random light / tree code
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// just use generic triangle API.
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void addRandomSurfacePoints(float coverage, float offset,
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osg::Texture2D* object_mask,
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std::vector<SGVec3f>& points)
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{
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if ( !geometries.empty() ) {
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const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
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const osg::Vec2Array* texcoords = dynamic_cast<osg::Vec2Array*>(geometries[0]->getTexCoordArray(0));
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int numPrimitiveSets = geometries[0]->getNumPrimitiveSets();
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if ( numPrimitiveSets > 0 ) {
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const osg::PrimitiveSet* ps = geometries[0]->getPrimitiveSet(0);
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unsigned int numIndices = ps->getNumIndices();
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for ( unsigned int i=2; i<numIndices; i+= 3 ) {
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SGVec3f v0 = toSG(vertices->operator[](ps->index(i-2)));
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SGVec3f v1 = toSG(vertices->operator[](ps->index(i-1)));
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SGVec3f v2 = toSG(vertices->operator[](ps->index(i-0)));
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SGVec2f t0 = toSG(texcoords->operator[](ps->index(i-2)));
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SGVec2f t1 = toSG(texcoords->operator[](ps->index(i-1)));
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SGVec2f t2 = toSG(texcoords->operator[](ps->index(i-0)));
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SGVec3f normal = cross(v1 - v0, v2 - v0);
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// Compute the area
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float area = 0.5f*length(normal);
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if (area <= SGLimitsf::min())
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continue;
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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 a light being created
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// for this triangle
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float unit = area + mt_rand(&seed)*coverage;
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SGVec3f offsetVector = offset*normalize(normal);
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// generate a light point for each unit of area
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while ( coverage < unit ) {
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float a = mt_rand(&seed);
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float b = mt_rand(&seed);
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if ( a + b > 1 ) {
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a = 1 - a;
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b = 1 - b;
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}
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float c = 1 - a - b;
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SGVec3f randomPoint = offsetVector + a*v0 + b*v1 + c*v2;
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if (object_mask != NULL) {
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SGVec2f texCoord = a*t0 + b*t1 + c*t2;
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// Check this random point against the object mask
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// red channel.
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osg::Image* img = object_mask->getImage();
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unsigned int x = (int) (img->s() * texCoord.x()) % img->s();
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unsigned int y = (int) (img->t() * texCoord.y()) % img->t();
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if (mt_rand(&seed) < img->getColor(x, y).r()) {
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points.push_back(randomPoint);
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}
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} else {
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// No object mask, so simply place the object
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points.push_back(randomPoint);
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}
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unit -= coverage;
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}
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}
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}
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}
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}
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void addRandomTreePoints(float wood_coverage,
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osg::Texture2D* object_mask,
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float vegetation_density,
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float cos_max_density_angle,
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float cos_zero_density_angle,
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std::vector<SGVec3f>& points)
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{
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if ( !geometries.empty() ) {
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const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
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const osg::Vec2Array* texcoords = dynamic_cast<osg::Vec2Array*>(geometries[0]->getTexCoordArray(0));
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int numPrimitiveSets = geometries[0]->getNumPrimitiveSets();
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if ( numPrimitiveSets > 0 ) {
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const osg::PrimitiveSet* ps = geometries[0]->getPrimitiveSet(0);
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unsigned int numIndices = ps->getNumIndices();
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for ( unsigned int i=2; i<numIndices; i+= 3 ) {
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SGVec3f v0 = toSG(vertices->operator[](ps->index(i-2)));
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SGVec3f v1 = toSG(vertices->operator[](ps->index(i-1)));
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SGVec3f v2 = toSG(vertices->operator[](ps->index(i-0)));
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SGVec2f t0 = toSG(texcoords->operator[](ps->index(i-2)));
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SGVec2f t1 = toSG(texcoords->operator[](ps->index(i-1)));
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SGVec2f t2 = toSG(texcoords->operator[](ps->index(i-0)));
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SGVec3f normal = cross(v1 - v0, v2 - v0);
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// Ensure the slope isn't too steep by checking the
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// cos of the angle between the slope normal and the
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// vertical (conveniently the z-component of the normalized
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// normal) and values passed in.
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float alpha = normalize(normal).z();
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float slope_density = 1.0;
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if (alpha < cos_zero_density_angle)
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continue; // Too steep for any vegetation
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if (alpha < cos_max_density_angle) {
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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);
|
||||
}
|
||||
} else {
|
||||
points.push_back(randomPoint);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#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;
|
||||
};
|
1140
simgear/scene/tgdb/SGTileDetailsCallback.hxx
Normal file
1140
simgear/scene/tgdb/SGTileDetailsCallback.hxx
Normal file
File diff suppressed because it is too large
Load Diff
304
simgear/scene/tgdb/SGTileGeometryBin.hxx
Normal file
304
simgear/scene/tgdb/SGTileGeometryBin.hxx
Normal file
@ -0,0 +1,304 @@
|
||||
|
||||
#ifdef HAVE_CONFIG_H
|
||||
# include <simgear_config.h>
|
||||
#endif
|
||||
|
||||
#include "obj.hxx"
|
||||
|
||||
#include <simgear/scene/material/EffectGeode.hxx>
|
||||
#include <simgear/scene/material/matlib.hxx>
|
||||
#include <simgear/scene/material/mat.hxx>
|
||||
|
||||
#include "SGTexturedTriangleBin.hxx"
|
||||
|
||||
using namespace simgear;
|
||||
|
||||
typedef std::map<std::string,SGTexturedTriangleBin> SGMaterialTriangleMap;
|
||||
|
||||
// Class handling the initial BTG loading : should probably be in its own file
|
||||
// it is very closely coupled with SGTexturedTriangleBin.hxx
|
||||
// it was used to load fans, strips, and triangles.
|
||||
// WS2.0 no longer uses fans or strips, but people still use ws1.0, so we need
|
||||
// to keep this functionality.
|
||||
class SGTileGeometryBin : public osg::Referenced {
|
||||
public:
|
||||
SGMaterialTriangleMap materialTriangleMap;
|
||||
|
||||
SGTileGeometryBin() {}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
SGVec2f getTexCoordScale(const std::string& name, SGMaterialCache* matcache)
|
||||
{
|
||||
if (!matcache)
|
||||
return SGVec2f(1, 1);
|
||||
SGMaterial* material = matcache->find(name);
|
||||
if (!material)
|
||||
return SGVec2f(1, 1);
|
||||
|
||||
return material->get_tex_coord_scale();
|
||||
}
|
||||
|
||||
static void
|
||||
addTriangleGeometry(SGTexturedTriangleBin& triangles,
|
||||
const SGBinObject& obj, unsigned grp,
|
||||
const SGVec2f& tc0Scale,
|
||||
const SGVec2f& tc1Scale)
|
||||
{
|
||||
const std::vector<SGVec3d>& vertices(obj.get_wgs84_nodes());
|
||||
const std::vector<SGVec3f>& normals(obj.get_normals());
|
||||
const std::vector<SGVec2f>& texCoords(obj.get_texcoords());
|
||||
const int_list& tris_v(obj.get_tris_v()[grp]);
|
||||
const int_list& tris_n(obj.get_tris_n()[grp]);
|
||||
const tci_list& tris_tc(obj.get_tris_tcs()[grp]);
|
||||
bool num_norms_is_num_verts = true;
|
||||
|
||||
if (tris_v.size() != tris_n.size()) {
|
||||
// If the normal indices do not match, they should be inmplicitly
|
||||
// the same than the vertex indices.
|
||||
num_norms_is_num_verts = false;
|
||||
}
|
||||
|
||||
if ( !tris_tc[1].empty() ) {
|
||||
triangles.hasSecondaryTexCoord(true);
|
||||
}
|
||||
|
||||
for (unsigned i = 2; i < tris_v.size(); i += 3) {
|
||||
SGVertNormTex v0;
|
||||
v0.SetVertex( toVec3f(vertices[tris_v[i-2]]) );
|
||||
v0.SetNormal( num_norms_is_num_verts ? normals[tris_n[i-2]] :
|
||||
normals[tris_v[i-2]] );
|
||||
v0.SetTexCoord( 0, getTexCoord(texCoords, tris_tc[0], tc0Scale, i-2) );
|
||||
if (!tris_tc[1].empty()) {
|
||||
v0.SetTexCoord( 1, getTexCoord(texCoords, tris_tc[1], tc1Scale, i-2) );
|
||||
}
|
||||
SGVertNormTex v1;
|
||||
v1.SetVertex( toVec3f(vertices[tris_v[i-1]]) );
|
||||
v1.SetNormal( num_norms_is_num_verts ? normals[tris_n[i-1]] :
|
||||
normals[tris_v[i-1]] );
|
||||
v1.SetTexCoord( 0, getTexCoord(texCoords, tris_tc[0], tc0Scale, i-1) );
|
||||
if (!tris_tc[1].empty()) {
|
||||
v1.SetTexCoord( 1, getTexCoord(texCoords, tris_tc[1], tc1Scale, i-1) );
|
||||
}
|
||||
SGVertNormTex v2;
|
||||
v2.SetVertex( toVec3f(vertices[tris_v[i]]) );
|
||||
v2.SetNormal( num_norms_is_num_verts ? normals[tris_n[i]] :
|
||||
normals[tris_v[i]] );
|
||||
v2.SetTexCoord( 0, getTexCoord(texCoords, tris_tc[0], tc0Scale, i) );
|
||||
if (!tris_tc[1].empty()) {
|
||||
v2.SetTexCoord( 1, getTexCoord(texCoords, tris_tc[1], tc1Scale, i) );
|
||||
}
|
||||
|
||||
triangles.insert(v0, v1, v2);
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
addStripGeometry(SGTexturedTriangleBin& triangles,
|
||||
const SGBinObject& obj, unsigned grp,
|
||||
const SGVec2f& tc0Scale,
|
||||
const SGVec2f& tc1Scale)
|
||||
{
|
||||
const std::vector<SGVec3d>& vertices(obj.get_wgs84_nodes());
|
||||
const std::vector<SGVec3f>& normals(obj.get_normals());
|
||||
const std::vector<SGVec2f>& texCoords(obj.get_texcoords());
|
||||
const int_list& strips_v(obj.get_strips_v()[grp]);
|
||||
const int_list& strips_n(obj.get_strips_n()[grp]);
|
||||
const tci_list& strips_tc(obj.get_strips_tcs()[grp]);
|
||||
bool num_norms_is_num_verts = true;
|
||||
|
||||
if (strips_v.size() != strips_n.size()) {
|
||||
// If the normal indices do not match, they should be inmplicitly
|
||||
// the same than the vertex indices.
|
||||
num_norms_is_num_verts = false;
|
||||
}
|
||||
|
||||
if ( !strips_tc[1].empty() ) {
|
||||
triangles.hasSecondaryTexCoord(true);
|
||||
}
|
||||
|
||||
for (unsigned i = 2; i < strips_v.size(); ++i) {
|
||||
SGVertNormTex v0;
|
||||
v0.SetVertex( toVec3f(vertices[strips_v[i-2]]) );
|
||||
v0.SetNormal( num_norms_is_num_verts ? normals[strips_n[i-2]] :
|
||||
normals[strips_v[i-2]] );
|
||||
v0.SetTexCoord( 0, getTexCoord(texCoords, strips_tc[0], tc0Scale, i-2) );
|
||||
if (!strips_tc[1].empty()) {
|
||||
v0.SetTexCoord( 1, getTexCoord(texCoords, strips_tc[1], tc1Scale, i-2) );
|
||||
}
|
||||
SGVertNormTex v1;
|
||||
v1.SetVertex( toVec3f(vertices[strips_v[i-1]]) );
|
||||
v1.SetNormal( num_norms_is_num_verts ? normals[strips_n[i-1]] :
|
||||
normals[strips_v[i-1]] );
|
||||
v1.SetTexCoord( 0, getTexCoord(texCoords, strips_tc[1], tc0Scale, i-1) );
|
||||
if (!strips_tc[1].empty()) {
|
||||
v1.SetTexCoord( 1, getTexCoord(texCoords, strips_tc[1], tc1Scale, i-1) );
|
||||
}
|
||||
SGVertNormTex v2;
|
||||
v2.SetVertex( toVec3f(vertices[strips_v[i]]) );
|
||||
v2.SetNormal( num_norms_is_num_verts ? normals[strips_n[i]] :
|
||||
normals[strips_v[i]] );
|
||||
v2.SetTexCoord( 0, getTexCoord(texCoords, strips_tc[0], tc0Scale, i) );
|
||||
if (!strips_tc[1].empty()) {
|
||||
v2.SetTexCoord( 1, getTexCoord(texCoords, strips_tc[1], tc1Scale, i) );
|
||||
}
|
||||
if (i%2)
|
||||
triangles.insert(v1, v0, v2);
|
||||
else
|
||||
triangles.insert(v0, v1, v2);
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
addFanGeometry(SGTexturedTriangleBin& triangles,
|
||||
const SGBinObject& obj, unsigned grp,
|
||||
const SGVec2f& tc0Scale,
|
||||
const SGVec2f& tc1Scale)
|
||||
{
|
||||
const std::vector<SGVec3d>& vertices(obj.get_wgs84_nodes());
|
||||
const std::vector<SGVec3f>& normals(obj.get_normals());
|
||||
const std::vector<SGVec2f>& texCoords(obj.get_texcoords());
|
||||
const int_list& fans_v(obj.get_fans_v()[grp]);
|
||||
const int_list& fans_n(obj.get_fans_n()[grp]);
|
||||
const tci_list& fans_tc(obj.get_fans_tcs()[grp]);
|
||||
bool num_norms_is_num_verts = true;
|
||||
|
||||
if (fans_v.size() != fans_n.size()) {
|
||||
// If the normal indices do not match, they should be inmplicitly
|
||||
// the same than the vertex indices.
|
||||
num_norms_is_num_verts = false;
|
||||
}
|
||||
|
||||
if ( !fans_tc[1].empty() ) {
|
||||
triangles.hasSecondaryTexCoord(true);
|
||||
}
|
||||
|
||||
SGVertNormTex v0;
|
||||
v0.SetVertex( toVec3f(vertices[fans_v[0]]) );
|
||||
v0.SetNormal( num_norms_is_num_verts ? normals[fans_n[0]] :
|
||||
normals[fans_v[0]] );
|
||||
v0.SetTexCoord( 0, getTexCoord(texCoords, fans_tc[0], tc0Scale, 0) );
|
||||
if (!fans_tc[1].empty()) {
|
||||
v0.SetTexCoord( 1, getTexCoord(texCoords, fans_tc[1], tc1Scale, 0) );
|
||||
}
|
||||
SGVertNormTex v1;
|
||||
v1.SetVertex( toVec3f(vertices[fans_v[1]]) );
|
||||
v1.SetNormal( num_norms_is_num_verts ? normals[fans_n[1]] :
|
||||
normals[fans_v[1]] );
|
||||
v1.SetTexCoord( 0, getTexCoord(texCoords, fans_tc[0], tc0Scale, 1) );
|
||||
if (!fans_tc[1].empty()) {
|
||||
v1.SetTexCoord( 1, getTexCoord(texCoords, fans_tc[1], tc1Scale, 1) );
|
||||
}
|
||||
for (unsigned i = 2; i < fans_v.size(); ++i) {
|
||||
SGVertNormTex v2;
|
||||
v2.SetVertex( toVec3f(vertices[fans_v[i]]) );
|
||||
v2.SetNormal( num_norms_is_num_verts ? normals[fans_n[i]] :
|
||||
normals[fans_v[i]] );
|
||||
v2.SetTexCoord( 0, getTexCoord(texCoords, fans_tc[0], tc0Scale, i) );
|
||||
if (!fans_tc[1].empty()) {
|
||||
v2.SetTexCoord( 1, getTexCoord(texCoords, fans_tc[1], tc1Scale, i) );
|
||||
}
|
||||
triangles.insert(v0, v1, v2);
|
||||
v1 = v2;
|
||||
}
|
||||
}
|
||||
|
||||
bool
|
||||
insertSurfaceGeometry(const SGBinObject& obj, SGMaterialCache* matcache)
|
||||
{
|
||||
if (obj.get_tris_n().size() < obj.get_tris_v().size() ||
|
||||
obj.get_tris_tcs().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 tc0Scale = getTexCoordScale(materialName, matcache);
|
||||
SGVec2f tc1Scale(1.0, 1.0);
|
||||
addTriangleGeometry(materialTriangleMap[materialName],
|
||||
obj, grp, tc0Scale, tc1Scale );
|
||||
}
|
||||
|
||||
if (obj.get_strips_n().size() < obj.get_strips_v().size() ||
|
||||
obj.get_strips_tcs().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 tc0Scale = getTexCoordScale(materialName, matcache);
|
||||
SGVec2f tc1Scale(1.0, 1.0);
|
||||
addStripGeometry(materialTriangleMap[materialName],
|
||||
obj, grp, tc0Scale, tc1Scale);
|
||||
}
|
||||
|
||||
if (obj.get_fans_n().size() < obj.get_fans_v().size() ||
|
||||
obj.get_fans_tcs().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 tc0Scale = getTexCoordScale(materialName, matcache);
|
||||
SGVec2f tc1Scale(1.0, 1.0);
|
||||
addFanGeometry(materialTriangleMap[materialName],
|
||||
obj, grp, tc0Scale, tc1Scale );
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
osg::Node* getSurfaceGeometry(SGMaterialCache* matcache, bool useVBOs) const
|
||||
{
|
||||
if (materialTriangleMap.empty())
|
||||
return 0;
|
||||
|
||||
EffectGeode* eg = NULL;
|
||||
osg::Group* group = (materialTriangleMap.size() > 1 ? new osg::Group : NULL);
|
||||
if (group) {
|
||||
group->setName("surfaceGeometryGroup");
|
||||
}
|
||||
|
||||
//osg::Geode* geode = new osg::Geode;
|
||||
SGMaterialTriangleMap::const_iterator i;
|
||||
for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
|
||||
osg::Geometry* geometry = i->second.buildGeometry(useVBOs);
|
||||
SGMaterial *mat = NULL;
|
||||
if (matcache) {
|
||||
mat = matcache->find(i->first);
|
||||
}
|
||||
eg = new EffectGeode;
|
||||
eg->setName("EffectGeode");
|
||||
if (mat) {
|
||||
eg->setMaterial(mat);
|
||||
eg->setEffect(mat->get_one_effect(i->second.getTextureIndex()));
|
||||
} else {
|
||||
eg->setMaterial(NULL);
|
||||
}
|
||||
eg->addDrawable(geometry);
|
||||
eg->runGenerators(geometry); // Generate extra data needed by effect
|
||||
if (group) {
|
||||
group->addChild(eg);
|
||||
}
|
||||
}
|
||||
|
||||
if (group) {
|
||||
return group;
|
||||
} else {
|
||||
return eg;
|
||||
}
|
||||
}
|
||||
};
|
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue
Block a user