Rotate the scenery tiles so that the horizont is axis aligned.

This might help culling and much more the upcomming collision tree.

Modified Files:
	simgear/scene/tgdb/obj.cxx
This commit is contained in:
frohlich 2009-02-27 19:59:47 +00:00 committed by Tim Moore
parent 90c58087e8
commit 81eae3fa48

View File

@ -551,14 +551,13 @@ struct AddModelLOD {
}
};
struct GetModelLODCoord {
GetModelLODCoord(const osg::Matrix& transform) : _transform(transform) {}
GetModelLODCoord(const GetModelLODCoord& rhs) : _transform(rhs._transform)
GetModelLODCoord() {}
GetModelLODCoord(const GetModelLODCoord& rhs)
{}
osg::Vec3 operator() (const ModelLOD& mlod) const
{
return mlod.first->getBound().center() * _transform;
return mlod.first->getBound().center();
}
osg::Matrix _transform;
};
typedef QuadTreeBuilder<osg::LOD*, ModelLOD, MakeQuadLeaf, AddModelLOD,
@ -571,14 +570,28 @@ SGLoadBTG(const std::string& path, SGMaterialLib *matlib, bool calc_lights, bool
if (!tile.read_bin(path))
return false;
SGVec3d center = tile.get_gbs_center2();
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 false;
SGVec3d center = tile.get_gbs_center2();
SGGeod geodPos = SGGeod::fromCart(center);
SGQuatd hlOr = SGQuatd::fromLonLat(geodPos);
SGVec3f up = toVec3f(hlOr.backTransform(SGVec3d(0, 0, -1)));
SGVec3f up(0, 0, 1);
GroundLightManager* lightManager = GroundLightManager::instance();
osg::ref_ptr<osg::Group> lightGroup = new SGOffsetTransform(0.94);
@ -591,22 +604,6 @@ SGLoadBTG(const std::string& path, SGMaterialLib *matlib, bool calc_lights, bool
terrainGroup->addChild(node);
if (use_random_objects || use_random_vegetation) {
// Simple matrix for used for flipping models that have been oriented
// with the center of the tile but upside down.
static const osg::Matrix flip(1, 0, 0, 0,
0, -1, 0, 0,
0, 0, -1, 0,
0, 0, 0, 1);
// Determine an rotation matrix for the models to place them
// perpendicular to the earth's surface. We use the same matrix,
// based on the centre of the tile, as the small angular differences
// between different points on the tile aren't worth worrying about
// for random objects. We also need to flip the orientation 180 degrees
osg::Matrix mAtt = flip * osg::Matrix::rotate(hlOr.osg());
// The inverse goes from world coordinates to Z up tile coordinates.
osg::Matrix world2Tile(osg::Matrix(hlOr.osg().conj()) * flip);
if (use_random_objects) {
tileGeometryBin.computeRandomObjects(matlib);
@ -625,8 +622,8 @@ SGLoadBTG(const std::string& path, SGMaterialLib *matlib, bool calc_lights, bool
// Create a matrix to place the object in the correct
// location, and then apply the rotation matrix created
// above, with an additional random heading rotation if appropriate.
osg::Matrix transformMat(mAtt);
transformMat.postMult(osg::Matrix::translate(obj.position.osg()));
osg::Matrix transformMat;
transformMat = osg::Matrix::translate(obj.position.osg());
if (obj.model->get_heading_type() == SGMatModel::HEADING_RANDOM) {
// Rotate the object around the z axis.
double hdg = mt_rand(&seed) * M_PI * 2;
@ -638,8 +635,7 @@ SGLoadBTG(const std::string& path, SGMaterialLib *matlib, bool calc_lights, bool
position->addChild(node);
models.push_back(ModelLOD(position, obj.lod));
}
RandomObjectsQuadtree quadtree((GetModelLODCoord(world2Tile)),
(AddModelLOD()));
RandomObjectsQuadtree quadtree((GetModelLODCoord()), (AddModelLOD()));
quadtree.buildQuadTree(models.begin(), models.end());
randomObjects = quadtree.getRoot();
randomObjects->setName("random objects");
@ -651,7 +647,8 @@ SGLoadBTG(const std::string& path, SGMaterialLib *matlib, bool calc_lights, bool
tileGeometryBin.computeRandomForest(matlib);
if (tileGeometryBin.randomForest.getNumTrees() > 0) {
randomForest = createForest(tileGeometryBin.randomForest, mAtt);
randomForest = createForest(tileGeometryBin.randomForest,
osg::Matrix::identity());
randomForest->setName("random trees");
}
}
@ -756,7 +753,8 @@ SGLoadBTG(const std::string& path, SGMaterialLib *matlib, bool calc_lights, bool
// The toplevel transform for that tile.
osg::MatrixTransform* transform = new osg::MatrixTransform;
transform->setName(path);
transform->setMatrix(osg::Matrix::translate(center.osg()));
transform->setMatrix(osg::Matrix::rotate(hlOr.osg())*
osg::Matrix::translate(center.osg()));
transform->addChild(terrainGroup);
if (lightGroup->getNumChildren() > 0) {
osg::LOD* lightLOD = new osg::LOD;