1 // obj.cxx -- routines to handle loading scenery and building the plib
4 // Written by Curtis Olson, started October 1997.
6 // Copyright (C) 1997 Curtis L. Olson - http://www.flightgear.org/~curt
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License as
10 // published by the Free Software Foundation; either version 2 of the
11 // License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful, but
14 // WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 // General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
26 # include <simgear_config.h>
31 #include <simgear/compiler.h>
35 #include <osg/Geometry>
38 #include <osg/MatrixTransform>
40 #include <osg/StateSet>
43 #include <simgear/debug/logstream.hxx>
44 #include <simgear/io/sg_binobj.hxx>
45 #include <simgear/math/sg_geodesy.hxx>
46 #include <simgear/math/sg_random.h>
47 #include <simgear/scene/material/mat.hxx>
48 #include <simgear/scene/material/matlib.hxx>
49 #include <simgear/scene/model/SGOffsetTransform.hxx>
50 #include <simgear/scene/util/SGUpdateVisitor.hxx>
51 #include <simgear/scene/util/SGNodeMasks.hxx>
52 #include <simgear/scene/util/QuadTreeBuilder.hxx>
53 #include <simgear/threads/SGThread.hxx>
54 #include <simgear/threads/SGGuard.hxx>
56 #include "SGTexturedTriangleBin.hxx"
57 #include "SGLightBin.hxx"
58 #include "SGModelBin.hxx"
59 #include "TreeBin.hxx"
60 #include "SGDirectionalLightBin.hxx"
61 #include "GroundLightManager.hxx"
64 #include "userdata.hxx"
65 #include "pt_lights.hxx"
67 using namespace simgear;
69 typedef std::map<std::string,SGTexturedTriangleBin> SGMaterialTriangleMap;
70 typedef std::list<SGLightBin> SGLightListBin;
71 typedef std::list<SGDirectionalLightBin> SGDirectionalLightListBin;
73 struct SGTileGeometryBin {
74 SGMaterialTriangleMap materialTriangleMap;
75 SGLightBin tileLights;
76 SGLightBin randomTileLights;
78 SGDirectionalLightBin runwayLights;
79 SGDirectionalLightBin taxiLights;
80 SGDirectionalLightListBin vasiLights;
81 SGDirectionalLightListBin rabitLights;
82 SGLightListBin odalLights;
83 SGDirectionalLightListBin reilLights;
84 SGMatModelBin randomModels;
87 getMaterialLightColor(const SGMaterial* material)
90 return SGVec4f(1, 1, 1, 0.8);
91 return material->get_light_color();
95 addPointGeometry(SGLightBin& lights,
96 const std::vector<SGVec3d>& vertices,
98 const int_list& pts_v)
100 for (unsigned i = 0; i < pts_v.size(); ++i)
101 lights.insert(toVec3f(vertices[pts_v[i]]), color);
105 addPointGeometry(SGDirectionalLightBin& lights,
106 const std::vector<SGVec3d>& vertices,
107 const std::vector<SGVec3f>& normals,
108 const SGVec4f& color,
109 const int_list& pts_v,
110 const int_list& pts_n)
112 // If the normal indices match the vertex indices, use seperate
113 // normal indices. Else reuse the vertex indices for the normals.
114 if (pts_v.size() == pts_n.size()) {
115 for (unsigned i = 0; i < pts_v.size(); ++i)
116 lights.insert(toVec3f(vertices[pts_v[i]]), normals[pts_n[i]], color);
118 for (unsigned i = 0; i < pts_v.size(); ++i)
119 lights.insert(toVec3f(vertices[pts_v[i]]), normals[pts_v[i]], color);
124 insertPtGeometry(const SGBinObject& obj, SGMaterialLib* matlib)
126 if (obj.get_pts_v().size() != obj.get_pts_n().size()) {
127 SG_LOG(SG_TERRAIN, SG_ALERT,
128 "Group list sizes for points do not match!");
132 for (unsigned grp = 0; grp < obj.get_pts_v().size(); ++grp) {
133 std::string materialName = obj.get_pt_materials()[grp];
134 SGMaterial* material = matlib->find(materialName);
135 SGVec4f color = getMaterialLightColor(material);
137 if (3 <= materialName.size() && materialName.substr(0, 3) != "RWY") {
138 // Just plain lights. Not something for the runway.
139 addPointGeometry(tileLights, obj.get_wgs84_nodes(), color,
140 obj.get_pts_v()[grp]);
141 } else if (materialName == "RWY_BLUE_TAXIWAY_LIGHTS"
142 || materialName == "RWY_GREEN_TAXIWAY_LIGHTS") {
143 addPointGeometry(taxiLights, obj.get_wgs84_nodes(), obj.get_normals(),
144 color, obj.get_pts_v()[grp], obj.get_pts_n()[grp]);
145 } else if (materialName == "RWY_VASI_LIGHTS") {
146 vasiLights.push_back(SGDirectionalLightBin());
147 addPointGeometry(vasiLights.back(), obj.get_wgs84_nodes(),
148 obj.get_normals(), color, obj.get_pts_v()[grp],
149 obj.get_pts_n()[grp]);
150 } else if (materialName == "RWY_SEQUENCED_LIGHTS") {
151 rabitLights.push_back(SGDirectionalLightBin());
152 addPointGeometry(rabitLights.back(), obj.get_wgs84_nodes(),
153 obj.get_normals(), color, obj.get_pts_v()[grp],
154 obj.get_pts_n()[grp]);
155 } else if (materialName == "RWY_ODALS_LIGHTS") {
156 odalLights.push_back(SGLightBin());
157 addPointGeometry(odalLights.back(), obj.get_wgs84_nodes(),
158 color, obj.get_pts_v()[grp]);
159 } else if (materialName == "RWY_REIL_LIGHTS") {
160 reilLights.push_back(SGDirectionalLightBin());
161 addPointGeometry(reilLights.back(), obj.get_wgs84_nodes(),
162 obj.get_normals(), color, obj.get_pts_v()[grp],
163 obj.get_pts_n()[grp]);
165 // what is left must be runway lights
166 addPointGeometry(runwayLights, obj.get_wgs84_nodes(),
167 obj.get_normals(), color, obj.get_pts_v()[grp],
168 obj.get_pts_n()[grp]);
177 getTexCoord(const std::vector<SGVec2f>& texCoords, const int_list& tc,
178 const SGVec2f& tcScale, unsigned i)
182 else if (tc.size() == 1)
183 return mult(texCoords[tc[0]], tcScale);
185 return mult(texCoords[tc[i]], tcScale);
189 addTriangleGeometry(SGTexturedTriangleBin& triangles,
190 const std::vector<SGVec3d>& vertices,
191 const std::vector<SGVec3f>& normals,
192 const std::vector<SGVec2f>& texCoords,
193 const int_list& tris_v,
194 const int_list& tris_n,
195 const int_list& tris_tc,
196 const SGVec2f& tcScale)
198 if (tris_v.size() != tris_n.size()) {
199 // If the normal indices do not match, they should be inmplicitly
200 // the same than the vertex indices. So just call ourselves again
201 // with the matching index vector.
202 addTriangleGeometry(triangles, vertices, normals, texCoords,
203 tris_v, tris_v, tris_tc, tcScale);
207 for (unsigned i = 2; i < tris_v.size(); i += 3) {
209 v0.vertex = toVec3f(vertices[tris_v[i-2]]);
210 v0.normal = normals[tris_n[i-2]];
211 v0.texCoord = getTexCoord(texCoords, tris_tc, tcScale, i-2);
213 v1.vertex = toVec3f(vertices[tris_v[i-1]]);
214 v1.normal = normals[tris_n[i-1]];
215 v1.texCoord = getTexCoord(texCoords, tris_tc, tcScale, i-1);
217 v2.vertex = toVec3f(vertices[tris_v[i]]);
218 v2.normal = normals[tris_n[i]];
219 v2.texCoord = getTexCoord(texCoords, tris_tc, tcScale, i);
220 triangles.insert(v0, v1, v2);
225 addStripGeometry(SGTexturedTriangleBin& triangles,
226 const std::vector<SGVec3d>& vertices,
227 const std::vector<SGVec3f>& normals,
228 const std::vector<SGVec2f>& texCoords,
229 const int_list& strips_v,
230 const int_list& strips_n,
231 const int_list& strips_tc,
232 const SGVec2f& tcScale)
234 if (strips_v.size() != strips_n.size()) {
235 // If the normal indices do not match, they should be inmplicitly
236 // the same than the vertex indices. So just call ourselves again
237 // with the matching index vector.
238 addStripGeometry(triangles, vertices, normals, texCoords,
239 strips_v, strips_v, strips_tc, tcScale);
243 for (unsigned i = 2; i < strips_v.size(); ++i) {
245 v0.vertex = toVec3f(vertices[strips_v[i-2]]);
246 v0.normal = normals[strips_n[i-2]];
247 v0.texCoord = getTexCoord(texCoords, strips_tc, tcScale, i-2);
249 v1.vertex = toVec3f(vertices[strips_v[i-1]]);
250 v1.normal = normals[strips_n[i-1]];
251 v1.texCoord = getTexCoord(texCoords, strips_tc, tcScale, i-1);
253 v2.vertex = toVec3f(vertices[strips_v[i]]);
254 v2.normal = normals[strips_n[i]];
255 v2.texCoord = getTexCoord(texCoords, strips_tc, tcScale, i);
257 triangles.insert(v1, v0, v2);
259 triangles.insert(v0, v1, v2);
264 addFanGeometry(SGTexturedTriangleBin& triangles,
265 const std::vector<SGVec3d>& vertices,
266 const std::vector<SGVec3f>& normals,
267 const std::vector<SGVec2f>& texCoords,
268 const int_list& fans_v,
269 const int_list& fans_n,
270 const int_list& fans_tc,
271 const SGVec2f& tcScale)
273 if (fans_v.size() != fans_n.size()) {
274 // If the normal indices do not match, they should be implicitly
275 // the same than the vertex indices. So just call ourselves again
276 // with the matching index vector.
277 addFanGeometry(triangles, vertices, normals, texCoords,
278 fans_v, fans_v, fans_tc, tcScale);
283 v0.vertex = toVec3f(vertices[fans_v[0]]);
284 v0.normal = normals[fans_n[0]];
285 v0.texCoord = getTexCoord(texCoords, fans_tc, tcScale, 0);
287 v1.vertex = toVec3f(vertices[fans_v[1]]);
288 v1.normal = normals[fans_n[1]];
289 v1.texCoord = getTexCoord(texCoords, fans_tc, tcScale, 1);
290 for (unsigned i = 2; i < fans_v.size(); ++i) {
292 v2.vertex = toVec3f(vertices[fans_v[i]]);
293 v2.normal = normals[fans_n[i]];
294 v2.texCoord = getTexCoord(texCoords, fans_tc, tcScale, i);
295 triangles.insert(v0, v1, v2);
300 SGVec2f getTexCoordScale(const std::string& name, SGMaterialLib* matlib)
303 return SGVec2f(1, 1);
304 SGMaterial* material = matlib->find(name);
306 return SGVec2f(1, 1);
308 return material->get_tex_coord_scale();
312 insertSurfaceGeometry(const SGBinObject& obj, SGMaterialLib* matlib)
314 if (obj.get_tris_n().size() < obj.get_tris_v().size() ||
315 obj.get_tris_tc().size() < obj.get_tris_v().size()) {
316 SG_LOG(SG_TERRAIN, SG_ALERT,
317 "Group list sizes for triangles do not match!");
321 for (unsigned grp = 0; grp < obj.get_tris_v().size(); ++grp) {
322 std::string materialName = obj.get_tri_materials()[grp];
323 SGVec2f tcScale = getTexCoordScale(materialName, matlib);
324 addTriangleGeometry(materialTriangleMap[materialName],
325 obj.get_wgs84_nodes(), obj.get_normals(),
326 obj.get_texcoords(), obj.get_tris_v()[grp],
327 obj.get_tris_n()[grp], obj.get_tris_tc()[grp],
331 if (obj.get_strips_n().size() < obj.get_strips_v().size() ||
332 obj.get_strips_tc().size() < obj.get_strips_v().size()) {
333 SG_LOG(SG_TERRAIN, SG_ALERT,
334 "Group list sizes for strips do not match!");
337 for (unsigned grp = 0; grp < obj.get_strips_v().size(); ++grp) {
338 std::string materialName = obj.get_strip_materials()[grp];
339 SGVec2f tcScale = getTexCoordScale(materialName, matlib);
340 addStripGeometry(materialTriangleMap[materialName],
341 obj.get_wgs84_nodes(), obj.get_normals(),
342 obj.get_texcoords(), obj.get_strips_v()[grp],
343 obj.get_strips_n()[grp], obj.get_strips_tc()[grp],
347 if (obj.get_fans_n().size() < obj.get_fans_v().size() ||
348 obj.get_fans_tc().size() < obj.get_fans_v().size()) {
349 SG_LOG(SG_TERRAIN, SG_ALERT,
350 "Group list sizes for fans do not match!");
353 for (unsigned grp = 0; grp < obj.get_fans_v().size(); ++grp) {
354 std::string materialName = obj.get_fan_materials()[grp];
355 SGVec2f tcScale = getTexCoordScale(materialName, matlib);
356 addFanGeometry(materialTriangleMap[materialName],
357 obj.get_wgs84_nodes(), obj.get_normals(),
358 obj.get_texcoords(), obj.get_fans_v()[grp],
359 obj.get_fans_n()[grp], obj.get_fans_tc()[grp],
365 osg::Node* getSurfaceGeometry(SGMaterialLib* matlib) const
367 if (materialTriangleMap.empty())
370 osg::Geode* geode = new osg::Geode;
371 SGMaterialTriangleMap::const_iterator i;
372 for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
373 // CHUNCKED (sic) here splits up unconnected triangles parts of
374 // the mesh into different Geometry sets, presumably for better
375 // culling. I (timoore) believe it is more performant to build
376 // the biggest indexed sets possible at the expense of tight
380 SGMaterial *mat = matlib->find(i->first);
382 std::list<SGTexturedTriangleBin::TriangleVector> connectSets;
383 i->second.getConnectedSets(connectSets);
385 std::list<SGTexturedTriangleBin::TriangleVector>::iterator j;
386 for (j = connectSets.begin(); j != connectSets.end(); ++j) {
387 osg::Geometry* geometry = i->second.buildGeometry(*j);
389 geometry->setStateSet(mat->get_state());
390 geode->addDrawable(geometry);
393 osg::Geometry* geometry = i->second.buildGeometry();
394 SGMaterial *mat = matlib->find(i->first);
396 geometry->setStateSet(mat->get_state());
397 geode->addDrawable(geometry);
403 void computeRandomSurfaceLights(SGMaterialLib* matlib)
405 SGMaterialTriangleMap::iterator i;
407 // generate a repeatable random seed
409 mt_init(&seed, unsigned(123));
411 for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
412 SGMaterial *mat = matlib->find(i->first);
416 float coverage = mat->get_light_coverage();
419 if (coverage < 10000.0) {
420 SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
421 << coverage << ", pushing up to 10000");
425 std::vector<SGVec3f> randomPoints;
426 i->second.addRandomSurfacePoints(coverage, 3, randomPoints);
427 std::vector<SGVec3f>::iterator j;
428 for (j = randomPoints.begin(); j != randomPoints.end(); ++j) {
429 float zombie = mt_rand(&seed);
430 // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
431 float factor = mt_rand(&seed);
436 if ( zombie > 0.5 ) {
437 // 50% chance of yellowish
438 color = SGVec4f(0.9f, 0.9f, 0.3f, bright - factor * 0.2f);
439 } else if (zombie > 0.15f) {
440 // 35% chance of whitish
441 color = SGVec4f(0.9, 0.9f, 0.8f, bright - factor * 0.2f);
442 } else if (zombie > 0.05f) {
443 // 10% chance of orangish
444 color = SGVec4f(0.9f, 0.6f, 0.2f, bright - factor * 0.2f);
446 // 5% chance of redish
447 color = SGVec4f(0.9f, 0.2f, 0.2f, bright - factor * 0.2f);
449 randomTileLights.insert(*j, color);
454 void computeRandomForest(SGMaterialLib* matlib)
456 SGMaterialTriangleMap::iterator i;
458 // generate a repeatable random seed
460 mt_init(&seed, unsigned(586));
462 for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
463 SGMaterial *mat = matlib->find(i->first);
467 float coverage = mat->get_tree_coverage();
471 // Attributes that don't vary by tree
472 randomForest.texture = mat->get_tree_texture();
473 randomForest.range = mat->get_tree_range();
474 randomForest.width = mat->get_tree_width();
475 randomForest.height = mat->get_tree_height();
476 randomForest.texture_varieties = mat->get_tree_varieties();
478 std::vector<SGVec3f> randomPoints;
479 i->second.addRandomSurfacePoints(coverage, 0, randomPoints);
480 std::vector<SGVec3f>::iterator j;
481 for (j = randomPoints.begin(); j != randomPoints.end(); ++j) {
483 // Apply a random scaling factor and texture index.
484 float scale = (mt_rand(&seed) + mt_rand(&seed)) / 2.0f + 0.5f;
485 int v = (int) (mt_rand(&seed) * mat->get_tree_varieties());
486 if (v == mat->get_tree_varieties()) v--;
487 randomForest.insert(*j, v, scale);
492 void computeRandomObjects(SGMaterialLib* matlib)
494 SGMaterialTriangleMap::iterator i;
496 // generate a repeatable random seed
498 mt_init(&seed, unsigned(123));
500 for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
501 SGMaterial *mat = matlib->find(i->first);
505 int group_count = mat->get_object_group_count();
509 for (int j = 0; j < group_count; j++)
511 SGMatModelGroup *object_group = mat->get_object_group(j);
512 int nObjects = object_group->get_object_count();
516 // For each of the random models in the group, determine an appropriate
517 // number of random placements and insert them.
518 for (int k = 0; k < nObjects; k++) {
519 SGMatModel * object = object_group->get_object(k);
521 std::vector<SGVec3f> randomPoints;
523 i->second.addRandomPoints(object->get_coverage_m2(), randomPoints);
524 std::vector<SGVec3f>::iterator l;
525 for (l = randomPoints.begin(); l != randomPoints.end(); ++l) {
526 randomModels.insert(*l, object, (int)object->get_randomized_range_m(&seed));
535 bool insertBinObj(const SGBinObject& obj, SGMaterialLib* matlib)
537 if (!insertPtGeometry(obj, matlib))
539 if (!insertSurfaceGeometry(obj, matlib))
545 typedef std::pair<osg::Node*, int> ModelLOD;
546 struct MakeQuadLeaf {
547 osg::LOD* operator() () const { return new osg::LOD; }
550 void operator() (osg::LOD* leaf, ModelLOD& mlod) const
552 leaf->addChild(mlod.first, 0, mlod.second);
555 struct GetModelLODCoord {
556 GetModelLODCoord(const osg::Matrix& transform) : _transform(transform) {}
557 GetModelLODCoord(const GetModelLODCoord& rhs) : _transform(rhs._transform)
559 osg::Vec3 operator() (const ModelLOD& mlod) const
561 return mlod.first->getBound().center() * _transform;
563 osg::Matrix _transform;
566 typedef QuadTreeBuilder<osg::LOD*, ModelLOD, MakeQuadLeaf, AddModelLOD,
567 GetModelLODCoord> RandomObjectsQuadtree;
570 SGLoadBTG(const std::string& path, SGMaterialLib *matlib, bool calc_lights, bool use_random_objects, bool use_random_vegetation)
573 if (!tile.read_bin(path))
576 SGTileGeometryBin tileGeometryBin;
577 if (!tileGeometryBin.insertBinObj(tile, matlib))
580 SGVec3d center = tile.get_gbs_center2();
581 SGGeod geodPos = SGGeod::fromCart(center);
582 SGQuatd hlOr = SGQuatd::fromLonLat(geodPos);
583 SGVec3f up = toVec3f(hlOr.backTransform(SGVec3d(0, 0, -1)));
584 GroundLightManager* lightManager = GroundLightManager::instance();
586 osg::ref_ptr<osg::Group> lightGroup = new SGOffsetTransform(0.94);
587 osg::ref_ptr<osg::Group> randomObjects;
588 osg::ref_ptr<osg::Group> randomForest;
589 osg::Group* terrainGroup = new osg::Group;
591 osg::Node* node = tileGeometryBin.getSurfaceGeometry(matlib);
593 terrainGroup->addChild(node);
595 if (use_random_objects || use_random_vegetation) {
597 // Simple matrix for used for flipping models that have been oriented
598 // with the center of the tile but upside down.
599 static const osg::Matrix flip(1, 0, 0, 0,
603 // Determine an rotation matrix for the models to place them
604 // perpendicular to the earth's surface. We use the same matrix,
605 // based on the centre of the tile, as the small angular differences
606 // between different points on the tile aren't worth worrying about
607 // for random objects. We also need to flip the orientation 180 degrees
608 osg::Matrix mAtt = flip * osg::Matrix::rotate(hlOr.osg());
609 // The inverse goes from world coordinates to Z up tile coordinates.
610 osg::Matrix world2Tile(osg::Matrix(hlOr.osg().conj()) * flip);
612 if (use_random_objects) {
613 tileGeometryBin.computeRandomObjects(matlib);
615 if (tileGeometryBin.randomModels.getNumModels() > 0) {
616 // Generate a repeatable random seed
618 mt_init(&seed, unsigned(123));
620 std::vector<ModelLOD> models;
621 for (unsigned int i = 0;
622 i < tileGeometryBin.randomModels.getNumModels(); i++) {
623 SGMatModelBin::MatModel obj
624 = tileGeometryBin.randomModels.getMatModel(i);
625 osg::Node* node = sgGetRandomModel(obj.model);
627 // Create a matrix to place the object in the correct
628 // location, and then apply the rotation matrix created
629 // above, with an additional random heading rotation if appropriate.
630 osg::Matrix transformMat(mAtt);
631 transformMat.postMult(osg::Matrix::translate(obj.position.osg()));
632 if (obj.model->get_heading_type() == SGMatModel::HEADING_RANDOM) {
633 // Rotate the object around the z axis.
634 double hdg = mt_rand(&seed) * M_PI * 2;
635 transformMat.preMult(osg::Matrix::rotate(hdg,
636 osg::Vec3d(0.0, 0.0, 1.0)));
638 osg::MatrixTransform* position =
639 new osg::MatrixTransform(transformMat);
640 position->addChild(node);
641 models.push_back(ModelLOD(position, obj.lod));
643 RandomObjectsQuadtree quadtree((GetModelLODCoord(world2Tile)),
645 quadtree.buildQuadTree(models.begin(), models.end());
646 randomObjects = quadtree.getRoot();
647 randomObjects->setName("random objects");
651 if (use_random_vegetation) {
652 // Now add some random forest.
653 tileGeometryBin.computeRandomForest(matlib);
655 if (tileGeometryBin.randomForest.getNumTrees() > 0) {
656 randomForest = createForest(tileGeometryBin.randomForest, mAtt);
657 randomForest->setName("random trees");
663 // FIXME: ugly, has a side effect
664 tileGeometryBin.computeRandomSurfaceLights(matlib);
666 if (tileGeometryBin.tileLights.getNumLights() > 0
667 || tileGeometryBin.randomTileLights.getNumLights() > 0) {
668 osg::Group* groundLights0 = new osg::Group;
669 groundLights0->setStateSet(lightManager->getGroundLightStateSet());
670 groundLights0->setNodeMask(GROUNDLIGHTS0_BIT);
671 osg::Geode* geode = new osg::Geode;
672 geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.tileLights));
673 geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.randomTileLights, 4, -0.3f));
674 groundLights0->addChild(geode);
675 lightGroup->addChild(groundLights0);
677 if (tileGeometryBin.randomTileLights.getNumLights() > 0) {
678 osg::Group* groundLights1 = new osg::Group;
679 groundLights1->setStateSet(lightManager->getGroundLightStateSet());
680 groundLights1->setNodeMask(GROUNDLIGHTS1_BIT);
681 osg::Group* groundLights2 = new osg::Group;
682 groundLights2->setStateSet(lightManager->getGroundLightStateSet());
683 groundLights2->setNodeMask(GROUNDLIGHTS2_BIT);
684 osg::Geode* geode = new osg::Geode;
685 geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.randomTileLights, 2, -0.15f));
686 groundLights1->addChild(geode);
687 lightGroup->addChild(groundLights1);
688 geode = new osg::Geode;
689 geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.randomTileLights));
690 groundLights2->addChild(geode);
691 lightGroup->addChild(groundLights2);
695 if (!tileGeometryBin.vasiLights.empty()) {
696 osg::Geode* vasiGeode = new osg::Geode;
697 SGVec4f red(1, 0, 0, 1);
698 SGMaterial* mat = matlib->find("RWY_RED_LIGHTS");
700 red = mat->get_light_color();
701 SGVec4f white(1, 1, 1, 1);
702 mat = matlib->find("RWY_WHITE_LIGHTS");
704 white = mat->get_light_color();
706 SGDirectionalLightListBin::const_iterator i;
707 for (i = tileGeometryBin.vasiLights.begin();
708 i != tileGeometryBin.vasiLights.end(); ++i) {
709 vasiGeode->addDrawable(SGLightFactory::getVasi(up, *i, red, white));
711 vasiGeode->setCullCallback(new SGPointSpriteLightCullCallback(osg::Vec3(1, 0.0001, 0.000001), 6));
712 vasiGeode->setStateSet(lightManager->getRunwayLightStateSet());
713 lightGroup->addChild(vasiGeode);
716 if (tileGeometryBin.runwayLights.getNumLights() > 0
717 || !tileGeometryBin.rabitLights.empty()
718 || !tileGeometryBin.reilLights.empty()
719 || !tileGeometryBin.odalLights.empty()) {
720 osg::Group* rwyLights = new osg::Group;
721 rwyLights->setCullCallback(new SGPointSpriteLightCullCallback);
722 rwyLights->setStateSet(lightManager->getRunwayLightStateSet());
723 rwyLights->setNodeMask(RUNWAYLIGHTS_BIT);
724 if (tileGeometryBin.runwayLights.getNumLights() != 0) {
725 osg::Geode* geode = new osg::Geode;
726 geode->addDrawable(SGLightFactory::getLights(tileGeometryBin
728 rwyLights->addChild(geode);
730 SGDirectionalLightListBin::const_iterator i;
731 for (i = tileGeometryBin.rabitLights.begin();
732 i != tileGeometryBin.rabitLights.end(); ++i) {
733 rwyLights->addChild(SGLightFactory::getSequenced(*i));
735 for (i = tileGeometryBin.reilLights.begin();
736 i != tileGeometryBin.reilLights.end(); ++i) {
737 rwyLights->addChild(SGLightFactory::getSequenced(*i));
739 SGLightListBin::const_iterator j;
740 for (j = tileGeometryBin.odalLights.begin();
741 j != tileGeometryBin.odalLights.end(); ++j) {
742 rwyLights->addChild(SGLightFactory::getOdal(*j));
744 lightGroup->addChild(rwyLights);
747 if (tileGeometryBin.taxiLights.getNumLights() > 0) {
748 osg::Group* taxiLights = new osg::Group;
749 taxiLights->setCullCallback(new SGPointSpriteLightCullCallback);
750 taxiLights->setStateSet(lightManager->getTaxiLightStateSet());
751 taxiLights->setNodeMask(RUNWAYLIGHTS_BIT);
752 osg::Geode* geode = new osg::Geode;
753 geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.taxiLights));
754 taxiLights->addChild(geode);
755 lightGroup->addChild(taxiLights);
758 // The toplevel transform for that tile.
759 osg::MatrixTransform* transform = new osg::MatrixTransform;
760 transform->setName(path);
761 transform->setMatrix(osg::Matrix::translate(center.osg()));
762 transform->addChild(terrainGroup);
763 if (lightGroup->getNumChildren() > 0) {
764 osg::LOD* lightLOD = new osg::LOD;
765 lightLOD->addChild(lightGroup.get(), 0, 30000);
766 // VASI is always on, so doesn't use light bits.
767 lightLOD->setNodeMask(LIGHTS_BITS | MODEL_BIT);
768 transform->addChild(lightLOD);
771 if (randomObjects.valid() || randomForest.valid()) {
773 // Add a LoD node, so we don't try to display anything when the tile center
774 // is more than 20km away.
775 osg::LOD* objectLOD = new osg::LOD;
777 if (randomObjects.valid()) objectLOD->addChild(randomObjects.get(), 0, 20000);
778 if (randomForest.valid()) objectLOD->addChild(randomForest.get(), 0, 20000);
780 unsigned nodeMask = SG_NODEMASK_CASTSHADOW_BIT | SG_NODEMASK_RECIEVESHADOW_BIT | SG_NODEMASK_TERRAIN_BIT;
781 objectLOD->setNodeMask(nodeMask);
782 transform->addChild(objectLOD);