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1 // obj.cxx -- routines to handle loading scenery and building the plib
2 //            scene graph.
3 //
4 // Written by Curtis Olson, started October 1997.
5 //
6 // Copyright (C) 1997  Curtis L. Olson  - http://www.flightgear.org/~curt
7 //
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.
12 //
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.
17 //
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.
21 //
22 // $Id$
23
24
25 #ifdef HAVE_CONFIG_H
26 #  include <simgear_config.h>
27 #endif
28
29 #include "obj.hxx"
30
31 #include <simgear/compiler.h>
32
33 #include <osg/Fog>
34 #include <osg/Geode>
35 #include <osg/Geometry>
36 #include <osg/Group>
37 #include <osg/LOD>
38 #include <osg/MatrixTransform>
39 #include <osg/Point>
40 #include <osg/StateSet>
41 #include <osg/Switch>
42
43 #include <boost/foreach.hpp>
44
45 #include <algorithm>
46
47 #include <simgear/debug/logstream.hxx>
48 #include <simgear/io/sg_binobj.hxx>
49 #include <simgear/math/sg_geodesy.hxx>
50 #include <simgear/math/sg_random.h>
51 #include <simgear/math/SGMisc.hxx>
52 #include <simgear/scene/material/Effect.hxx>
53 #include <simgear/scene/material/EffectGeode.hxx>
54 #include <simgear/scene/material/mat.hxx>
55 #include <simgear/scene/material/matlib.hxx>
56 #include <simgear/scene/model/SGOffsetTransform.hxx>
57 #include <simgear/scene/util/SGUpdateVisitor.hxx>
58 #include <simgear/scene/util/SGNodeMasks.hxx>
59 #include <simgear/scene/util/QuadTreeBuilder.hxx>
60
61 #include "SGTexturedTriangleBin.hxx"
62 #include "SGLightBin.hxx"
63 #include "SGModelBin.hxx"
64 #include "SGBuildingBin.hxx"
65 #include "TreeBin.hxx"
66 #include "SGDirectionalLightBin.hxx"
67 #include "GroundLightManager.hxx"
68
69
70 #include "pt_lights.hxx"
71
72 using namespace simgear;
73
74 typedef std::map<std::string,SGTexturedTriangleBin> SGMaterialTriangleMap;
75 typedef std::list<SGLightBin> SGLightListBin;
76 typedef std::list<SGDirectionalLightBin> SGDirectionalLightListBin;
77
78 struct SGTileGeometryBin {
79   SGMaterialTriangleMap materialTriangleMap;
80   SGLightBin tileLights;
81   SGLightBin randomTileLights;
82   SGTreeBinList randomForest;
83   SGDirectionalLightBin runwayLights;
84   SGDirectionalLightBin taxiLights;
85   SGDirectionalLightListBin vasiLights;
86   SGDirectionalLightListBin rabitLights;
87   SGLightListBin odalLights;
88   SGDirectionalLightListBin holdshortLights;
89   SGDirectionalLightListBin reilLights;
90   SGMatModelBin randomModels;
91   SGBuildingBinList randomBuildings;
92
93   static SGVec4f
94   getMaterialLightColor(const SGMaterial* material)
95   {
96     if (!material)
97       return SGVec4f(1, 1, 1, 0.8);
98     return material->get_light_color();
99   }
100
101   static void
102   addPointGeometry(SGLightBin& lights,
103                    const std::vector<SGVec3d>& vertices,
104                    const SGVec4f& color,
105                    const int_list& pts_v)
106   {
107     for (unsigned i = 0; i < pts_v.size(); ++i)
108       lights.insert(toVec3f(vertices[pts_v[i]]), color);
109   }
110
111   static void
112   addPointGeometry(SGDirectionalLightBin& lights,
113                    const std::vector<SGVec3d>& vertices,
114                    const std::vector<SGVec3f>& normals,
115                    const SGVec4f& color,
116                    const int_list& pts_v,
117                    const int_list& pts_n)
118   {
119     // If the normal indices match the vertex indices, use seperate
120     // normal indices. Else reuse the vertex indices for the normals.
121     if (pts_v.size() == pts_n.size()) {
122       for (unsigned i = 0; i < pts_v.size(); ++i)
123         lights.insert(toVec3f(vertices[pts_v[i]]), normals[pts_n[i]], color);
124     } else {
125       for (unsigned i = 0; i < pts_v.size(); ++i)
126         lights.insert(toVec3f(vertices[pts_v[i]]), normals[pts_v[i]], color);
127     }
128   }
129
130   bool
131   insertPtGeometry(const SGBinObject& obj, SGMaterialLib* matlib)
132   {
133     if (obj.get_pts_v().size() != obj.get_pts_n().size()) {
134       SG_LOG(SG_TERRAIN, SG_ALERT,
135              "Group list sizes for points do not match!");
136       return false;
137     }
138
139     for (unsigned grp = 0; grp < obj.get_pts_v().size(); ++grp) {
140       std::string materialName = obj.get_pt_materials()[grp];
141       SGMaterial* material = 0;
142       if (matlib)
143           material = matlib->find(materialName);
144       SGVec4f color = getMaterialLightColor(material);
145
146       if (3 <= materialName.size() && materialName.substr(0, 3) != "RWY") {
147         // Just plain lights. Not something for the runway.
148         addPointGeometry(tileLights, obj.get_wgs84_nodes(), color,
149                          obj.get_pts_v()[grp]);
150       } else if (materialName == "RWY_BLUE_TAXIWAY_LIGHTS"
151                  || materialName == "RWY_GREEN_TAXIWAY_LIGHTS") {
152         addPointGeometry(taxiLights, obj.get_wgs84_nodes(), obj.get_normals(),
153                          color, obj.get_pts_v()[grp], obj.get_pts_n()[grp]);
154       } else if (materialName == "RWY_VASI_LIGHTS") {
155         vasiLights.push_back(SGDirectionalLightBin());
156         addPointGeometry(vasiLights.back(), obj.get_wgs84_nodes(),
157                          obj.get_normals(), color, obj.get_pts_v()[grp],
158                          obj.get_pts_n()[grp]);
159       } else if (materialName == "RWY_SEQUENCED_LIGHTS") {
160         rabitLights.push_back(SGDirectionalLightBin());
161         addPointGeometry(rabitLights.back(), obj.get_wgs84_nodes(),
162                          obj.get_normals(), color, obj.get_pts_v()[grp],
163                          obj.get_pts_n()[grp]);
164       } else if (materialName == "RWY_ODALS_LIGHTS") {
165         odalLights.push_back(SGLightBin());
166         addPointGeometry(odalLights.back(), obj.get_wgs84_nodes(),
167                          color, obj.get_pts_v()[grp]);
168       } else if (materialName == "RWY_YELLOW_PULSE_LIGHTS") {
169         holdshortLights.push_back(SGDirectionalLightBin());
170         addPointGeometry(holdshortLights.back(), obj.get_wgs84_nodes(),
171                          obj.get_normals(), color, obj.get_pts_v()[grp],
172                          obj.get_pts_n()[grp]);
173       } else if (materialName == "RWY_REIL_LIGHTS") {
174         reilLights.push_back(SGDirectionalLightBin());
175         addPointGeometry(reilLights.back(), obj.get_wgs84_nodes(),
176                          obj.get_normals(), color, obj.get_pts_v()[grp],
177                          obj.get_pts_n()[grp]);
178       } else {
179         // what is left must be runway lights
180         addPointGeometry(runwayLights, obj.get_wgs84_nodes(),
181                          obj.get_normals(), color, obj.get_pts_v()[grp],
182                          obj.get_pts_n()[grp]);
183       }
184     }
185
186     return true;
187   }
188
189
190   static SGVec2f
191   getTexCoord(const std::vector<SGVec2f>& texCoords, const int_list& tc,
192               const SGVec2f& tcScale, unsigned i)
193   {
194     if (tc.empty())
195       return tcScale;
196     else if (tc.size() == 1)
197       return mult(texCoords[tc[0]], tcScale);
198     else
199       return mult(texCoords[tc[i]], tcScale);
200   }
201
202   static void
203   addTriangleGeometry(SGTexturedTriangleBin& triangles,
204                       const std::vector<SGVec3d>& vertices,
205                       const std::vector<SGVec3f>& normals,
206                       const std::vector<SGVec2f>& texCoords,
207                       const int_list& tris_v,
208                       const int_list& tris_n,
209                       const int_list& tris_tc,
210                       const SGVec2f& tcScale)
211   {
212     if (tris_v.size() != tris_n.size()) {
213       // If the normal indices do not match, they should be inmplicitly
214       // the same than the vertex indices. So just call ourselves again
215       // with the matching index vector.
216       addTriangleGeometry(triangles, vertices, normals, texCoords,
217                           tris_v, tris_v, tris_tc, tcScale);
218       return;
219     }
220
221     for (unsigned i = 2; i < tris_v.size(); i += 3) {
222       SGVertNormTex v0;
223       v0.vertex = toVec3f(vertices[tris_v[i-2]]);
224       v0.normal = normals[tris_n[i-2]];
225       v0.texCoord = getTexCoord(texCoords, tris_tc, tcScale, i-2);
226       SGVertNormTex v1;
227       v1.vertex = toVec3f(vertices[tris_v[i-1]]);
228       v1.normal = normals[tris_n[i-1]];
229       v1.texCoord = getTexCoord(texCoords, tris_tc, tcScale, i-1);
230       SGVertNormTex v2;
231       v2.vertex = toVec3f(vertices[tris_v[i]]);
232       v2.normal = normals[tris_n[i]];
233       v2.texCoord = getTexCoord(texCoords, tris_tc, tcScale, i);
234       triangles.insert(v0, v1, v2);
235     }
236   }
237
238   static void
239   addStripGeometry(SGTexturedTriangleBin& triangles,
240                    const std::vector<SGVec3d>& vertices,
241                    const std::vector<SGVec3f>& normals,
242                    const std::vector<SGVec2f>& texCoords,
243                    const int_list& strips_v,
244                    const int_list& strips_n,
245                    const int_list& strips_tc,
246                    const SGVec2f& tcScale)
247   {
248     if (strips_v.size() != strips_n.size()) {
249       // If the normal indices do not match, they should be inmplicitly
250       // the same than the vertex indices. So just call ourselves again
251       // with the matching index vector.
252       addStripGeometry(triangles, vertices, normals, texCoords,
253                        strips_v, strips_v, strips_tc, tcScale);
254       return;
255     }
256
257     for (unsigned i = 2; i < strips_v.size(); ++i) {
258       SGVertNormTex v0;
259       v0.vertex = toVec3f(vertices[strips_v[i-2]]);
260       v0.normal = normals[strips_n[i-2]];
261       v0.texCoord = getTexCoord(texCoords, strips_tc, tcScale, i-2);
262       SGVertNormTex v1;
263       v1.vertex = toVec3f(vertices[strips_v[i-1]]);
264       v1.normal = normals[strips_n[i-1]];
265       v1.texCoord = getTexCoord(texCoords, strips_tc, tcScale, i-1);
266       SGVertNormTex v2;
267       v2.vertex = toVec3f(vertices[strips_v[i]]);
268       v2.normal = normals[strips_n[i]];
269       v2.texCoord = getTexCoord(texCoords, strips_tc, tcScale, i);
270       if (i%2)
271         triangles.insert(v1, v0, v2);
272       else
273         triangles.insert(v0, v1, v2);
274     }
275   }
276   
277   static void
278   addFanGeometry(SGTexturedTriangleBin& triangles,
279                  const std::vector<SGVec3d>& vertices,
280                  const std::vector<SGVec3f>& normals,
281                  const std::vector<SGVec2f>& texCoords,
282                  const int_list& fans_v,
283                  const int_list& fans_n,
284                  const int_list& fans_tc,
285                  const SGVec2f& tcScale)
286   {
287     if (fans_v.size() != fans_n.size()) {
288       // If the normal indices do not match, they should be implicitly
289       // the same than the vertex indices. So just call ourselves again
290       // with the matching index vector.
291       addFanGeometry(triangles, vertices, normals, texCoords,
292                      fans_v, fans_v, fans_tc, tcScale);
293       return;
294     }
295
296     SGVertNormTex v0;
297     v0.vertex = toVec3f(vertices[fans_v[0]]);
298     v0.normal = normals[fans_n[0]];
299     v0.texCoord = getTexCoord(texCoords, fans_tc, tcScale, 0);
300     SGVertNormTex v1;
301     v1.vertex = toVec3f(vertices[fans_v[1]]);
302     v1.normal = normals[fans_n[1]];
303     v1.texCoord = getTexCoord(texCoords, fans_tc, tcScale, 1);
304     for (unsigned i = 2; i < fans_v.size(); ++i) {
305       SGVertNormTex v2;
306       v2.vertex = toVec3f(vertices[fans_v[i]]);
307       v2.normal = normals[fans_n[i]];
308       v2.texCoord = getTexCoord(texCoords, fans_tc, tcScale, i);
309       triangles.insert(v0, v1, v2);
310       v1 = v2;
311     }
312   }
313
314   SGVec2f getTexCoordScale(const std::string& name, SGMaterialLib* matlib)
315   {
316     if (!matlib)
317       return SGVec2f(1, 1);
318     SGMaterial* material = matlib->find(name);
319     if (!material)
320       return SGVec2f(1, 1);
321
322     return material->get_tex_coord_scale();
323   }
324
325   bool
326   insertSurfaceGeometry(const SGBinObject& obj, SGMaterialLib* matlib)
327   {
328     if (obj.get_tris_n().size() < obj.get_tris_v().size() ||
329         obj.get_tris_tc().size() < obj.get_tris_v().size()) {
330       SG_LOG(SG_TERRAIN, SG_ALERT,
331              "Group list sizes for triangles do not match!");
332       return false;
333     }
334
335     for (unsigned grp = 0; grp < obj.get_tris_v().size(); ++grp) {
336       std::string materialName = obj.get_tri_materials()[grp];
337       SGVec2f tcScale = getTexCoordScale(materialName, matlib);
338       addTriangleGeometry(materialTriangleMap[materialName],
339                           obj.get_wgs84_nodes(), obj.get_normals(),
340                           obj.get_texcoords(), obj.get_tris_v()[grp],
341                           obj.get_tris_n()[grp], obj.get_tris_tc()[grp],
342                           tcScale);
343     }
344
345     if (obj.get_strips_n().size() < obj.get_strips_v().size() ||
346         obj.get_strips_tc().size() < obj.get_strips_v().size()) {
347       SG_LOG(SG_TERRAIN, SG_ALERT,
348              "Group list sizes for strips do not match!");
349       return false;
350     }
351     for (unsigned grp = 0; grp < obj.get_strips_v().size(); ++grp) {
352       std::string materialName = obj.get_strip_materials()[grp];
353       SGVec2f tcScale = getTexCoordScale(materialName, matlib);
354       addStripGeometry(materialTriangleMap[materialName],
355                        obj.get_wgs84_nodes(), obj.get_normals(),
356                        obj.get_texcoords(), obj.get_strips_v()[grp],
357                        obj.get_strips_n()[grp], obj.get_strips_tc()[grp],
358                        tcScale);
359     }
360
361     if (obj.get_fans_n().size() < obj.get_fans_v().size() ||
362         obj.get_fans_tc().size() < obj.get_fans_v().size()) {
363       SG_LOG(SG_TERRAIN, SG_ALERT,
364              "Group list sizes for fans do not match!");
365       return false;
366     }
367     for (unsigned grp = 0; grp < obj.get_fans_v().size(); ++grp) {
368       std::string materialName = obj.get_fan_materials()[grp];
369       SGVec2f tcScale = getTexCoordScale(materialName, matlib);
370       addFanGeometry(materialTriangleMap[materialName],
371                      obj.get_wgs84_nodes(), obj.get_normals(),
372                      obj.get_texcoords(), obj.get_fans_v()[grp],
373                      obj.get_fans_n()[grp], obj.get_fans_tc()[grp],
374                      tcScale);
375     }
376     return true;
377   }
378
379   osg::Node* getSurfaceGeometry(SGMaterialLib* matlib) const
380   {
381     if (materialTriangleMap.empty())
382       return 0;
383
384     EffectGeode* eg = 0;
385     osg::Group* group = (materialTriangleMap.size() > 1 ? new osg::Group : 0);
386     //osg::Geode* geode = new osg::Geode;
387     SGMaterialTriangleMap::const_iterator i;
388     for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
389       osg::Geometry* geometry = i->second.buildGeometry();
390       SGMaterial *mat = 0;
391       if (matlib)
392         mat = matlib->find(i->first);
393       eg = new EffectGeode;
394       if (mat)
395         eg->setEffect(mat->get_effect(i->second));
396       eg->addDrawable(geometry);
397       eg->runGenerators(geometry);  // Generate extra data needed by effect
398       if (group)
399         group->addChild(eg);
400     }
401     if (group)
402         return group;
403     else
404         return eg;
405   }
406
407   void computeRandomSurfaceLights(SGMaterialLib* matlib)
408   {
409     SGMaterialTriangleMap::iterator i;
410         
411     // generate a repeatable random seed
412     mt seed;
413     mt_init(&seed, unsigned(123));
414     
415     for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
416       SGMaterial *mat = matlib->find(i->first);
417       if (!mat)
418         continue;
419
420       float coverage = mat->get_light_coverage();
421       if (coverage <= 0)
422         continue;
423       if (coverage < 10000.0) {
424         SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
425                << coverage << ", pushing up to 10000");
426         coverage = 10000;
427       }
428       
429       std::vector<SGVec3f> randomPoints;
430       i->second.addRandomSurfacePoints(coverage, 3, mat->get_object_mask(i->second), randomPoints);
431       std::vector<SGVec3f>::iterator j;
432       for (j = randomPoints.begin(); j != randomPoints.end(); ++j) {
433         float zombie = mt_rand(&seed);
434         // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
435         float factor = mt_rand(&seed);
436         factor *= factor;
437
438         float bright = 1;
439         SGVec4f color;
440         if ( zombie > 0.5 ) {
441           // 50% chance of yellowish
442           color = SGVec4f(0.9f, 0.9f, 0.3f, bright - factor * 0.2f);
443         } else if (zombie > 0.15f) {
444           // 35% chance of whitish
445           color = SGVec4f(0.9, 0.9f, 0.8f, bright - factor * 0.2f);
446         } else if (zombie > 0.05f) {
447           // 10% chance of orangish
448           color = SGVec4f(0.9f, 0.6f, 0.2f, bright - factor * 0.2f);
449         } else {
450           // 5% chance of redish
451           color = SGVec4f(0.9f, 0.2f, 0.2f, bright - factor * 0.2f);
452         }
453         randomTileLights.insert(*j, color);
454       }
455     }
456   }
457   
458   void computeRandomBuildings(SGMaterialLib* matlib, float building_density)
459   {
460     SGMaterialTriangleMap::iterator i;
461         
462     // generate a repeatable random seed
463     mt seed;
464     mt_init(&seed, unsigned(123));
465     
466     for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
467       SGMaterial *mat = matlib->find(i->first);
468       SGTexturedTriangleBin triangleBin = i->second;
469       
470       if (!mat)
471         continue;
472
473       osg::Texture2D* object_mask = mat->get_object_mask(triangleBin);
474
475       float coverage = mat->get_building_coverage();
476       
477       // Minimum spacing needs to include the maximum footprint of a building.
478       // As the 0,0,0 point is the center of the front of the building, we need
479       // to consider the full depth, but only half the possible width.          
480       float min_spacing = mat->get_building_spacing();
481
482       if (coverage <= 0)
483         continue;        
484         
485       bool found = false;
486       SGBuildingBin* bin = NULL;
487       
488       BOOST_FOREACH(bin, randomBuildings)
489       {
490         if (bin->texture == mat->get_building_texture()) {
491             found = true;
492             break;
493         }
494       }
495       
496       if (!found) {
497         bin = new SGBuildingBin();
498         bin->texture = mat->get_building_texture();
499         bin->lightMap = mat->get_building_lightmap();
500         SG_LOG(SG_INPUT, SG_DEBUG, "Building texture " << bin->texture);
501         randomBuildings.push_back(bin);
502       }       
503       
504       std::vector<std::pair<SGVec3f, float> > randomPoints;
505       
506       unsigned num = i->second.getNumTriangles();
507       int triangle_dropped = 0;
508       int building_dropped = 0;
509       int random_dropped = 0;
510       int mask_dropped = 0;
511
512       for (unsigned i = 0; i < num; ++i) {
513         SGBuildingBin::BuildingList triangle_buildings;
514         SGTexturedTriangleBin::triangle_ref triangleRef = triangleBin.getTriangleRef(i);
515         
516         SGVec3f vorigin = triangleBin.getVertex(triangleRef[0]).vertex;
517         SGVec3f v0 = triangleBin.getVertex(triangleRef[1]).vertex - vorigin;
518         SGVec3f v1 = triangleBin.getVertex(triangleRef[2]).vertex - vorigin;
519         SGVec2f torigin = triangleBin.getVertex(triangleRef[0]).texCoord;
520         SGVec2f t0 = triangleBin.getVertex(triangleRef[1]).texCoord - torigin;
521         SGVec2f t1 = triangleBin.getVertex(triangleRef[2]).texCoord - torigin;
522         SGVec3f normal = cross(v0, v1);
523         
524         // Compute the area
525         float area = 0.5f*length(normal);
526         if (area <= SGLimitsf::min())
527           continue;
528
529         // for partial units of area, use a zombie door method to
530         // create the proper random chance of an object being created
531         // for this triangle.
532         double num = area / coverage + mt_rand(&seed);
533         if (num < 1.0f) {
534           continue;          
535         }
536                 
537         // Apply density, which is linear, while we're dealing in areas
538         num = num * building_density * building_density;
539         
540         // Cosine of the angle between the two vectors.
541         float cosine = (dot(v0, v1) / (length(v0) * length(v1)));
542
543         // Determine a grid spacing in each vector such that the correct
544         // coverage will result.
545         float stepv0 = (sqrtf(coverage) / building_density) / length(v0) / sqrtf(1 - cosine * cosine);
546         float stepv1 = (sqrtf(coverage) / building_density) / length(v1);
547         
548         stepv0 = std::min(stepv0, 1.0f);
549         stepv1 = std::min(stepv1, 1.0f);
550         
551         // Start at a random point. a will be immediately incremented below.
552         float a = -mt_rand(&seed) * stepv0;  
553         float b = mt_rand(&seed) * stepv1;
554
555         // Place an object each unit of area
556         while (num > 1.0) {
557
558           // Set the next location to place a building          
559           a += stepv0;
560           
561           if ((a + b) > 1.0f) {
562             // Reached the end of the scan-line on v0. Reset and increment
563             // scan-line on v1
564             a = mt_rand(&seed) * stepv0;
565             b += stepv1;
566           }
567           
568           if (b > 1.0f) {
569             // In a degenerate case of a single point, we might be outside the 
570             // scanline.  Note that we need to still ensure that a+b < 1.
571             b = mt_rand(&seed) * stepv1 * (1.0f - a);
572           }
573           
574           if ((a + b) > 1.0f ) {
575             // Truly degenerate case - simply choose a random point guaranteed
576             // to fulfil the constraing of a+b < 1.
577             a = mt_rand(&seed);
578             b = mt_rand(&seed) * (1.0f - a);
579           }
580           
581           SGVec3f randomPoint = vorigin + a*v0 + b*v1;
582           float rotation = mt_rand(&seed);
583           
584           if (object_mask != NULL) {
585             SGVec2f texCoord = torigin + a*t0 + b*t1;
586             osg::Image* img = object_mask->getImage();            
587             int x = (int) (img->s() * texCoord.x()) % img->s();
588             int y = (int) (img->t() * texCoord.y()) % img->t();
589             
590             // In some degenerate cases x or y can be < 1, in which case the mod operand fails
591             while (x < 0) x += img->s();
592             while (y < 0) y += img->t();
593
594             if (mt_rand(&seed) < img->getColor(x, y).b()) {  
595               // Object passes mask. Rotation is taken from the red channel
596               rotation = img->getColor(x,y).r();
597             } else {
598               // Fails mask test - try again.
599               mask_dropped++;
600               num -= 1.0;
601               continue;
602             }  
603           }
604           
605           // Now create the building, so we have an idea of its footprint
606           // and therefore appropriate spacing.
607           SGBuildingBin::BuildingType buildingtype;
608           float width;
609           float depth;
610           int floors;
611           float height;
612           bool pitched;
613                                   
614           // Determine the building type, and hence dimensions.
615           float type = mt_rand(&seed);
616           
617           if (type < mat->get_building_small_fraction()) {
618             // Small building
619             buildingtype = SGBuildingBin::SMALL;
620             width = mat->get_building_small_min_width() + mt_rand(&seed) * mt_rand(&seed) * (mat->get_building_small_max_width() - mat->get_building_small_min_width());
621             depth = mat->get_building_small_min_depth() + mt_rand(&seed) * mt_rand(&seed) * (mat->get_building_small_max_depth() - mat->get_building_small_min_depth());
622             floors = SGMisc<double>::round(mat->get_building_small_min_floors() + mt_rand(&seed) * (mat->get_building_small_max_floors() - mat->get_building_small_min_floors()));
623             height = floors * (2.8 + mt_rand(&seed));
624             
625             // Small buildings are never deeper than they are wide.
626             if (depth > width) { depth = width; }
627             
628             pitched = (mt_rand(&seed) < mat->get_building_small_pitch());
629           } else if (type < (mat->get_building_small_fraction() + mat->get_building_medium_fraction())) {
630             buildingtype = SGBuildingBin::MEDIUM;
631             width = mat->get_building_medium_min_width() + mt_rand(&seed) * mt_rand(&seed) * (mat->get_building_medium_max_width() - mat->get_building_medium_min_width());
632             depth = mat->get_building_medium_min_depth() + mt_rand(&seed) * mt_rand(&seed) * (mat->get_building_medium_max_depth() - mat->get_building_medium_min_depth());
633             floors = SGMisc<double>::round(mat->get_building_medium_min_floors() + mt_rand(&seed) * (mat->get_building_medium_max_floors() - mat->get_building_medium_min_floors()));
634             height = floors * (2.8 + mt_rand(&seed));
635             
636             while ((height > width) && (floors > mat->get_building_medium_min_floors())) {
637               // Ensure that medium buildings aren't taller than they are wide
638               floors--;
639               height = floors * (2.8 + mt_rand(&seed));                            
640             }
641             
642             pitched = (mt_rand(&seed) < mat->get_building_medium_pitch());         
643           } else {
644             buildingtype = SGBuildingBin::LARGE;
645             width = mat->get_building_large_min_width() + mt_rand(&seed) * (mat->get_building_large_max_width() - mat->get_building_large_min_width());
646             depth = mat->get_building_large_min_depth() + mt_rand(&seed) * (mat->get_building_large_max_depth() - mat->get_building_large_min_depth());
647             floors = SGMisc<double>::round(mat->get_building_large_min_floors() + mt_rand(&seed) * (mat->get_building_large_max_floors() - mat->get_building_large_min_floors())); 
648             height = floors * (2.8 + mt_rand(&seed));
649             pitched = (mt_rand(&seed) < mat->get_building_large_pitch());                   
650           }
651           
652           // Determine an appropriate minimum spacing for the object.  Note that the
653           // origin of the building model is the center of the front face, hence we
654           // consider the full depth.  We choose _not_ to use the diagonal distance
655           // to one of the rear corners, as we assume that terrain masking will
656           // make the buildings place in some sort of grid.
657           float radius = std::max(depth, 0.5f*width);
658
659           // Check that the point is sufficiently far from
660           // the edge of the triangle by measuring the distance
661           // from the three lines that make up the triangle.        
662           SGVec3f p = randomPoint - vorigin;
663           
664           if (((length(cross(p     , p - v0)) / length(v0))      < radius) ||
665               ((length(cross(p - v0, p - v1)) / length(v1 - v0)) < radius) ||
666               ((length(cross(p - v1, p     )) / length(v1))      < radius)   )
667           {
668             triangle_dropped++;
669             num -= 1.0;
670             continue;
671           }
672
673           // Check against the generic random objects.  TODO - make this more efficient by
674           // masking ahead of time objects outside of the triangle.
675           bool too_close = false;
676           for (unsigned int i = 0; i < randomModels.getNumModels(); ++i) {
677             float min_dist = randomModels.getMatModel(i).model->get_spacing_m() + radius + min_spacing;
678             min_dist = min_dist * min_dist;
679             
680             if (distSqr(randomModels.getMatModel(i).position, randomPoint) < min_dist) {
681               too_close = true;
682               random_dropped++;
683               continue;
684             }          
685           }
686           
687           if (too_close) {
688             // Too close to a random model - drop and try again
689             num -= 1.0;
690             continue;            
691           }
692           
693           SGBuildingBin::BuildingList::iterator l;       
694           
695           // Check that the building is sufficiently far from any other building within the triangle.
696           for (l = triangle_buildings.begin(); l != triangle_buildings.end(); ++l) {
697             
698             float min_dist = l->radius + radius + min_spacing;
699             min_dist = min_dist * min_dist;
700             
701             if (distSqr(randomPoint, l->position) < min_dist) {
702               building_dropped++;
703               too_close = true;
704               continue;
705             }
706           }
707           
708           if (too_close) {
709             // Too close to another building - drop and try again
710             num -= 1.0;
711             continue;            
712           }
713           
714           // If we've passed all of the above tests we have a valid
715           // building, so create it!          
716           SGBuildingBin::Building building = 
717                     SGBuildingBin::Building(buildingtype, 
718                                             randomPoint, 
719                                             width, 
720                                             depth, 
721                                             height, 
722                                             floors,
723                                             rotation,
724                                             pitched);                                                            
725           triangle_buildings.push_back(building);
726
727           num -= 1.0;
728         }        
729         
730         // Add the buildings from this triangle to the overall list.
731         SGBuildingBin::BuildingList::iterator l;  
732
733         for (l = triangle_buildings.begin(); l != triangle_buildings.end(); ++l) {
734           bin->insert(*l);
735         }
736         
737         triangle_buildings.clear();
738       }
739       
740       SG_LOG(SG_TERRAIN, SG_DEBUG, "Random Buildings: " << bin->getNumBuildings());
741       SG_LOG(SG_TERRAIN, SG_DEBUG, "  Dropped due to mask: " << mask_dropped);
742       SG_LOG(SG_TERRAIN, SG_DEBUG, "  Dropped due to triangle edge: " << triangle_dropped);
743       SG_LOG(SG_TERRAIN, SG_DEBUG, "  Dropped due to random object: " << random_dropped);
744       SG_LOG(SG_TERRAIN, SG_DEBUG, "  Dropped due to other building: " << building_dropped);
745     }
746   }
747   
748   void computeRandomForest(SGMaterialLib* matlib, float vegetation_density)
749   {
750     SGMaterialTriangleMap::iterator i;
751
752     // generate a repeatable random seed
753     mt seed;
754
755     mt_init(&seed, unsigned(586));
756
757     for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
758       SGMaterial *mat = matlib->find(i->first);
759       if (!mat)
760         continue;
761
762       float wood_coverage = mat->get_wood_coverage();
763       if (wood_coverage <= 0)
764         continue;
765               
766       // Attributes that don't vary by tree but do vary by material
767       bool found = false;
768       TreeBin* bin = NULL;
769       
770       BOOST_FOREACH(bin, randomForest)
771       {
772         if ((bin->texture           == mat->get_tree_texture()  ) &&
773             (bin->texture_varieties == mat->get_tree_varieties()) &&
774             (bin->range             == mat->get_tree_range()    ) &&
775             (bin->width             == mat->get_tree_width()    ) &&
776             (bin->height            == mat->get_tree_height()   )   ) {
777             found = true;
778             break;
779         }
780       }
781       
782       if (!found) {
783         bin = new TreeBin();
784         bin->texture = mat->get_tree_texture();
785           SG_LOG(SG_INPUT, SG_DEBUG, "Tree texture " << bin->texture);
786         bin->range   = mat->get_tree_range();
787         bin->width   = mat->get_tree_width();
788         bin->height  = mat->get_tree_height();
789         bin->texture_varieties = mat->get_tree_varieties();
790         randomForest.push_back(bin);
791       }
792
793       std::vector<SGVec3f> randomPoints;
794       i->second.addRandomTreePoints(wood_coverage,
795                                     mat->get_object_mask(i->second),
796                                     vegetation_density,
797                                     randomPoints);
798       
799       std::vector<SGVec3f>::iterator k;
800       for (k = randomPoints.begin(); k != randomPoints.end(); ++k) {
801         bin->insert(*k);
802       }
803     }
804   }
805
806   void computeRandomObjects(SGMaterialLib* matlib)
807   {
808     SGMaterialTriangleMap::iterator i;
809
810     // generate a repeatable random seed
811     mt seed;
812     mt_init(&seed, unsigned(123));
813
814     for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
815       SGMaterial *mat = matlib->find(i->first);
816       if (!mat)
817         continue;
818
819       int group_count = mat->get_object_group_count();
820
821       if (group_count > 0)
822       {
823         for (int j = 0; j < group_count; j++)
824         {
825           SGMatModelGroup *object_group =  mat->get_object_group(j);
826           int nObjects = object_group->get_object_count();
827
828           if (nObjects > 0)
829           {
830             // For each of the random models in the group, determine an appropriate
831             // number of random placements and insert them.
832             for (int k = 0; k < nObjects; k++) {
833               SGMatModel * object = object_group->get_object(k);
834
835               std::vector<std::pair<SGVec3f, float> > randomPoints;
836
837               i->second.addRandomPoints(object->get_coverage_m2(), 
838                                         object->get_spacing_m(),
839                                         mat->get_object_mask(i->second), 
840                                         randomPoints);
841                                         
842               std::vector<std::pair<SGVec3f, float> >::iterator l;
843               for (l = randomPoints.begin(); l != randomPoints.end(); ++l) {
844                 // Only add the model if it is sufficiently far from the
845                 // other models
846                 bool close = false;                
847                 
848                 for (unsigned i = 0; i < randomModels.getNumModels(); i++) {
849                   float spacing = randomModels.getMatModel(i).model->get_spacing_m() + object->get_spacing_m();
850                   spacing = spacing * spacing;
851                   
852                   if (distSqr(randomModels.getMatModel(i).position, l->first) < spacing) {
853                     close = true;                
854                     continue;
855                   }              
856                 }            
857                 
858                 if (!close) { 
859                   randomModels.insert(l->first, object, (int)object->get_randomized_range_m(&seed), l->second);
860                 }
861               }
862             }
863           }
864         }
865       }
866     }
867   }
868
869   bool insertBinObj(const SGBinObject& obj, SGMaterialLib* matlib)
870   {
871     if (!insertPtGeometry(obj, matlib))
872       return false;
873     if (!insertSurfaceGeometry(obj, matlib))
874       return false;
875     return true;
876   }
877 };
878
879 typedef std::pair<osg::Node*, int> ModelLOD;
880 struct MakeQuadLeaf {
881     osg::LOD* operator() () const { return new osg::LOD; }
882 };
883 struct AddModelLOD {
884     void operator() (osg::LOD* leaf, ModelLOD& mlod) const
885     {
886         leaf->addChild(mlod.first, 0, mlod.second);
887     }
888 };
889 struct GetModelLODCoord {
890     GetModelLODCoord() {}
891     GetModelLODCoord(const GetModelLODCoord& rhs)
892     {}
893     osg::Vec3 operator() (const ModelLOD& mlod) const
894     {
895         return mlod.first->getBound().center();
896     }
897 };
898
899 typedef QuadTreeBuilder<osg::LOD*, ModelLOD, MakeQuadLeaf, AddModelLOD,
900                         GetModelLODCoord>  RandomObjectsQuadtree;
901
902 osg::Node*
903 SGLoadBTG(const std::string& path, const simgear::SGReaderWriterOptions* options)
904 {
905   SGBinObject tile;
906   if (!tile.read_bin(path))
907     return NULL;
908
909   SGMaterialLib* matlib = 0;
910   bool use_random_objects = false;
911   bool use_random_vegetation = false;
912   bool use_random_buildings = false;
913   float vegetation_density = 1.0f;  
914   float building_density = 1.0f;
915   if (options) {
916     matlib = options->getMaterialLib();
917     SGPropertyNode* propertyNode = options->getPropertyNode().get();
918     if (propertyNode) {
919         use_random_objects
920             = propertyNode->getBoolValue("/sim/rendering/random-objects",
921                                          use_random_objects);
922         use_random_vegetation
923             = propertyNode->getBoolValue("/sim/rendering/random-vegetation",
924                                          use_random_vegetation);        
925         vegetation_density
926             = propertyNode->getFloatValue("/sim/rendering/vegetation-density",
927                                           vegetation_density);
928         use_random_buildings
929             = propertyNode->getBoolValue("/sim/rendering/random-buildings",
930                                          use_random_buildings);        
931         building_density
932             = propertyNode->getFloatValue("/sim/rendering/building-density",
933                                           building_density);
934     }
935   }
936
937   SGVec3d center = tile.get_gbs_center();
938   SGGeod geodPos = SGGeod::fromCart(center);
939   SGQuatd hlOr = SGQuatd::fromLonLat(geodPos)*SGQuatd::fromEulerDeg(0, 0, 180);
940
941   // rotate the tiles so that the bounding boxes get nearly axis aligned.
942   // this will help the collision tree's bounding boxes a bit ...
943   std::vector<SGVec3d> nodes = tile.get_wgs84_nodes();
944   for (unsigned i = 0; i < nodes.size(); ++i)
945     nodes[i] = hlOr.transform(nodes[i]);
946   tile.set_wgs84_nodes(nodes);
947
948   SGQuatf hlOrf(hlOr[0], hlOr[1], hlOr[2], hlOr[3]);
949   std::vector<SGVec3f> normals = tile.get_normals();
950   for (unsigned i = 0; i < normals.size(); ++i)
951     normals[i] = hlOrf.transform(normals[i]);
952   tile.set_normals(normals);
953
954   SGTileGeometryBin tileGeometryBin;
955   if (!tileGeometryBin.insertBinObj(tile, matlib))
956     return NULL;
957
958   SGVec3f up(0, 0, 1);
959   GroundLightManager* lightManager = GroundLightManager::instance();
960
961   osg::ref_ptr<osg::Group> lightGroup = new SGOffsetTransform(0.94);
962   osg::ref_ptr<osg::Group> randomObjects;
963   osg::ref_ptr<osg::Group> forestNode;
964   osg::ref_ptr<osg::Group> buildingNode;  
965   osg::Group* terrainGroup = new osg::Group;
966
967   osg::Node* node = tileGeometryBin.getSurfaceGeometry(matlib);
968   if (node)
969     terrainGroup->addChild(node);
970
971   if (use_random_objects && matlib) {
972     tileGeometryBin.computeRandomObjects(matlib);
973
974     if (tileGeometryBin.randomModels.getNumModels() > 0) {
975       // Generate a repeatable random seed
976       mt seed;
977       mt_init(&seed, unsigned(123));
978
979       std::vector<ModelLOD> models;
980       for (unsigned int i = 0;
981            i < tileGeometryBin.randomModels.getNumModels(); i++) {
982         SGMatModelBin::MatModel obj
983           = tileGeometryBin.randomModels.getMatModel(i);          
984
985         SGPropertyNode* root = options->getPropertyNode()->getRootNode();
986         osg::Node* node = obj.model->get_random_model(root, &seed);
987       
988         // Create a matrix to place the object in the correct
989         // location, and then apply the rotation matrix created
990         // above, with an additional random (or taken from
991         // the object mask) heading rotation if appropriate.
992         osg::Matrix transformMat;
993         transformMat = osg::Matrix::translate(toOsg(obj.position));
994         if (obj.model->get_heading_type() == SGMatModel::HEADING_RANDOM) {
995           // Rotate the object around the z axis.
996           double hdg = mt_rand(&seed) * M_PI * 2;
997           transformMat.preMult(osg::Matrix::rotate(hdg,
998                                                    osg::Vec3d(0.0, 0.0, 1.0)));
999         }
1000
1001         if (obj.model->get_heading_type() == SGMatModel::HEADING_MASK) {
1002           // Rotate the object around the z axis.
1003           double hdg =  - obj.rotation * M_PI * 2;
1004           transformMat.preMult(osg::Matrix::rotate(hdg,
1005                                                    osg::Vec3d(0.0, 0.0, 1.0)));
1006         }
1007         
1008         osg::MatrixTransform* position =
1009           new osg::MatrixTransform(transformMat);
1010         position->addChild(node);
1011         models.push_back(ModelLOD(position, obj.lod));
1012       }
1013       RandomObjectsQuadtree quadtree((GetModelLODCoord()), (AddModelLOD()));
1014       quadtree.buildQuadTree(models.begin(), models.end());
1015       randomObjects = quadtree.getRoot();
1016       randomObjects->setName("random objects");
1017     }
1018   }
1019
1020   if (use_random_vegetation && matlib) {
1021     // Now add some random forest.
1022     tileGeometryBin.computeRandomForest(matlib, vegetation_density);
1023     
1024     if (tileGeometryBin.randomForest.size() > 0) {
1025       forestNode = createForest(tileGeometryBin.randomForest, osg::Matrix::identity(),
1026                                 options);
1027       forestNode->setName("Random trees");
1028     }
1029   } 
1030
1031   if (use_random_buildings && matlib) {
1032     tileGeometryBin.computeRandomBuildings(matlib, building_density);
1033     if (tileGeometryBin.randomBuildings.size() > 0) {
1034       buildingNode = createRandomBuildings(tileGeometryBin.randomBuildings, osg::Matrix::identity(),
1035                                   options);                                
1036       buildingNode->setName("Random buildings");
1037     }
1038   }  
1039
1040   // FIXME: ugly, has a side effect
1041   if (matlib)
1042     tileGeometryBin.computeRandomSurfaceLights(matlib);
1043
1044   if (tileGeometryBin.tileLights.getNumLights() > 0
1045       || tileGeometryBin.randomTileLights.getNumLights() > 0) {
1046     osg::Group* groundLights0 = new osg::Group;
1047     groundLights0->setStateSet(lightManager->getGroundLightStateSet());
1048     groundLights0->setNodeMask(GROUNDLIGHTS0_BIT);
1049     osg::Geode* geode = new osg::Geode;
1050     geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.tileLights));
1051     geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.randomTileLights, 4, -0.3f));
1052     groundLights0->addChild(geode);
1053     lightGroup->addChild(groundLights0);
1054   }
1055   
1056   if (tileGeometryBin.randomTileLights.getNumLights() > 0) {
1057     osg::Group* groundLights1 = new osg::Group;
1058     groundLights1->setStateSet(lightManager->getGroundLightStateSet());
1059     groundLights1->setNodeMask(GROUNDLIGHTS1_BIT);
1060     osg::Group* groundLights2 = new osg::Group;
1061     groundLights2->setStateSet(lightManager->getGroundLightStateSet());
1062     groundLights2->setNodeMask(GROUNDLIGHTS2_BIT);
1063     osg::Geode* geode = new osg::Geode;
1064     geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.randomTileLights, 2, -0.15f));
1065     groundLights1->addChild(geode);
1066     lightGroup->addChild(groundLights1);
1067     geode = new osg::Geode;
1068     geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.randomTileLights));
1069     groundLights2->addChild(geode);
1070     lightGroup->addChild(groundLights2);
1071   }
1072
1073   if (!tileGeometryBin.vasiLights.empty()) {
1074     EffectGeode* vasiGeode = new EffectGeode;
1075     Effect* vasiEffect
1076         = getLightEffect(24, osg::Vec3(1, 0.0001, 0.000001), 1, 24, true);
1077     vasiGeode->setEffect(vasiEffect);
1078     SGVec4f red(1, 0, 0, 1);
1079     SGMaterial* mat = 0;
1080     if (matlib)
1081       mat = matlib->find("RWY_RED_LIGHTS");
1082     if (mat)
1083       red = mat->get_light_color();
1084     SGVec4f white(1, 1, 1, 1);
1085     mat = 0;
1086     if (matlib)
1087       mat = matlib->find("RWY_WHITE_LIGHTS");
1088     if (mat)
1089       white = mat->get_light_color();
1090     SGDirectionalLightListBin::const_iterator i;
1091     for (i = tileGeometryBin.vasiLights.begin();
1092          i != tileGeometryBin.vasiLights.end(); ++i) {
1093       vasiGeode->addDrawable(SGLightFactory::getVasi(up, *i, red, white));
1094     }
1095     vasiGeode->setStateSet(lightManager->getRunwayLightStateSet());
1096     lightGroup->addChild(vasiGeode);
1097   }
1098   
1099   Effect* runwayEffect = 0;
1100   if (tileGeometryBin.runwayLights.getNumLights() > 0
1101       || !tileGeometryBin.rabitLights.empty()
1102       || !tileGeometryBin.reilLights.empty()
1103       || !tileGeometryBin.odalLights.empty()
1104       || tileGeometryBin.taxiLights.getNumLights() > 0)
1105       runwayEffect = getLightEffect(16, osg::Vec3(1, 0.001, 0.0002), 1, 16, true);
1106   if (tileGeometryBin.runwayLights.getNumLights() > 0
1107       || !tileGeometryBin.rabitLights.empty()
1108       || !tileGeometryBin.reilLights.empty()
1109       || !tileGeometryBin.odalLights.empty()
1110       || !tileGeometryBin.holdshortLights.empty()) {
1111     osg::Group* rwyLights = new osg::Group;
1112     rwyLights->setStateSet(lightManager->getRunwayLightStateSet());
1113     rwyLights->setNodeMask(RUNWAYLIGHTS_BIT);
1114     if (tileGeometryBin.runwayLights.getNumLights() != 0) {
1115       EffectGeode* geode = new EffectGeode;
1116       geode->setEffect(runwayEffect);
1117       geode->addDrawable(SGLightFactory::getLights(tileGeometryBin
1118                                                    .runwayLights));
1119       rwyLights->addChild(geode);
1120     }
1121     SGDirectionalLightListBin::const_iterator i;
1122     for (i = tileGeometryBin.rabitLights.begin();
1123          i != tileGeometryBin.rabitLights.end(); ++i) {
1124       rwyLights->addChild(SGLightFactory::getSequenced(*i));
1125     }
1126     for (i = tileGeometryBin.reilLights.begin();
1127          i != tileGeometryBin.reilLights.end(); ++i) {
1128       rwyLights->addChild(SGLightFactory::getSequenced(*i));
1129     }
1130     for (i = tileGeometryBin.holdshortLights.begin();
1131          i != tileGeometryBin.holdshortLights.end(); ++i) {
1132       rwyLights->addChild(SGLightFactory::getHoldShort(*i));
1133     }
1134     SGLightListBin::const_iterator j;
1135     for (j = tileGeometryBin.odalLights.begin();
1136          j != tileGeometryBin.odalLights.end(); ++j) {
1137       rwyLights->addChild(SGLightFactory::getOdal(*j));
1138     }
1139     lightGroup->addChild(rwyLights);
1140   }
1141
1142   if (tileGeometryBin.taxiLights.getNumLights() > 0) {
1143     osg::Group* taxiLights = new osg::Group;
1144     taxiLights->setStateSet(lightManager->getTaxiLightStateSet());
1145     taxiLights->setNodeMask(RUNWAYLIGHTS_BIT);
1146     EffectGeode* geode = new EffectGeode;
1147     geode->setEffect(runwayEffect);
1148     geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.taxiLights));
1149     taxiLights->addChild(geode);
1150     lightGroup->addChild(taxiLights);
1151   }
1152
1153   // The toplevel transform for that tile.
1154   osg::MatrixTransform* transform = new osg::MatrixTransform;
1155   transform->setName(path);
1156   transform->setMatrix(osg::Matrix::rotate(toOsg(hlOr))*
1157                        osg::Matrix::translate(toOsg(center)));
1158   transform->addChild(terrainGroup);
1159   if (lightGroup->getNumChildren() > 0) {
1160     osg::LOD* lightLOD = new osg::LOD;
1161     lightLOD->addChild(lightGroup.get(), 0, 30000);
1162     // VASI is always on, so doesn't use light bits.
1163     lightLOD->setNodeMask(LIGHTS_BITS | MODEL_BIT | PERMANENTLIGHT_BIT);
1164     transform->addChild(lightLOD);
1165   }
1166   
1167   if (randomObjects.valid() || forestNode.valid() || buildingNode.valid()) {
1168   
1169     // Add a LoD node, so we don't try to display anything when the tile center
1170     // is more than 20km away.
1171     osg::LOD* objectLOD = new osg::LOD;
1172     
1173     if (randomObjects.valid()) objectLOD->addChild(randomObjects.get(), 0, 20000);
1174     if (forestNode.valid())  objectLOD->addChild(forestNode.get(), 0, 20000);
1175     if (buildingNode.valid()) objectLOD->addChild(buildingNode.get(), 0, 20000);
1176     
1177     unsigned nodeMask = SG_NODEMASK_CASTSHADOW_BIT | SG_NODEMASK_RECEIVESHADOW_BIT | SG_NODEMASK_TERRAIN_BIT;
1178     objectLOD->setNodeMask(nodeMask);
1179     transform->addChild(objectLOD);
1180   }
1181   transform->setNodeMask( ~simgear::MODELLIGHT_BIT );
1182   
1183   return transform;
1184 }