1 // tileentry.cxx -- routines to handle a scenery tile
3 // Written by Curtis Olson, started May 1998.
5 // Copyright (C) 1998 - 2001 Curtis L. Olson - curt@flightgear.org
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
28 #include <simgear/compiler.h>
30 #include <simgear/bucket/newbucket.hxx>
31 #include <simgear/debug/logstream.hxx>
32 #include <simgear/math/sg_geodesy.hxx>
33 #include <simgear/math/sg_random.h>
34 #include <simgear/misc/sgstream.hxx>
36 #include <Aircraft/aircraft.hxx>
37 #include <Include/general.hxx>
38 #include <Main/globals.hxx>
39 #include <Main/viewer.hxx>
40 #include <Scenery/scenery.hxx>
41 #include <Time/light.hxx>
42 #include <Objects/apt_signs.hxx>
43 #include <Objects/matlib.hxx>
44 #include <Objects/newmat.hxx>
45 #include <Objects/obj.hxx>
47 #include "tileentry.hxx"
48 #include "tilemgr.hxx"
52 FGTileEntry::FGTileEntry ( const SGBucket& b )
54 center( Point3D( 0.0 ) ),
56 terra_transform( new ssgTransform ),
57 rwy_lights_transform( new ssgTransform ),
58 taxi_lights_transform( new ssgTransform ),
59 terra_range( new ssgRangeSelector ),
66 // update the contents
67 // if ( vec3_ptrs.size() || vec2_ptrs.size() || index_ptrs.size() ) {
68 // SG_LOG( SG_TERRAIN, SG_ALERT,
69 // "Attempting to overwrite existing or"
70 // << " not properly freed leaf data." );
77 FGTileEntry::~FGTileEntry () {
78 // cout << "nodes = " << nodes.size() << endl;;
84 // Please keep this for reference. We use Norman's optimized routine,
85 // but here is what the routine really is doing.
87 FGTileEntry::WorldCoordinate( sgCoord *obj_pos, Point3D center,
88 double lat, double lon, double elev, double hdg)
91 Point3D geod( lon * SGD_DEGREES_TO_RADIANS,
92 lat * SGD_DEGREES_TO_RADIANS,
95 Point3D world_pos = sgGeodToCart( geod );
96 Point3D offset = world_pos - center;
99 sgMakeTransMat4( POS, offset.x(), offset.y(), offset.z() );
101 sgVec3 obj_rt, obj_up;
102 sgSetVec3( obj_rt, 0.0, 1.0, 0.0); // Y axis
103 sgSetVec3( obj_up, 0.0, 0.0, 1.0); // Z axis
105 sgMat4 ROT_lon, ROT_lat, ROT_hdg;
106 sgMakeRotMat4( ROT_lon, lon, obj_up );
107 sgMakeRotMat4( ROT_lat, 90 - lat, obj_rt );
108 sgMakeRotMat4( ROT_hdg, hdg, obj_up );
111 sgCopyMat4( TUX, ROT_hdg );
112 sgPostMultMat4( TUX, ROT_lat );
113 sgPostMultMat4( TUX, ROT_lon );
114 sgPostMultMat4( TUX, POS );
116 sgSetCoord( obj_pos, TUX );
121 // Norman's 'fast hack' for above
122 static void WorldCoordinate( sgCoord *obj_pos, Point3D center, double lat,
123 double lon, double elev, double hdg )
125 double lon_rad = lon * SGD_DEGREES_TO_RADIANS;
126 double lat_rad = lat * SGD_DEGREES_TO_RADIANS;
127 double hdg_rad = hdg * SGD_DEGREES_TO_RADIANS;
130 Point3D geod( lon_rad, lat_rad, elev );
132 Point3D world_pos = sgGeodToCart( geod );
133 Point3D offset = world_pos - center;
137 SGfloat sin_lat = (SGfloat)sin( lat_rad );
138 SGfloat cos_lat = (SGfloat)cos( lat_rad );
139 SGfloat cos_lon = (SGfloat)cos( lon_rad );
140 SGfloat sin_lon = (SGfloat)sin( lon_rad );
141 SGfloat sin_hdg = (SGfloat)sin( hdg_rad ) ;
142 SGfloat cos_hdg = (SGfloat)cos( hdg_rad ) ;
144 mat[0][0] = cos_hdg * (SGfloat)sin_lat * (SGfloat)cos_lon - sin_hdg * (SGfloat)sin_lon;
145 mat[0][1] = cos_hdg * (SGfloat)sin_lat * (SGfloat)sin_lon + sin_hdg * (SGfloat)cos_lon;
146 mat[0][2] = -cos_hdg * (SGfloat)cos_lat;
149 mat[1][0] = -sin_hdg * (SGfloat)sin_lat * (SGfloat)cos_lon - cos_hdg * (SGfloat)sin_lon;
150 mat[1][1] = -sin_hdg * (SGfloat)sin_lat * (SGfloat)sin_lon + cos_hdg * (SGfloat)cos_lon;
151 mat[1][2] = sin_hdg * (SGfloat)cos_lat;
154 mat[2][0] = (SGfloat)cos_lat * (SGfloat)cos_lon;
155 mat[2][1] = (SGfloat)cos_lat * (SGfloat)sin_lon;
156 mat[2][2] = (SGfloat)sin_lat;
159 mat[3][0] = offset.x();
160 mat[3][1] = offset.y();
161 mat[3][2] = offset.z();
164 sgSetCoord( obj_pos, mat );
168 // recurse an ssg tree and call removeKid() on every node from the
169 // bottom up. Leaves the original branch in existance, but empty so
170 // it can be removed by the calling routine.
171 static void my_remove_branch( ssgBranch * branch ) {
172 for ( ssgEntity *k = branch->getKid( 0 );
174 k = branch->getNextKid() )
176 if ( k -> isAKindOf ( ssgTypeBranch() ) ) {
177 my_remove_branch( (ssgBranch *)k );
178 branch -> removeKid ( k );
179 } else if ( k -> isAKindOf ( ssgTypeLeaf() ) ) {
180 branch -> removeKid ( k ) ;
188 unsigned char env_map[TEXRES_X][TEXRES_Y][4];
189 // SetColor & SetColor2 functions were provided by Christian Mayer (26 April 2001) - used without change
190 void setColor(float x, float y, float z, float angular_size, float r,
191 float g, float b, float a)
194 float inv_length = 1.0 / sqrt(x*x + y*y + z*z);
195 x *= inv_length; y *= inv_length; z *= inv_length;
197 float cos_angular_size = cos(angular_size*SG_DEGREES_TO_RADIANS);
199 for( int s = 0; s < TEXRES_X; s++) {
200 for( int t = 0; t < TEXRES_Y; t++) {
202 float s_2 = (float)s/TEXRES_X - 0.5; // centre of texture 0,0
203 float t_2 = (float)t/TEXRES_Y - 0.5; // elev
207 if ((1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2) >= 0.0) {
209 float m = 4.0 * sqrt(1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2);
212 rz = m*m / 8.0 - 1.0;
220 float tx = rx; //mirroring on the z=0 plane
221 float ty = ry; //assumes that the normal is allways
222 float tz = -rz; //n(0.0, 0.0, 1.0)
224 if ( cos_angular_size < (x*tx + y*ty + z*tz) ) {
225 env_map[s][t][0] = (unsigned char) r * 255;
226 env_map[s][t][1] = (unsigned char) g * 255;
227 env_map[s][t][2] = (unsigned char) b * 255;
228 env_map[s][t][3] = (unsigned char) a * 255;
234 // elevation_size, float azimuth_size are the *total* angular size of the light
235 void setColor2(float elevation_size,float azimuth_size, float r, float g, float b, float a)
237 for( int s = 0; s < TEXRES_X; s++) {
238 for( int t = 0; t < TEXRES_Y; t++) {
239 float s_2 = (float)s/TEXRES_X - 0.5;
240 float t_2 = (float)t/TEXRES_Y - 0.5;
244 if ((1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2) >= 0.0) {
246 float m = 4.0 * sqrt(1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2);
249 rz = m*m / 8.0 - 1.0;
256 float tx = rx; //mirroring on the z=0 plane to reverse
257 float ty = ry; //OpenGLs automatic mirroring
260 //get elevation => project t onto the x-z-plane
261 float tz_proj1 = tz / sqrt(tx*tx + tz*tz);
262 float televation = acos( -tz_proj1 ) * SG_RADIANS_TO_DEGREES;
264 //get azi => project t onto the y-z-plane
265 float tz_proj2 = tz / sqrt(ty*ty + tz*tz);
266 float tazimuth = acos( -tz_proj2 ) * SG_RADIANS_TO_DEGREES;
268 //note televation and tazimuth are the angles *between* the
269 //temporary vector and the normal (0,0,-1). They are *NOT*
270 //the elevation and azimuth angles
273 //if (((elevation_size > televation) || (elevation_size < -televation)) &&
274 // ((azimuth_size > tazimuth ) || (azimuth_size < -tazimuth )))
276 if (((televation*televation) / (elevation_size*elevation_size / 4.0) +
277 (tazimuth *tazimuth ) / (azimuth_size *azimuth_size / 4.0)) <= 1.0)
279 env_map[s][t][0] = (unsigned char) r * 255;
280 env_map[s][t][1] = (unsigned char) g * 255;
281 env_map[s][t][2] = (unsigned char) b * 255;
282 env_map[s][t][3] = (unsigned char) a * 255;
289 // This function performs billboarding of polygons drawn using the UP and RIGHT vectors obtained
290 // from the transpose of the MODEL_VIEW_MATRIX of the ssg_current_context. Each polygon is drawn
291 // at the coordinate array and material state as passed thro arguments.
292 void *fgBillboard( ssgBranch *lightmaps, ssgVertexArray *light_maps, ssgSimpleState *lightmap_state, float size) {
294 sgVec3 rt, up, nrt, nup, pt, quads[4], lmaps[4];
296 ssgGetModelviewMatrix ( tmat );
297 sgSetVec3 (rt, tmat[0][0], tmat[1][0], tmat[2][0]);
298 sgSetVec3 (up, tmat[0][1], tmat[1][1], tmat[2][1]);
299 sgSetVec3 (nrt, tmat[0][0], tmat[1][0], tmat[2][0]);
300 sgSetVec3 (nup, tmat[0][1], tmat[1][1], tmat[2][1]);
304 sgAddVec3 (quads[0], nrt, nup);
305 sgAddVec3 (quads[1], rt, nup);
306 sgAddVec3 (quads[2], rt, up);
307 sgAddVec3 (quads[3], nrt, up);
309 sgScaleVec3 (quads[0], size);
310 sgScaleVec3 (quads[1], size);
311 sgScaleVec3 (quads[2], size);
312 sgScaleVec3 (quads[3], size);
315 sgSetVec4( color, 1.0, 1.0, 0.0, 1.0 );
318 sgSetVec2( texcoords[0], 1.0, 1.0 );
319 sgSetVec2( texcoords[1], 0.0, 1.0 );
320 sgSetVec2( texcoords[2], 0.0, 0.0 );
321 sgSetVec2( texcoords[3], 1.0, 0.0 );
323 for (int j = 0; j < 4; j++ ) {
324 sgCopyVec3(lmaps[j] ,quads[j]);
327 for ( int i = 0; i < light_maps->getNum(); ++i ) {
328 // Allocate ssg structure
329 ssgVertexArray *vl = new ssgVertexArray( 1 );
330 ssgTexCoordArray *tl = new ssgTexCoordArray( 1 );
331 ssgColourArray *cl = new ssgColourArray( 1 );
333 float *temp = light_maps->get(i);
334 sgSetVec3(pt,temp[0],temp[1],temp[2]);
336 for (int k=0; k<4; k++) {
337 sgAddVec3( quads[k],lmaps[k], pt );
339 tl->add(texcoords[k]);
343 ssgLeaf *leaf = NULL;
344 leaf = new ssgVtxTable ( GL_TRIANGLE_FAN, vl, NULL, tl, cl );
345 leaf->setState( lightmap_state );
346 lightmaps->addKid( leaf );
352 ssgBranch* FGTileEntry::gen_runway_lights( ssgVertexArray *points,ssgVertexArray *normal,
353 ssgVertexArray *dir, int type[])
356 //************** HARD CODED RUNWAY LIGHT TEXTURES BEGIN ************************
357 GLuint texEdge, texTaxi, texTouchdown;
359 GLuint texVasi, texWhite, texRed, texGreen, texYellow;
362 setColor(0.0,0.0,1.0,360.0, 0, 0, 0, 0);
363 setColor2(10.0, 40.0, 1, 1, 1, 1);
364 setColor2(6.0, 40.0, 1, 0.5, 0.5, 1);
365 setColor2(5.0, 40.0, 1, 0, 0, 1);
366 glGenTextures(1, &texVasi);
367 glBindTexture(GL_TEXTURE_2D, texVasi);
368 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
369 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
370 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
371 ssgSimpleState *vasi_state;
372 vasi_state = new ssgSimpleState();
374 vasi_state->setTexture( texVasi );
375 vasi_state->disable( GL_LIGHTING );
376 vasi_state->enable( GL_TEXTURE_2D );
377 vasi_state->setShadeModel( GL_SMOOTH );
380 setColor(0.0,0.0,-1.0,180.0, 1, 1, 0.5, 1);
381 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
382 glGenTextures(1, &texEdge);
383 glBindTexture(GL_TEXTURE_2D, texEdge);
384 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
385 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
386 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
387 ssgSimpleState *edge_state;
388 edge_state = new ssgSimpleState();
390 edge_state->setTexture( texEdge );
391 edge_state->disable( GL_LIGHTING );
392 edge_state->enable( GL_TEXTURE_2D );
393 edge_state->setShadeModel( GL_SMOOTH );
396 setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
397 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
398 glGenTextures(1, &texTouchdown);
399 glBindTexture(GL_TEXTURE_2D, texTouchdown);
400 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
401 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
402 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
403 ssgSimpleState *touchdown_state;
404 touchdown_state = new ssgSimpleState();
405 touchdown_state->ref();
406 touchdown_state->setTexture( texTouchdown );
407 touchdown_state->disable( GL_LIGHTING );
408 touchdown_state->enable( GL_TEXTURE_2D );
409 touchdown_state->setShadeModel( GL_SMOOTH );
412 setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
413 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
414 glGenTextures(1, &texThreshold);
415 glBindTexture(GL_TEXTURE_2D, texThreshold);
416 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
417 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
418 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
419 ssgSimpleState *threshold_state;
420 threshold_state = new ssgSimpleState();
421 threshold_state->ref();
422 threshold_state->setTexture( texThreshold );
423 threshold_state->disable( GL_LIGHTING );
424 threshold_state->enable( GL_TEXTURE_2D );
425 threshold_state->setShadeModel( GL_SMOOTH );
428 setColor(0.0,0.0,-1.0,180.0, 0, 0, 1, 1);
429 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
430 glGenTextures(1, &texTaxi);
431 glBindTexture(GL_TEXTURE_2D, texTaxi);
432 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
433 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
434 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
435 ssgSimpleState *taxi_state;
436 taxi_state = new ssgSimpleState();
438 taxi_state->setTexture( texTaxi );
439 taxi_state->disable( GL_LIGHTING );
440 taxi_state->enable( GL_TEXTURE_2D );
441 taxi_state->setShadeModel( GL_SMOOTH );
444 setColor(0.0,0.0,-1.0,180.0, 1, 1, 1, 1);
445 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
446 glGenTextures(1, &texWhite);
447 glBindTexture(GL_TEXTURE_2D, texWhite);
448 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
449 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
450 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
451 ssgSimpleState *white_state;
452 white_state = new ssgSimpleState();
454 white_state->setTexture( texWhite );
455 white_state->disable( GL_LIGHTING );
456 white_state->enable( GL_TEXTURE_2D );
457 white_state->setShadeModel( GL_SMOOTH );
460 setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
461 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
462 glGenTextures(1, &texRed);
463 glBindTexture(GL_TEXTURE_2D, texRed);
464 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
465 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
466 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
467 ssgSimpleState *red_state;
468 red_state = new ssgSimpleState();
470 red_state->setTexture( texRed );
471 red_state->disable( GL_LIGHTING );
472 red_state->enable( GL_TEXTURE_2D );
473 red_state->setShadeModel( GL_SMOOTH );
476 setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
477 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
478 glGenTextures(1, &texGreen);
479 glBindTexture(GL_TEXTURE_2D, texGreen);
480 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
481 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
482 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
483 ssgSimpleState *green_state;
484 green_state = new ssgSimpleState();
486 green_state->setTexture( texGreen );
487 green_state->disable( GL_LIGHTING );
488 green_state->enable( GL_TEXTURE_2D );
489 green_state->setShadeModel( GL_SMOOTH );
492 setColor(0.0,0.0,-1.0,180.0, 1, 1, 0, 1);
493 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
494 glGenTextures(1, &texYellow);
495 glBindTexture(GL_TEXTURE_2D, texYellow);
496 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
497 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
498 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
499 ssgSimpleState *yellow_state;
500 yellow_state = new ssgSimpleState();
502 yellow_state->setTexture( texYellow );
503 yellow_state->disable( GL_LIGHTING );
504 yellow_state->enable( GL_TEXTURE_2D );
505 yellow_state->setShadeModel( GL_SMOOTH );
506 //************** HARD CODED RUNWAY LIGHT TEXTURES END ************************
508 ssgBranch *runway_lights = new ssgBranch;
509 sgVec3 v2,v3,inf,side;
511 ssgLeaf *leaf1 = NULL;
512 ssgLeaf *leaf2 = NULL;
513 ssgLeaf *leaf7 = NULL;
514 ssgLeaf *leaf8 = NULL;
515 ssgLeaf *leaf9 = NULL;
517 ssgVertexArray *vlw = new ssgVertexArray( 1 );
518 ssgNormalArray *nlw = new ssgNormalArray( 1 );
519 ssgVertexArray *vlt = new ssgVertexArray( 1 );
520 ssgNormalArray *nlt = new ssgNormalArray( 1 );
521 ssgVertexArray *vlr = new ssgVertexArray( 1 );
522 ssgNormalArray *nlr = new ssgNormalArray( 1 );
523 ssgVertexArray *vlg = new ssgVertexArray( 1 );
524 ssgNormalArray *nlg = new ssgNormalArray( 1 );
525 ssgVertexArray *vly = new ssgVertexArray( 1 );
526 ssgNormalArray *nly = new ssgNormalArray( 1 );
528 for ( int i = 0; i < points->getNum()-1; i=i++ ) {
530 // Allocate ssg structure
531 ssgVertexArray *vl = new ssgVertexArray( 1 );
532 ssgNormalArray *nl = new ssgNormalArray( 1 );
533 ssgVertexArray *vl1 = new ssgVertexArray( 1 );
534 ssgNormalArray *nl1 = new ssgNormalArray( 1 );
536 float *n1 = normal->get(i);
537 float *d1 = dir->get(i);
539 /* TEMPORARY CODE BEGIN
540 // calculate normal using 1st, 2nd & last vertices of the group
542 sgMakeNormal (n1, points->get(0), points->get(1), points->get(points->getNum()-1) );
544 sgSubVec3(d1,points->get(1),points->get(0));
545 printf("%f %f %f\n",n1[0],n1[1],n1[2]);
546 printf("%f %f %f\n",d1[0],d1[1],d1[2]);
548 ----TEMPORARY CODE END */
551 sgNormaliseVec3 ( n1 );
552 sgNormaliseVec3 ( d1 );
558 sgVectorProductVec3(side,n1,d1);
559 sgScaleVec3 (inf,n1,-50);
560 sgScaleVec3 (side,5);
562 float *v1 = points->get(i);
563 sgAddVec3(v2,v1,inf);
564 sgAddVec3(v3,v2,side);
566 if ( type[i] == 1) { //POINT,WHITE
571 } else if (type[i] == 2) { //POINT,TAXI
576 } else if (type[i] == 3) { //SINGLE POLYGON,VASI
585 ssgLeaf *leaf3 = NULL;
586 leaf3 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
587 leaf3->setState( vasi_state );
588 runway_lights->addKid( leaf3 );
590 } else if (type[i] == 4) { //BACK-TO-BACK POLYGONS,TOUCHDOWN/THRESHOLD
606 ssgLeaf *leaf41 = NULL;
607 leaf41 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
608 leaf41->setState( touchdown_state );
609 runway_lights->addKid( leaf41 );
611 ssgLeaf *leaf42 = NULL;
612 leaf42 = new ssgVtxTable ( GL_POLYGON, vl1, nl1, NULL, NULL );
613 leaf42->setState( threshold_state );
614 runway_lights->addKid( leaf42 );
616 } else if ( type[i] == 5) { //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
620 ssgLeaf *leaf5 = NULL;
621 leaf5 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
622 leaf5->setState( white_state );
623 lightmaps_sequence->addKid (leaf5);
625 } else if ( type[i] == 6) { //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
629 ssgLeaf *leaf6 = NULL;
630 leaf6 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
631 leaf6->setState( yellow_state );
632 ols_transform->addKid (leaf6);
633 // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
634 // lightmaps_sequence->addKid (leaf6);
635 // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
637 } else if (type[i] == 7) { //POINT,RED
642 } else if (type[i] == 8) { //POINT,GREEN
647 } else if (type[i] == 9) { //POINT,YELLOW
656 leaf1 = new ssgVtxTable ( GL_POINTS, vlw, nlw, NULL, NULL );
657 leaf1->setState( white_state );
658 runway_lights->addKid( leaf1 );
660 leaf2 = new ssgVtxTable ( GL_POINTS, vlt, nlt, NULL, NULL );
661 leaf2->setState( taxi_state );
662 runway_lights->addKid( leaf2 );
664 leaf7 = new ssgVtxTable ( GL_POINTS, vlr, nlr, NULL, NULL );
665 leaf7->setState( red_state );
666 runway_lights->addKid( leaf7 );
668 leaf8 = new ssgVtxTable ( GL_POINTS, vlg, nlg, NULL, NULL );
669 leaf8->setState( green_state );
670 // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
671 ols_transform->ref();
672 lightmaps_sequence->addKid (ols_transform);
673 // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
674 lightmaps_sequence->addKid (leaf8);
676 leaf9 = new ssgVtxTable ( GL_POINTS, vly, nly, NULL, NULL );
677 leaf9->setState( yellow_state );
678 runway_lights->addKid( leaf9 );
680 lightmaps_sequence->select(0xFFFFFF);
681 return runway_lights;
686 // Free "n" leaf elements of an ssg tree. returns the number of
687 // elements freed. An empty branch node is considered a leaf. This
688 // is intended to spread the load of freeing a complex tile out over
690 static int fgPartialFreeSSGtree( ssgBranch *b, int n ) {
692 // for testing: we could call the following two lines and replace
693 // the functionality of this entire function and everything will
694 // get properly freed, but it will happen all at once and could
695 // cause a huge frame rate hit.
703 // we still have some delete budget left
704 // if ( b->getNumKids() > 100 ) {
705 // cout << "large family = " << b->getNumKids() << endl;
707 // deleting in reverse would help if my plib patch get's
708 // applied, but for now it will make things slower.
709 // for ( int i = b->getNumKids() - 1; i >= 0 ; --i ) {
710 for ( int i = 0; i < b->getNumKids(); ++i ) {
711 ssgEntity *kid = b->getKid(i);
712 if ( kid->isAKindOf( ssgTypeBranch() ) && kid->getRef() <= 1 ) {
713 int result = fgPartialFreeSSGtree( (ssgBranch *)kid, n );
714 num_deletes += result;
720 // remove the kid if (a) it is now empty -or- (b) it's ref
721 // count is > zero at which point we don't care if it's
722 // empty, we don't want to touch it's contents.
723 if ( kid->getNumKids() == 0 || kid->getRef() > 1 ) {
735 // Clean up the memory used by this tile and delete the arrays used by
736 // ssg as well as the whole ssg branch
737 bool FGTileEntry::free_tile() {
739 int delete_size = 100;
740 SG_LOG( SG_TERRAIN, SG_DEBUG,
741 "FREEING TILE = (" << tile_bucket << ")" );
743 SG_LOG( SG_TERRAIN, SG_DEBUG, "(start) free_tracker = " << free_tracker );
745 if ( !(free_tracker & NODES) ) {
746 SG_LOG( SG_TERRAIN, SG_DEBUG,
747 " deleting " << nodes.size() << " nodes" );
750 free_tracker |= NODES;
751 } else if ( !(free_tracker & VEC_PTRS) ) {
752 // delete the vector pointers
753 SG_LOG( SG_TERRAIN, SG_DEBUG,
754 " deleting (leaf data) vertex, normal, and "
755 << " texture coordinate arrays" );
757 for ( i = 0; i < (int)vec3_ptrs.size(); ++i ) {
758 delete [] vec3_ptrs[i];
762 for ( i = 0; i < (int)vec2_ptrs.size(); ++i ) {
763 delete [] vec2_ptrs[i];
767 for ( i = 0; i < (int)index_ptrs.size(); ++i ) {
768 delete index_ptrs[i];
772 free_tracker |= VEC_PTRS;
773 } else if ( !(free_tracker & TERRA_NODE) ) {
774 // delete the terrain branch (this should already have been
775 // disconnected from the scene graph)
776 SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING terra_transform" );
777 if ( fgPartialFreeSSGtree( terra_transform, delete_size ) == 0 ) {
778 ssgDeRefDelete( terra_transform );
779 free_tracker |= TERRA_NODE;
781 } else if ( !(free_tracker & GROUND_LIGHTS) && gnd_lights_transform ) {
782 // delete the terrain lighting branch (this should already have been
783 // disconnected from the scene graph)
784 SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING gnd_lights_transform" );
785 if ( fgPartialFreeSSGtree( gnd_lights_transform, delete_size ) == 0 ) {
786 ssgDeRefDelete( gnd_lights_transform );
787 free_tracker |= GROUND_LIGHTS;
789 } else if ( !(free_tracker & RWY_LIGHTS) && rwy_lights_transform ) {
790 // delete the runway lighting branch (this should already have
791 // been disconnected from the scene graph)
792 SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING rwy_lights_transform" );
793 if ( fgPartialFreeSSGtree( rwy_lights_transform, delete_size ) == 0 ) {
794 ssgDeRefDelete( rwy_lights_transform );
795 free_tracker |= RWY_LIGHTS;
797 } else if ( !(free_tracker & TAXI_LIGHTS) && taxi_lights_transform ) {
798 // delete the taxi lighting branch (this should already have been
799 // disconnected from the scene graph)
800 SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING taxi_lights_transform" );
801 if ( fgPartialFreeSSGtree( taxi_lights_transform, delete_size ) == 0 ) {
802 ssgDeRefDelete( taxi_lights_transform );
803 free_tracker |= TAXI_LIGHTS;
805 } else if ( !(free_tracker & LIGHTMAPS) && lightmaps_transform ) {
807 // delete the terrain lighting branch (this should already have been
808 // disconnected from the scene graph)
809 SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING lightmaps_transform" );
810 if ( fgPartialFreeSSGtree( lightmaps_transform, delete_size ) == 0 ) {
811 ssgDeRefDelete( lightmaps_transform );
812 free_tracker |= LIGHTMAPS;
818 SG_LOG( SG_TERRAIN, SG_DEBUG, "(end) free_tracker = " << free_tracker );
820 // if we fall down to here, we still have work todo, return false
825 // Update the ssg transform node for this tile so it can be
826 // properly drawn relative to our (0,0,0) point
827 void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
828 if ( !loaded ) return;
832 // visibility can change from frame to frame so we update the
833 // range selector cutoff's each time.
834 terra_range->setRange( 0, SG_ZERO );
835 terra_range->setRange( 1, vis + bounding_radius );
837 if ( gnd_lights_range ) {
838 gnd_lights_range->setRange( 0, SG_ZERO );
839 gnd_lights_range->setRange( 1, vis * 1.5 + bounding_radius );
843 sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
844 terra_transform->setTransform( sgTrans );
846 if ( gnd_lights_transform ) {
847 // we need to lift the lights above the terrain to avoid
848 // z-buffer fighting. We do this based on our altitude and
849 // the distance this tile is away from scenery center.
851 // we expect 'up' to be a unit vector coming in, but since we
852 // modify the value of lift_vec, we need to create a local
855 sgCopyVec3( lift_vec, up );
858 agl = globals->get_current_view()->getAltitudeASL_ft()
859 * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
861 // sgTrans just happens to be the
862 // vector from scenery center to the center of this tile which
863 // is what we want to calculate the distance of
865 sgCopyVec3( to, sgTrans );
866 double dist = sgLengthVec3( to );
868 if ( general.get_glDepthBits() > 16 ) {
869 sgScaleVec3( lift_vec, 10.0 + agl / 100.0 + dist / 10000 );
871 sgScaleVec3( lift_vec, 10.0 + agl / 20.0 + dist / 5000 );
875 sgCopyVec3( lt_trans, sgTrans );
877 sgAddVec3( lt_trans, lift_vec );
878 gnd_lights_transform->setTransform( lt_trans );
880 // select which set of lights based on sun angle
881 float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
882 if ( sun_angle > 95 ) {
883 gnd_lights_brightness->select(0x04);
884 } else if ( sun_angle > 92 ) {
885 gnd_lights_brightness->select(0x02);
886 } else if ( sun_angle > 89 ) {
887 gnd_lights_brightness->select(0x01);
889 gnd_lights_brightness->select(0x00);
893 if ( rwy_lights_transform ) {
894 // we need to lift the lights above the terrain to avoid
895 // z-buffer fighting. We do this based on our altitude and
896 // the distance this tile is away from scenery center.
899 sgCopyVec3( lift_vec, up );
901 // we fudge agl by 30 meters so that the lifting function
902 // doesn't phase in until we are > 30m agl.
904 agl = globals->get_current_view()->getAltitudeASL_ft()
905 * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev()
911 if ( general.get_glDepthBits() > 16 ) {
912 sgScaleVec3( lift_vec, 0.0 + agl / 500.0 );
914 sgScaleVec3( lift_vec, 0.0 + agl / 150.0 );
918 sgCopyVec3( lt_trans, sgTrans );
920 sgAddVec3( lt_trans, lift_vec );
921 rwy_lights_transform->setTransform( lt_trans );
923 // select which set of lights based on sun angle
924 // float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
925 // if ( sun_angle > 95 ) {
926 // gnd_lights_brightness->select(0x04);
927 // } else if ( sun_angle > 92 ) {
928 // gnd_lights_brightness->select(0x02);
929 // } else if ( sun_angle > 89 ) {
930 // gnd_lights_brightness->select(0x01);
932 // gnd_lights_brightness->select(0x00);
936 if ( taxi_lights_transform ) {
937 // we need to lift the lights above the terrain to avoid
938 // z-buffer fighting. We do this based on our altitude and
939 // the distance this tile is away from scenery center.
942 sgCopyVec3( lift_vec, up );
944 // we fudge agl by 30 meters so that the lifting function
945 // doesn't phase in until we are > 30m agl.
947 agl = globals->get_current_view()->getAltitudeASL_ft()
948 * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev()
954 if ( general.get_glDepthBits() > 16 ) {
955 sgScaleVec3( lift_vec, 0.0 + agl / 500.0 );
957 sgScaleVec3( lift_vec, 0.0 + agl / 150.0 );
961 sgCopyVec3( lt_trans, sgTrans );
963 sgAddVec3( lt_trans, lift_vec );
964 taxi_lights_transform->setTransform( lt_trans );
966 // select which set of lights based on sun angle
967 // float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
968 // if ( sun_angle > 95 ) {
969 // gnd_lights_brightness->select(0x04);
970 // } else if ( sun_angle > 92 ) {
971 // gnd_lights_brightness->select(0x02);
972 // } else if ( sun_angle > 89 ) {
973 // gnd_lights_brightness->select(0x01);
975 // gnd_lights_brightness->select(0x00);
980 // Transform & Render runway lights - 23 Mar 2001
981 sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
982 if ( lightmaps_transform ) {
983 static unsigned int selectnode = 0;
984 // Run-time extension check.
985 if (!glutExtensionSupported("GL_EXT_point_parameters")) {
986 //use lightmaps on billboarded polygons
988 // using GL_EXT_point_parameters
990 // This part is same as ground-lights code above by Curt
992 sgCopyVec3( lift_vec, up );
995 agl1 = globals->get_current_view()->getAltitudeASL_ft()
996 * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
998 // sgTrans just happens to be the
999 // vector from scenery center to the center of this tile which
1000 // is what we want to calculate the distance of
1002 sgCopyVec3( to1, sgTrans );
1003 double dist1 = sgLengthVec3( to1 );
1005 if ( general.get_glDepthBits() > 16 ) {
1006 sgScaleVec3( lift_vec, 0.0 + agl1 / 2000.0 + dist1 / 10000 );
1008 sgScaleVec3( lift_vec, 0.0 + agl1 / 20.0 + dist1 / 5000 );
1010 sgAddVec3( sgTrans, lift_vec );
1011 lightmaps_transform->setTransform( sgTrans );
1013 float sun_angle1 = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
1014 if ( (sun_angle1 > 89) ) {
1015 lightmaps_brightness->select(0x01);
1017 selectnode = selectnode | 0x000001;
1018 if (selectnode > 0xFFFFFF) selectnode = 1;
1019 lightmaps_sequence->select(selectnode);
1021 lightmaps_brightness->select(0x00);
1022 lightmaps_sequence->select(0x000000);
1024 } // end of GL_EXT_point_parameters section
1026 } // end of runway lights section
1032 // Set up lights rendering call backs
1033 static int fgLightsPredraw( ssgEntity *e ) {
1035 #ifdef GL_EXT_point_parameters
1036 if (glutExtensionSupported("GL_EXT_point_parameters")) {
1037 static float quadratic[3] = {1.0, 0.01, 0.0001};
1038 glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
1039 glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0);
1047 static int fgLightsPostdraw( ssgEntity *e ) {
1049 #ifdef GL_EXT_point_parameters
1050 if (glutExtensionSupported("GL_EXT_point_parameters")) {
1051 static float default_attenuation[3] = {1.0, 0.0, 0.0};
1052 glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
1053 default_attenuation);
1062 ssgLeaf* FGTileEntry::gen_lights( ssgVertexArray *lights, int inc, float bright ) {
1063 // generate a repeatable random seed
1064 float *p1 = lights->get( 0 );
1065 unsigned int *seed = (unsigned int *)p1;
1066 sg_srandom( *seed );
1068 int size = lights->getNum() / inc;
1070 // Allocate ssg structure
1071 ssgVertexArray *vl = new ssgVertexArray( size + 1 );
1072 ssgNormalArray *nl = NULL;
1073 ssgTexCoordArray *tl = NULL;
1074 ssgColourArray *cl = new ssgColourArray( size + 1 );
1077 for ( int i = 0; i < lights->getNum(); ++i ) {
1078 // this loop is slightly less efficient than it otherwise
1079 // could be, but we want a red light to always be red, and a
1080 // yellow light to always be yellow, etc. so we are trying to
1081 // preserve the random sequence.
1082 float zombie = sg_random();
1083 if ( i % inc == 0 ) {
1084 vl->add( lights->get(i) );
1086 // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
1087 float factor = sg_random();
1090 if ( zombie > 0.5 ) {
1091 // 50% chance of yellowish
1092 sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 );
1093 } else if ( zombie > 0.15 ) {
1094 // 35% chance of whitish
1095 sgSetVec4( color, 0.9, 0.9, 0.8, bright - factor * 0.2 );
1096 } else if ( zombie > 0.05 ) {
1097 // 10% chance of orangish
1098 sgSetVec4( color, 0.9, 0.6, 0.2, bright - factor * 0.2 );
1100 // 5% chance of redish
1101 sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 );
1109 new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
1112 FGNewMat *newmat = material_lib.find( "GROUND_LIGHTS" );
1113 leaf->setState( newmat->get_state() );
1114 leaf->setCallback( SSG_CALLBACK_PREDRAW, fgLightsPredraw );
1115 leaf->setCallback( SSG_CALLBACK_POSTDRAW, fgLightsPostdraw );
1121 bool FGTileEntry::obj_load( const std::string& path,
1122 ssgBranch* geometry,
1123 ssgBranch* rwy_lights,
1124 ssgBranch* taxi_lights,
1125 ssgVertexArray* ground_lights, bool is_base )
1127 Point3D c; // returned center point
1128 double br; // returned bounding radius
1130 // try loading binary format
1131 if ( fgBinObjLoad( path, is_base,
1133 rwy_lights, taxi_lights, ground_lights ) )
1137 bounding_radius = br;
1140 // next try the older ascii format, this is some ugly
1141 // weirdness because the ascii loader is *old* and hasn't been
1142 // updated, but hopefully we can can the ascii format soon.
1143 ssgBranch *tmp = fgAsciiObjLoad( path, this, ground_lights, is_base );
1145 return (NULL != tmp);
1147 // default to an ocean tile
1148 if ( fgGenTile( path, tile_bucket, &c, &br, geometry ) ) {
1150 bounding_radius = br;
1152 SG_LOG( SG_TERRAIN, SG_ALERT,
1153 "Warning: failed to generate ocean tile!" );
1158 return (geometry != NULL);
1163 FGTileEntry::load( const SGPath& base, bool is_base )
1165 SG_LOG( SG_TERRAIN, SG_INFO, "load() base = " << base.str() );
1167 // Generate names for later use
1168 string index_str = tile_bucket.gen_index_str();
1170 SGPath tile_path = base;
1171 tile_path.append( tile_bucket.gen_base_path() );
1173 SGPath basename = tile_path;
1174 basename.append( index_str );
1175 // string path = basename.str();
1177 SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
1179 #define FG_MAX_LIGHTS 1000
1181 // obj_load() will generate ground lighting for us ...
1182 ssgVertexArray *light_pts = new ssgVertexArray( 100 );
1185 ssgVertexArray *lights_rway = new ssgVertexArray( 100 );
1186 ssgVertexArray *lights_dir = new ssgVertexArray( 100 );
1187 ssgVertexArray *lights_normal = new ssgVertexArray( 100 );
1188 int lights_type[FG_MAX_LIGHTS];
1191 ssgBranch* new_tile = new ssgBranch;
1193 // Check for master .stg (scene terra gear) file
1194 SGPath stg_name = basename;
1195 stg_name.concat( ".stg" );
1197 sg_gzifstream in( stg_name.str() );
1199 if ( in.is_open() ) {
1202 while ( ! in.eof() ) {
1205 if ( token == "OBJECT_BASE" ) {
1206 in >> name >> ::skipws;
1207 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1208 << " name = " << name );
1210 SGPath custom_path = tile_path;
1211 custom_path.append( name );
1213 ssgBranch *geometry = new ssgBranch;
1214 if ( obj_load( custom_path.str(),
1215 geometry, NULL, NULL, light_pts, true ) )
1217 new_tile -> addKid( geometry );
1221 } else if ( token == "OBJECT" ) {
1222 in >> name >> ::skipws;
1223 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1224 << " name = " << name );
1226 SGPath custom_path = tile_path;
1227 custom_path.append( name );
1229 ssgBranch *geometry = new ssgBranch;
1230 ssgBranch *rwy_lights = new ssgBranch;
1231 ssgBranch *taxi_lights = new ssgBranch;
1232 if ( obj_load( custom_path.str(),
1233 geometry, rwy_lights, taxi_lights,
1236 if ( geometry -> getNumKids() > 0 ) {
1237 new_tile -> addKid( geometry );
1241 if ( rwy_lights -> getNumKids() > 0 ) {
1242 rwy_lights_transform -> addKid( rwy_lights );
1246 if ( taxi_lights -> getNumKids() > 0 ) {
1247 taxi_lights_transform -> addKid( taxi_lights );
1257 } else if ( token == "OBJECT_STATIC" ||
1258 token == "OBJECT_SHARED" ) {
1260 double lon, lat, elev, hdg;
1261 in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
1262 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1263 << " name = " << name
1264 << " pos = " << lon << ", " << lat
1265 << " elevation = " << elev
1266 << " heading = " << hdg );
1268 // object loading is deferred to main render thread,
1269 // but lets figure out the paths right now.
1271 if ( token == "OBJECT_STATIC" )
1272 custom_path= tile_path;
1273 custom_path.append( name );
1276 WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
1278 ssgTransform *obj_trans = new ssgTransform;
1279 obj_trans->setTransform( &obj_pos );
1281 // wire as much of the scene graph together as we can
1282 new_tile->addKid( obj_trans );
1284 // bump up the pending models count
1287 // push an entry onto the model load queue
1289 = new FGDeferredModel( custom_path.str(), tile_path.str(),
1291 FGTileMgr::model_ready( dm );
1292 } else if ( token == "OBJECT_TAXI_SIGN" ) {
1294 double lon, lat, elev, hdg;
1295 in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
1296 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1297 << " name = " << name
1298 << " pos = " << lon << ", " << lat
1299 << " elevation = " << elev
1300 << " heading = " << hdg );
1302 // load the object itself
1303 SGPath custom_path = tile_path;
1304 custom_path.append( name );
1307 WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
1309 ssgTransform *obj_trans = new ssgTransform;
1310 obj_trans->setTransform( &obj_pos );
1312 ssgBranch *custom_obj
1313 = gen_taxi_sign( custom_path.str(), name );
1315 // wire the pieces together
1316 if ( custom_obj != NULL ) {
1317 obj_trans -> addKid( custom_obj );
1319 new_tile->addKid( obj_trans );
1320 } else if ( token == "OBJECT_RUNWAY_SIGN" ) {
1322 double lon, lat, elev, hdg;
1323 in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
1324 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1325 << " name = " << name
1326 << " pos = " << lon << ", " << lat
1327 << " elevation = " << elev
1328 << " heading = " << hdg );
1330 // load the object itself
1331 SGPath custom_path = tile_path;
1332 custom_path.append( name );
1335 WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
1337 ssgTransform *obj_trans = new ssgTransform;
1338 obj_trans->setTransform( &obj_pos );
1340 ssgBranch *custom_obj
1341 = gen_runway_sign( custom_path.str(), name );
1343 // wire the pieces together
1344 if ( custom_obj != NULL ) {
1345 obj_trans -> addKid( custom_obj );
1347 new_tile->addKid( obj_trans );
1348 } else if ( token == "RWY_LIGHTS" ) {
1349 double lon, lat, hdg, len, width;
1350 string common, end1, end2;
1351 in >> lon >> lat >> hdg >> len >> width
1352 >> common >> end1 >> end2;
1353 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1354 << " pos = " << lon << ", " << lat
1356 << " size = " << len << ", " << width
1357 << " codes = " << common << " "
1358 << end1 << " " << end2 );
1360 SG_LOG( SG_TERRAIN, SG_ALERT,
1361 "Unknown token " << token << " in "
1362 << stg_name.str() );
1367 // no .stg file, generate an ocean tile on the fly for this
1369 ssgBranch *geometry = new ssgBranch;
1372 if ( fgGenTile( basename.str(), tile_bucket, &c, &br, geometry ) ) {
1374 bounding_radius = br;
1375 new_tile -> addKid( geometry );
1378 SG_LOG( SG_TERRAIN, SG_ALERT,
1379 "Warning: failed to generate ocean tile!" );
1383 if ( new_tile != NULL ) {
1384 terra_range->addKid( new_tile );
1387 terra_transform->addKid( terra_range );
1389 // calculate initial tile offset
1390 SetOffset( globals->get_scenery()->get_center() );
1392 sgSetCoord( &sgcoord,
1393 offset.x(), offset.y(), offset.z(),
1395 terra_transform->setTransform( &sgcoord );
1396 // terrain->addKid( terra_transform );
1398 // Add ground lights to scene graph if any exist
1399 gnd_lights_transform = NULL;
1400 gnd_lights_range = NULL;
1401 if ( light_pts->getNum() ) {
1402 SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
1403 gnd_lights_transform = new ssgTransform;
1404 gnd_lights_range = new ssgRangeSelector;
1405 gnd_lights_brightness = new ssgSelector;
1408 lights = gen_lights( light_pts, 4, 0.7 );
1409 gnd_lights_brightness->addKid( lights );
1411 lights = gen_lights( light_pts, 2, 0.85 );
1412 gnd_lights_brightness->addKid( lights );
1414 lights = gen_lights( light_pts, 1, 1.0 );
1415 gnd_lights_brightness->addKid( lights );
1417 gnd_lights_range->addKid( gnd_lights_brightness );
1418 gnd_lights_transform->addKid( gnd_lights_range );
1419 gnd_lights_transform->setTransform( &sgcoord );
1422 // Add runway lights to scene graph if any exist
1423 if ( rwy_lights_transform->getNumKids() > 0 ) {
1424 SG_LOG( SG_TERRAIN, SG_DEBUG, "adding runway lights" );
1425 rwy_lights_transform->setTransform( &sgcoord );
1428 // Add taxi lights to scene graph if any exist
1429 if ( taxi_lights_transform->getNumKids() > 0 ) {
1430 SG_LOG( SG_TERRAIN, SG_DEBUG, "adding taxi lights" );
1431 taxi_lights_transform->setTransform( &sgcoord );
1435 // Create runway lights - 23 Mar 2001
1436 lightmaps_transform = NULL;
1437 lightmaps_sequence = NULL;
1438 ols_transform = NULL;
1439 // lightmaps_range = NULL;
1441 if ( lights_rway->getNum() ) {
1442 SG_LOG( SG_TERRAIN, SG_DEBUG, "generating airport lights" );
1443 lightmaps_transform = new ssgTransform;
1444 // lightmaps_range = new ssgRangeSelector;
1445 lightmaps_brightness = new ssgSelector;
1446 lightmaps_sequence = new ssgSelector;
1447 ols_transform = new ssgTransform;
1448 ssgBranch *lightmaps_branch;
1450 // call function to generate the runway lights
1451 lightmaps_branch = gen_runway_lights( lights_rway,
1452 lights_normal, lights_dir, lights_type);
1453 lightmaps_brightness->addKid( lightmaps_branch );
1455 // build the runway lights' scene
1456 // lightmaps_range->addKid( lightmaps_brightness ); //dont know why this doesnt work !!
1457 // lightmaps_transform->addKid( lightmaps_range ); //dont know why this doesnt work !!
1458 lightmaps_transform->addKid( lightmaps_brightness );
1459 lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
1460 lightmaps_transform->addKid( lightmaps_sequence );
1461 lightmaps_transform->setTransform( &sgcoord );
1468 FGTileEntry::add_ssg_nodes( ssgBranch* terrain_branch,
1469 ssgBranch* gnd_lights_branch,
1470 ssgBranch* rwy_lights_branch,
1471 ssgBranch* taxi_lights_branch )
1473 // bump up the ref count so we can remove this later without
1474 // having ssg try to free the memory.
1475 terra_transform->ref();
1476 terrain_branch->addKid( terra_transform );
1478 SG_LOG( SG_TERRAIN, SG_DEBUG,
1479 "connected a tile into scene graph. terra_transform = "
1480 << terra_transform );
1481 SG_LOG( SG_TERRAIN, SG_DEBUG, "num parents now = "
1482 << terra_transform->getNumParents() );
1484 if ( gnd_lights_transform != NULL ) {
1485 // bump up the ref count so we can remove this later without
1486 // having ssg try to free the memory.
1487 gnd_lights_transform->ref();
1488 gnd_lights_branch->addKid( gnd_lights_transform );
1491 if ( rwy_lights_transform != NULL ) {
1492 // bump up the ref count so we can remove this later without
1493 // having ssg try to free the memory.
1494 rwy_lights_transform->ref();
1495 rwy_lights_branch->addKid( rwy_lights_transform );
1498 if ( taxi_lights_transform != NULL ) {
1499 // bump up the ref count so we can remove this later without
1500 // having ssg try to free the memory.
1501 taxi_lights_transform->ref();
1502 taxi_lights_branch->addKid( taxi_lights_transform );
1506 if ( lightmaps_transform != 0 ) {
1507 // bump up the ref count so we can remove this later without
1508 // having ssg try to free the memory.
1509 lightmaps_transform->ref();
1510 gnd_lights_branch->addKid( lightmaps_transform );
1519 FGTileEntry::disconnect_ssg_nodes()
1521 SG_LOG( SG_TERRAIN, SG_DEBUG, "disconnecting ssg nodes" );
1524 SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a not-fully loaded tile!" );
1526 SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a fully loaded tile! terra_transform = " << terra_transform );
1529 // find the terrain branch parent
1530 int pcount = terra_transform->getNumParents();
1532 // find the first parent (should only be one)
1533 ssgBranch *parent = terra_transform->getParent( 0 ) ;
1535 // disconnect the tile (we previously ref()'d it so it
1536 // won't get freed now)
1537 parent->removeKid( terra_transform );
1539 SG_LOG( SG_TERRAIN, SG_ALERT,
1540 "parent pointer is NULL! Dying" );
1544 SG_LOG( SG_TERRAIN, SG_ALERT,
1545 "Parent count is zero for an ssg tile! Dying" );
1549 // find the ground lighting branch
1550 if ( gnd_lights_transform ) {
1551 pcount = gnd_lights_transform->getNumParents();
1553 // find the first parent (should only be one)
1554 ssgBranch *parent = gnd_lights_transform->getParent( 0 ) ;
1556 // disconnect the light branch (we previously ref()'d
1557 // it so it won't get freed now)
1558 parent->removeKid( gnd_lights_transform );
1560 SG_LOG( SG_TERRAIN, SG_ALERT,
1561 "parent pointer is NULL! Dying" );
1565 SG_LOG( SG_TERRAIN, SG_ALERT,
1566 "Parent count is zero for an ssg light tile! Dying" );
1571 // find the runway lighting branch
1572 if ( rwy_lights_transform ) {
1573 pcount = rwy_lights_transform->getNumParents();
1575 // find the first parent (should only be one)
1576 ssgBranch *parent = rwy_lights_transform->getParent( 0 ) ;
1578 // disconnect the light branch (we previously ref()'d
1579 // it so it won't get freed now)
1580 parent->removeKid( rwy_lights_transform );
1582 SG_LOG( SG_TERRAIN, SG_ALERT,
1583 "parent pointer is NULL! Dying" );
1587 SG_LOG( SG_TERRAIN, SG_ALERT,
1588 "Parent count is zero for an ssg light tile! Dying" );
1593 // find the taxi lighting branch
1594 if ( taxi_lights_transform ) {
1595 pcount = taxi_lights_transform->getNumParents();
1597 // find the first parent (should only be one)
1598 ssgBranch *parent = taxi_lights_transform->getParent( 0 ) ;
1600 // disconnect the light branch (we previously ref()'d
1601 // it so it won't get freed now)
1602 parent->removeKid( taxi_lights_transform );
1604 SG_LOG( SG_TERRAIN, SG_ALERT,
1605 "parent pointer is NULL! Dying" );
1609 SG_LOG( SG_TERRAIN, SG_ALERT,
1610 "Parent count is zero for an ssg light tile! Dying" );
1616 //runway lights - 23 Mar 2001
1617 // Delete runway lights and free memory
1618 if ( lightmaps_transform ) {
1619 // delete the runway lighting branch
1620 pcount = lightmaps_transform->getNumParents();
1622 // find the first parent (should only be one)
1623 ssgBranch *parent = lightmaps_transform->getParent( 0 ) ;
1625 parent->removeKid( lightmaps_transform );
1626 lightmaps_transform = NULL;
1628 SG_LOG( SG_TERRAIN, SG_ALERT,
1629 "lightmaps parent pointer is NULL! Dying" );
1633 SG_LOG( SG_TERRAIN, SG_ALERT,
1634 "Parent count is zero for an ssg lightmap tile! Dying" );