-static void random_pt_inside_tri( float *res,
- float *n1, float *n2, float *n3 )
-{
- double a = sg_random();
- double b = sg_random();
- if ( a + b > 1.0 ) {
- a = 1.0 - a;
- b = 1.0 - b;
- }
- double c = 1 - a - b;
-
- res[0] = n1[0]*a + n2[0]*b + n3[0]*c;
- res[1] = n1[1]*a + n2[1]*b + n3[1]*c;
- res[2] = n1[2]*a + n2[2]*b + n3[2]*c;
-}
-
-
-/**
- * Fill in a triangle with randomly-placed objects.
- *
- * This method is invoked by a callback when the triangle is in range
- * but not yet populated.
- *
- */
-
-void SGTriUserData::fill_in_triangle ()
-{
- // generate a repeatable random seed
- sg_srandom(seed);
-
- int nObjects = object_group->get_object_count();
-
- for (int i = 0; i < nObjects; i++) {
- SGMatModel * object = object_group->get_object(i);
- double num = area / object->get_coverage_m2();
-
- // place an object each unit of area
- while ( num > 1.0 ) {
- add_object_to_triangle(object);
- num -= 1.0;
- }
- // for partial units of area, use a zombie door method to
- // create the proper random chance of an object being created
- // for this triangle
- if ( num > 0.0 ) {
- if ( sg_random() <= num ) {
- // a zombie made it through our door
- add_object_to_triangle(object);
- }
- }
- }
-}
-
-void SGTriUserData::add_object_to_triangle (SGMatModel * object)
-{
- // Set up the random heading if required.
- double hdg_deg = 0;
- if (object->get_heading_type() == SGMatModel::HEADING_RANDOM)
- hdg_deg = sg_random() * 360;
-
-#if 0
- // OSGFIXME
- sgMat4 mat;
- makeWorldMatrix(mat, hdg_deg);
-
- ssgTransform * pos = new ssgTransform;
- pos->setTransform(mat);
- // the parameters to get_random_model() are set in local static
- // data via the ssgUserDataInit() function. This function must be
- // called before any scenery is drawn.
- pos->addKid( object->get_random_model( modellib, model_root,
- root_props, sim_time_sec )
- );
- branch->addKid(pos);
-#endif
-}
-
-void SGTriUserData::makeWorldMatrix (sgMat4 mat, double hdg_deg )
-{
- // OSGFIXME
-// if (hdg_deg == 0) {
-// mat[0][0] = leafData->sin_lat * leafData->cos_lon;
-// mat[0][1] = leafData->sin_lat * leafData->sin_lon;
-// mat[0][2] = -leafData->cos_lat;
-// mat[0][3] = SG_ZERO;
-
-// mat[1][0] = -leafData->sin_lon;
-// mat[1][1] = leafData->cos_lon;
-// mat[1][2] = SG_ZERO;
-// mat[1][3] = SG_ZERO;
-// } else {
-// float sin_hdg = sin( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
-// float cos_hdg = cos( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
-// mat[0][0] = cos_hdg * leafData->sin_lat * leafData->cos_lon - sin_hdg * leafData->sin_lon;
-// mat[0][1] = cos_hdg * leafData->sin_lat * leafData->sin_lon + sin_hdg * leafData->cos_lon;
-// mat[0][2] = -cos_hdg * leafData->cos_lat;
-// mat[0][3] = SG_ZERO;
-
-// mat[1][0] = -sin_hdg * leafData->sin_lat * leafData->cos_lon - cos_hdg * leafData->sin_lon;
-// mat[1][1] = -sin_hdg * leafData->sin_lat * leafData->sin_lon + cos_hdg * leafData->cos_lon;
-// mat[1][2] = sin_hdg * leafData->cos_lat;
-// mat[1][3] = SG_ZERO;
-// }
-
-// mat[2][0] = leafData->cos_lat * leafData->cos_lon;
-// mat[2][1] = leafData->cos_lat * leafData->sin_lon;
-// mat[2][2] = leafData->sin_lat;
-// mat[2][3] = SG_ZERO;
-
-// // translate to random point in triangle
-// sgVec3 result;
-// random_pt_inside_tri(result, p1, p2, p3);
-// sgSubVec3(mat[3], result, center);
-
-// mat[3][3] = SG_ONE ;
-}
-
-/**
- * SSG callback for an in-range triangle of randomly-placed objects.
- *
- * This pretraversal callback is attached to a branch that is traversed
- * only when a triangle is in range. If the triangle is not currently
- * populated with randomly-placed objects, this callback will populate
- * it.
- *
- * @param entity The entity to which the callback is attached (not used).
- * @param mask The entity's traversal mask (not used).
- * @return Always 1, to allow traversal and culling to continue.
- */
-// static int
-// tri_in_range_callback (ssgEntity * entity, int mask)
-// {
-// SGTriUserData * data = (SGTriUserData *)entity->getUserData();
-// if (!data->is_filled_in) {
-// data->fill_in_triangle();
-// data->is_filled_in = true;
-// }
-// return 1;
-// }
-
-
-/**
- * SSG callback for an out-of-range triangle of randomly-placed objects.
- *
- * This pretraversal callback is attached to a branch that is traversed
- * only when a triangle is out of range. If the triangle is currently
- * populated with randomly-placed objects, the objects will be removed.
- *
- *
- * @param entity The entity to which the callback is attached (not used).
- * @param mask The entity's traversal mask (not used).
- * @return Always 0, to prevent any further traversal or culling.
- */
-// static int
-// tri_out_of_range_callback (ssgEntity * entity, int mask)
-// {
-// SGTriUserData * data = (SGTriUserData *)entity->getUserData();
-// if (data->is_filled_in) {
-// data->branch->removeAllKids();
-// data->is_filled_in = false;
-// }
-// return 0;
-// }
-
-
-/**
- * Calculate the bounding radius of a triangle from its center.
- *
- * @param center The triangle center.
- * @param p1 The first point in the triangle.
- * @param p2 The second point in the triangle.
- * @param p3 The third point in the triangle.
- * @return The greatest distance any point lies from the center.
- */
-// static inline float
-// get_bounding_radius( sgVec3 center, float *p1, float *p2, float *p3)
-// {
-// return sqrt( SG_MAX3( sgDistanceSquaredVec3(center, p1),
-// sgDistanceSquaredVec3(center, p2),
-// sgDistanceSquaredVec3(center, p3) ) );
-// }
-
-
-/**
- * Set up a triangle for randomly-placed objects.
- *
- * No objects will be added unless the triangle comes into range.
- *
- */
-
-void SGLeafUserData::setup_triangle (int i )
-{
-// short n1, n2, n3;
-// leaf->getTriangle(i, &n1, &n2, &n3);
-
-// float * p1 = leaf->getVertex(n1);
-// float * p2 = leaf->getVertex(n2);
-// float * p3 = leaf->getVertex(n3);
-
-// // Set up a single center point for LOD
-// sgVec3 center;
-// sgSetVec3(center,
-// (p1[0] + p2[0] + p3[0]) / 3.0,
-// (p1[1] + p2[1] + p3[1]) / 3.0,
-// (p1[2] + p2[2] + p3[2]) / 3.0);
-// double area = sgTriArea(p1, p2, p3);
-
-// // maximum radius of an object from center.
-// double bounding_radius = get_bounding_radius(center, p1, p2, p3);
-
-// // Set up a transformation to the center
-// // point, so that everything else can
-// // be specified relative to it.
-// ssgTransform * location = new ssgTransform;
-// sgMat4 TRANS;
-// sgMakeTransMat4(TRANS, center);
-// location->setTransform(TRANS);
-// branch->addKid(location);
-
-// // Iterate through all the object types.
-// int num_groups = mat->get_object_group_count();
-// for (int j = 0; j < num_groups; j++) {
-// // Look up the random object.
-// SGMatModelGroup * group = mat->get_object_group(j);
-
-// // Set up the range selector for the entire
-// // triangle; note that we use the object
-// // range plus the bounding radius here, to
-// // allow for objects far from the center.
-// float ranges[] = { 0,
-// group->get_range_m() + bounding_radius,
-// SG_MAX };
-// ssgRangeSelector * lod = new ssgRangeSelector;
-// lod->setRanges(ranges, 3);
-// location->addKid(lod);
-
-// // Create the in-range and out-of-range
-// // branches.
-// ssgBranch * in_range = new ssgBranch;
-// ssgBranch * out_of_range = new ssgBranch;
-
-// // Set up the user data for if/when
-// // the random objects in this triangle
-// // are filled in.
-// SGTriUserData * data = new SGTriUserData;
-// data->is_filled_in = false;
-// data->p1 = p1;
-// data->p2 = p2;
-// data->p3 = p3;
-// sgCopyVec3 (data->center, center);
-// data->area = area;
-// data->object_group = group;
-// data->branch = in_range;
-// data->leafData = this;
-// data->seed = (unsigned int)(p1[0] * j);
-
-// // Set up the in-range node.
-// in_range->setUserData(data);
-// in_range->setTravCallback(SSG_CALLBACK_PRETRAV,
-// tri_in_range_callback);
-// lod->addKid(in_range);
-
-// // Set up the out-of-range node.
-// out_of_range->setUserData(data);
-// out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
-// tri_out_of_range_callback);
-// out_of_range->addKid(new SGDummyBSphereEntity(bounding_radius));
-// lod->addKid(out_of_range);
-// }
-}