#ifndef _SG_MAT_HXX
#define _SG_MAT_HXX
-#ifndef __cplusplus
-# error This library requires C++
-#endif
-
#include <simgear/compiler.h>
#include <string> // Standard C++ string library
#include <map>
#include "Effect.hxx"
-#include <simgear/scene/tgdb/SGTexturedTriangleBin.hxx>
#include <osg/ref_ptr>
#include <osg/Texture2D>
class StateSet;
}
-#include <simgear/scene/util/SGReaderWriterOptions.hxx>
-#include <simgear/props/props.hxx>
#include <simgear/structure/SGSharedPtr.hxx>
-#include <simgear/scene/util/SGSceneFeatures.hxx>
-#include <simgear/props/condition.hxx>
+#include <simgear/threads/SGThread.hxx> // for SGMutex
+#include <simgear/math/SGLimits.hxx>
+#include <simgear/math/SGMisc.hxx>
+#include <simgear/math/SGMath.hxx>
+#include <simgear/math/SGVec2.hxx>
+#include <simgear/math/SGRect.hxx>
+#include <simgear/bvh/BVHMaterial.hxx>
-#include "matmodel.hxx"
+typedef osg::ref_ptr<osg::Texture2D> Texture2DRef;
+typedef std::vector<SGRect <float> > AreaList;
namespace simgear
{
class Effect;
void reload_shaders();
+class SGReaderWriterOptions;
}
+class SGMatModelGroup;
+class SGCondition;
+class SGPropertyNode;
class SGMaterialGlyph;
+class SGTexturedTriangleBin;
/**
* A material in the scene graph.
* defined in the $FG_ROOT/materials.xml file, and can be changed
* at runtime.
*/
-class SGMaterial : public SGReferenced {
+class SGMaterial : public simgear::BVHMaterial {
public:
* state information for the material. This node is usually
* loaded from the $FG_ROOT/materials.xml file.
*/
- SGMaterial( const osgDB::Options*,
- const SGPropertyNode *props,
- SGPropertyNode *prop_root);
+ SGMaterial(const osgDB::Options*,
+ const SGPropertyNode *props,
+ SGPropertyNode *prop_root,
+ AreaList *a,
+ SGSharedPtr<const SGCondition> c);
+
SGMaterial(const simgear::SGReaderWriterOptions*,
const SGPropertyNode *props,
- SGPropertyNode *prop_root);
+ SGPropertyNode *prop_root,
+ AreaList *a,
+ SGSharedPtr<const SGCondition> c);
+
/**
* Destructor.
*/
/**
* Get the textured state.
*/
- simgear::Effect* get_effect(SGTexturedTriangleBin triangleBin);
+ simgear::Effect* get_one_effect(int texIndex);
simgear::Effect* get_effect();
/**
* Get the textured state.
*/
- osg::Texture2D* get_object_mask(SGTexturedTriangleBin triangleBin);
+ osg::Texture2D* get_one_object_mask(int texIndex);
/**
inline double get_building_large_max_width () const { return building_large_max_width; }
inline double get_building_large_min_depth () const { return building_large_min_depth; }
inline double get_building_large_max_depth () const { return building_large_max_depth; }
+
+ inline double get_building_range () const { return building_range; }
+
+ inline double get_cos_object_max_density_slope_angle () const { return cos_object_max_density_slope_angle; }
+ inline double get_cos_object_zero_density_slope_angle () const { return cos_object_zero_density_slope_angle; }
/**
* Get the wood coverage.
* @return the texture to use for trees.
*/
inline std::string get_tree_texture () const { return tree_texture; }
-
- /**
- * Return if the surface material is solid, if it is not solid, a fluid
- * can be assumed, that is usually water.
- */
- bool get_solid () const { return solid; }
- /**
- * Get the friction factor for that material
- */
- double get_friction_factor () const { return friction_factor; }
/**
- * Get the rolling friction for that material
+ * Get the effect file name to use for trees
+ *
+ * @return the effect to use for this set of trees.
*/
- double get_rolling_friction () const { return rolling_friction; }
-
+ inline std::string get_tree_effect () const { return tree_effect; }
+
/**
- * Get the bumpines for that material
+ * Get the cosine of the maximum tree density slope angle. We
+ * use the cosine as it can be compared directly to the z component
+ * of a triangle normal.
+ *
+ * @return the cosine of the maximum tree density slope angle.
*/
- double get_bumpiness () const { return bumpiness; }
-
+ inline double get_cos_tree_max_density_slope_angle () const { return cos_tree_max_density_slope_angle; }
+
/**
- * Get the load resistance
+ * Get the cosine of the maximum tree density slope angle. We
+ * use the cosine as it can be compared directly to the z component
+ * of a triangle normal.
+ *
+ * @return the cosine of the maximum tree density slope angle.
*/
- double get_load_resistance () const { return load_resistance; }
-
+ inline double get_cos_tree_zero_density_slope_angle () const { return cos_tree_zero_density_slope_angle; }
+
/**
* Get the list of names for this material
*/
/**
* Evaluate whether this material is valid given the current global
- * property state.
+ * property state and the tile location.
*/
- bool valid() {
- if (condition) {
- return condition->test();
- } else {
- return true;
- }
- }
+ bool valid(SGVec2f loc) const;
/**
* Return pointer to glyph class, or 0 if it doesn't exist.
return SGVec2f((0 < tex_width) ? 1000.0f/tex_width : 1.0f,
(0 < tex_height) ? 1000.0f/tex_height : 1.0f);
}
-
+
protected:
\f
double building_large_min_depth;
double building_large_max_depth;
+ double building_range;
+
+ // Cosine of the angle of maximum and zero density,
+ // used to stop buildings and random objects from being
+ // created on too steep a slope.
+ double cos_object_max_density_slope_angle;
+ double cos_object_zero_density_slope_angle;
+
// coverage of woods
double wood_coverage;
// Number of varieties of tree texture
int tree_varieties;
-
- // True if the material is solid, false if it is a fluid
- bool solid;
-
- // the friction factor of that surface material
- double friction_factor;
-
- // the rolling friction of that surface material
- double rolling_friction;
-
- // the bumpiness of that surface material
- double bumpiness;
-
- // the load resistance of that surface material
- double load_resistance;
+
+ // cosine of the tile angle of maximum and zero density,
+ // used to stop trees from being created on too steep a slope.
+ double cos_tree_max_density_slope_angle;
+ double cos_tree_zero_density_slope_angle;
// material properties
SGVec4f ambient, diffuse, specular, emission;
// Tree texture, typically a strip of applicable tree textures
std::string tree_texture;
+
+ // Tree effect to be used for a particular material
+ std::string tree_effect;
// Object mask, a simple RGB texture used as a mask when placing
// random vegetation, objects and buildings
- std::vector<osg::Texture2D*> _masks;
+ std::vector<Texture2DRef> _masks;
// Condition, indicating when this material is active
SGSharedPtr<const SGCondition> condition;
+ // List of geographical rectangles for this material
+ AreaList* areas;
+
// Parameters from the materials file
const SGPropertyNode* parameters;
+ // per-material lock for entrypoints called from multiple threads
+ SGMutex _lock;
+
////////////////////////////////////////////////////////////////////
// Internal constructors and methods.
////////////////////////////////////////////////////////////////////