]> git.mxchange.org Git - simgear.git/blobdiff - simgear/scene/tgdb/obj.cxx
Merge branch 'jmt/ref_ptr-conv'
[simgear.git] / simgear / scene / tgdb / obj.cxx
index 9d2a2e5993b3ad0ef975e4bebeb8a8e0c92651f5..fd6d42e29e13d5c5d6d6f077123622057514e8d4 100644 (file)
@@ -17,7 +17,7 @@
 //
 // You should have received a copy of the GNU General Public License
 // along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 //
 // $Id$
 
 #  include <simgear_config.h>
 #endif
 
-#include <simgear/compiler.h>
-
-#include <list>
+#include "obj.hxx"
 
-#include STL_STRING
+#include <simgear/compiler.h>
 
-#include <simgear/bucket/newbucket.hxx>
+#include <osg/Fog>
+#include <osg/Geode>
+#include <osg/Geometry>
+#include <osg/Group>
+#include <osg/LOD>
+#include <osg/MatrixTransform>
+#include <osg/Point>
+#include <osg/StateSet>
+#include <osg/Switch>
+
+#include <simgear/debug/logstream.hxx>
 #include <simgear/io/sg_binobj.hxx>
 #include <simgear/math/sg_geodesy.hxx>
-#include <simgear/math/sg_types.hxx>
-#include <simgear/misc/texcoord.hxx>
+#include <simgear/math/sg_random.h>
+#include <simgear/scene/material/Effect.hxx>
+#include <simgear/scene/material/EffectGeode.hxx>
 #include <simgear/scene/material/mat.hxx>
 #include <simgear/scene/material/matlib.hxx>
-#include <simgear/scene/tgdb/leaf.hxx>
-#include <simgear/scene/tgdb/pt_lights.hxx>
-#include <simgear/scene/tgdb/userdata.hxx>
+#include <simgear/scene/model/SGOffsetTransform.hxx>
+#include <simgear/scene/util/SGUpdateVisitor.hxx>
+#include <simgear/scene/util/SGNodeMasks.hxx>
+#include <simgear/scene/util/QuadTreeBuilder.hxx>
+
+#include "SGTexturedTriangleBin.hxx"
+#include "SGLightBin.hxx"
+#include "SGModelBin.hxx"
+#include "TreeBin.hxx"
+#include "SGDirectionalLightBin.hxx"
+#include "GroundLightManager.hxx"
+
+
+#include "userdata.hxx"
+#include "pt_lights.hxx"
+
+using namespace simgear;
+
+typedef std::map<std::string,SGTexturedTriangleBin> SGMaterialTriangleMap;
+typedef std::list<SGLightBin> SGLightListBin;
+typedef std::list<SGDirectionalLightBin> SGDirectionalLightListBin;
+
+struct SGTileGeometryBin {
+  SGMaterialTriangleMap materialTriangleMap;
+  SGLightBin tileLights;
+  SGLightBin randomTileLights;
+  TreeBin randomForest;
+  SGDirectionalLightBin runwayLights;
+  SGDirectionalLightBin taxiLights;
+  SGDirectionalLightListBin vasiLights;
+  SGDirectionalLightListBin rabitLights;
+  SGLightListBin odalLights;
+  SGDirectionalLightListBin reilLights;
+  SGMatModelBin randomModels;
+
+  static SGVec4f
+  getMaterialLightColor(const SGMaterial* material)
+  {
+    if (!material)
+      return SGVec4f(1, 1, 1, 0.8);
+    return material->get_light_color();
+  }
 
-#include "obj.hxx"
+  static void
+  addPointGeometry(SGLightBin& lights,
+                   const std::vector<SGVec3d>& vertices,
+                   const SGVec4f& color,
+                   const int_list& pts_v)
+  {
+    for (unsigned i = 0; i < pts_v.size(); ++i)
+      lights.insert(toVec3f(vertices[pts_v[i]]), color);
+  }
 
-SG_USING_STD(string);
-SG_USING_STD(list);
+  static void
+  addPointGeometry(SGDirectionalLightBin& lights,
+                   const std::vector<SGVec3d>& vertices,
+                   const std::vector<SGVec3f>& normals,
+                   const SGVec4f& color,
+                   const int_list& pts_v,
+                   const int_list& pts_n)
+  {
+    // If the normal indices match the vertex indices, use seperate
+    // normal indices. Else reuse the vertex indices for the normals.
+    if (pts_v.size() == pts_n.size()) {
+      for (unsigned i = 0; i < pts_v.size(); ++i)
+        lights.insert(toVec3f(vertices[pts_v[i]]), normals[pts_n[i]], color);
+    } else {
+      for (unsigned i = 0; i < pts_v.size(); ++i)
+        lights.insert(toVec3f(vertices[pts_v[i]]), normals[pts_v[i]], color);
+    }
+  }
 
-struct Leaf {
-    GLenum type;
-    int index;
-};
+  bool
+  insertPtGeometry(const SGBinObject& obj, SGMaterialLib* matlib)
+  {
+    if (obj.get_pts_v().size() != obj.get_pts_n().size()) {
+      SG_LOG(SG_TERRAIN, SG_ALERT,
+             "Group list sizes for points do not match!");
+      return false;
+    }
 
+    for (unsigned grp = 0; grp < obj.get_pts_v().size(); ++grp) {
+      std::string materialName = obj.get_pt_materials()[grp];
+      SGMaterial* material = 0;
+      if (matlib)
+          material = matlib->find(materialName);
+      SGVec4f color = getMaterialLightColor(material);
+
+      if (3 <= materialName.size() && materialName.substr(0, 3) != "RWY") {
+        // Just plain lights. Not something for the runway.
+        addPointGeometry(tileLights, obj.get_wgs84_nodes(), color,
+                         obj.get_pts_v()[grp]);
+      } else if (materialName == "RWY_BLUE_TAXIWAY_LIGHTS"
+                 || materialName == "RWY_GREEN_TAXIWAY_LIGHTS") {
+        addPointGeometry(taxiLights, obj.get_wgs84_nodes(), obj.get_normals(),
+                         color, obj.get_pts_v()[grp], obj.get_pts_n()[grp]);
+      } else if (materialName == "RWY_VASI_LIGHTS") {
+        vasiLights.push_back(SGDirectionalLightBin());
+        addPointGeometry(vasiLights.back(), obj.get_wgs84_nodes(),
+                         obj.get_normals(), color, obj.get_pts_v()[grp],
+                         obj.get_pts_n()[grp]);
+      } else if (materialName == "RWY_SEQUENCED_LIGHTS") {
+        rabitLights.push_back(SGDirectionalLightBin());
+        addPointGeometry(rabitLights.back(), obj.get_wgs84_nodes(),
+                         obj.get_normals(), color, obj.get_pts_v()[grp],
+                         obj.get_pts_n()[grp]);
+      } else if (materialName == "RWY_ODALS_LIGHTS") {
+        odalLights.push_back(SGLightBin());
+        addPointGeometry(odalLights.back(), obj.get_wgs84_nodes(),
+                         color, obj.get_pts_v()[grp]);
+      } else if (materialName == "RWY_REIL_LIGHTS") {
+        reilLights.push_back(SGDirectionalLightBin());
+        addPointGeometry(reilLights.back(), obj.get_wgs84_nodes(),
+                         obj.get_normals(), color, obj.get_pts_v()[grp],
+                         obj.get_pts_n()[grp]);
+      } else {
+        // what is left must be runway lights
+        addPointGeometry(runwayLights, obj.get_wgs84_nodes(),
+                         obj.get_normals(), color, obj.get_pts_v()[grp],
+                         obj.get_pts_n()[grp]);
+      }
+    }
 
-// Generate an ocean tile
-bool sgGenTile( const string& path, SGBucket b,
-                Point3D *center, double *bounding_radius,
-                SGMaterialLib *matlib, ssgBranch* geometry )
-{
-    ssgSimpleState *state = NULL;
+    return true;
+  }
 
-    geometry->setName( (char *)path.c_str() );
 
-    double tex_width = 1000.0;
-    // double tex_height;
+  static SGVec2f
+  getTexCoord(const std::vector<SGVec2f>& texCoords, const int_list& tc,
+              const SGVec2f& tcScale, unsigned i)
+  {
+    if (tc.empty())
+      return tcScale;
+    else if (tc.size() == 1)
+      return mult(texCoords[tc[0]], tcScale);
+    else
+      return mult(texCoords[tc[i]], tcScale);
+  }
 
-    // find Ocean material in the properties list
-    SGMaterial *mat = matlib->find( "Ocean" );
-    if ( mat != NULL ) {
-        // set the texture width and height values for this
-        // material
-        tex_width = mat->get_xsize();
-        // tex_height = newmat->get_ysize();
-        
-        // set ssgState
-        state = mat->get_state();
-    } else {
-        SG_LOG( SG_TERRAIN, SG_ALERT, 
-                "Ack! unknown usemtl name = " << "Ocean" 
-                << " in " << path );
+  static void
+  addTriangleGeometry(SGTexturedTriangleBin& triangles,
+                      const std::vector<SGVec3d>& vertices,
+                      const std::vector<SGVec3f>& normals,
+                      const std::vector<SGVec2f>& texCoords,
+                      const int_list& tris_v,
+                      const int_list& tris_n,
+                      const int_list& tris_tc,
+                      const SGVec2f& tcScale)
+  {
+    if (tris_v.size() != tris_n.size()) {
+      // If the normal indices do not match, they should be inmplicitly
+      // the same than the vertex indices. So just call ourselves again
+      // with the matching index vector.
+      addTriangleGeometry(triangles, vertices, normals, texCoords,
+                          tris_v, tris_v, tris_tc, tcScale);
+      return;
     }
 
-    // Calculate center point
-    double clon = b.get_center_lon();
-    double clat = b.get_center_lat();
-    double height = b.get_height();
-    double width = b.get_width();
-
-    *center = sgGeodToCart( Point3D(clon*SGD_DEGREES_TO_RADIANS,
-                                    clat*SGD_DEGREES_TO_RADIANS,
-                                    0.0) );
-    // cout << "center = " << center << endl;;
-    
-    // Caculate corner vertices
-    Point3D geod[4];
-    geod[0] = Point3D( clon - width/2.0, clat - height/2.0, 0.0 );
-    geod[1] = Point3D( clon + width/2.0, clat - height/2.0, 0.0 );
-    geod[2] = Point3D( clon + width/2.0, clat + height/2.0, 0.0 );
-    geod[3] = Point3D( clon - width/2.0, clat + height/2.0, 0.0 );
-
-    Point3D rad[4];
-    int i;
-    for ( i = 0; i < 4; ++i ) {
-        rad[i] = Point3D( geod[i].x() * SGD_DEGREES_TO_RADIANS,
-                          geod[i].y() * SGD_DEGREES_TO_RADIANS,
-                          geod[i].z() );
+    for (unsigned i = 2; i < tris_v.size(); i += 3) {
+      SGVertNormTex v0;
+      v0.vertex = toVec3f(vertices[tris_v[i-2]]);
+      v0.normal = normals[tris_n[i-2]];
+      v0.texCoord = getTexCoord(texCoords, tris_tc, tcScale, i-2);
+      SGVertNormTex v1;
+      v1.vertex = toVec3f(vertices[tris_v[i-1]]);
+      v1.normal = normals[tris_n[i-1]];
+      v1.texCoord = getTexCoord(texCoords, tris_tc, tcScale, i-1);
+      SGVertNormTex v2;
+      v2.vertex = toVec3f(vertices[tris_v[i]]);
+      v2.normal = normals[tris_n[i]];
+      v2.texCoord = getTexCoord(texCoords, tris_tc, tcScale, i);
+      triangles.insert(v0, v1, v2);
     }
+  }
 
-    Point3D cart[4], rel[4];
-    for ( i = 0; i < 4; ++i ) {
-        cart[i] = sgGeodToCart(rad[i]);
-        rel[i] = cart[i] - *center;
-        // cout << "corner " << i << " = " << cart[i] << endl;
+  static void
+  addStripGeometry(SGTexturedTriangleBin& triangles,
+                   const std::vector<SGVec3d>& vertices,
+                   const std::vector<SGVec3f>& normals,
+                   const std::vector<SGVec2f>& texCoords,
+                   const int_list& strips_v,
+                   const int_list& strips_n,
+                   const int_list& strips_tc,
+                   const SGVec2f& tcScale)
+  {
+    if (strips_v.size() != strips_n.size()) {
+      // If the normal indices do not match, they should be inmplicitly
+      // the same than the vertex indices. So just call ourselves again
+      // with the matching index vector.
+      addStripGeometry(triangles, vertices, normals, texCoords,
+                       strips_v, strips_v, strips_tc, tcScale);
+      return;
     }
 
-    // Calculate bounding radius
-    *bounding_radius = center->distance3D( cart[0] );
-    // cout << "bounding radius = " << t->bounding_radius << endl;
+    for (unsigned i = 2; i < strips_v.size(); ++i) {
+      SGVertNormTex v0;
+      v0.vertex = toVec3f(vertices[strips_v[i-2]]);
+      v0.normal = normals[strips_n[i-2]];
+      v0.texCoord = getTexCoord(texCoords, strips_tc, tcScale, i-2);
+      SGVertNormTex v1;
+      v1.vertex = toVec3f(vertices[strips_v[i-1]]);
+      v1.normal = normals[strips_n[i-1]];
+      v1.texCoord = getTexCoord(texCoords, strips_tc, tcScale, i-1);
+      SGVertNormTex v2;
+      v2.vertex = toVec3f(vertices[strips_v[i]]);
+      v2.normal = normals[strips_n[i]];
+      v2.texCoord = getTexCoord(texCoords, strips_tc, tcScale, i);
+      if (i%2)
+        triangles.insert(v1, v0, v2);
+      else
+        triangles.insert(v0, v1, v2);
+    }
+  }
+  
+  static void
+  addFanGeometry(SGTexturedTriangleBin& triangles,
+                 const std::vector<SGVec3d>& vertices,
+                 const std::vector<SGVec3f>& normals,
+                 const std::vector<SGVec2f>& texCoords,
+                 const int_list& fans_v,
+                 const int_list& fans_n,
+                 const int_list& fans_tc,
+                 const SGVec2f& tcScale)
+  {
+    if (fans_v.size() != fans_n.size()) {
+      // If the normal indices do not match, they should be implicitly
+      // the same than the vertex indices. So just call ourselves again
+      // with the matching index vector.
+      addFanGeometry(triangles, vertices, normals, texCoords,
+                     fans_v, fans_v, fans_tc, tcScale);
+      return;
+    }
 
-    // Calculate normals
-    Point3D normals[4];
-    for ( i = 0; i < 4; ++i ) {
-        double length = cart[i].distance3D( Point3D(0.0) );
-        normals[i] = cart[i] / length;
-        // cout << "normal = " << normals[i] << endl;
+    SGVertNormTex v0;
+    v0.vertex = toVec3f(vertices[fans_v[0]]);
+    v0.normal = normals[fans_n[0]];
+    v0.texCoord = getTexCoord(texCoords, fans_tc, tcScale, 0);
+    SGVertNormTex v1;
+    v1.vertex = toVec3f(vertices[fans_v[1]]);
+    v1.normal = normals[fans_n[1]];
+    v1.texCoord = getTexCoord(texCoords, fans_tc, tcScale, 1);
+    for (unsigned i = 2; i < fans_v.size(); ++i) {
+      SGVertNormTex v2;
+      v2.vertex = toVec3f(vertices[fans_v[i]]);
+      v2.normal = normals[fans_n[i]];
+      v2.texCoord = getTexCoord(texCoords, fans_tc, tcScale, i);
+      triangles.insert(v0, v1, v2);
+      v1 = v2;
     }
+  }
+
+  SGVec2f getTexCoordScale(const std::string& name, SGMaterialLib* matlib)
+  {
+    if (!matlib)
+      return SGVec2f(1, 1);
+    SGMaterial* material = matlib->find(name);
+    if (!material)
+      return SGVec2f(1, 1);
+
+    return material->get_tex_coord_scale();
+  }
 
-    // Calculate texture coordinates
-    point_list geod_nodes;
-    geod_nodes.clear();
-    geod_nodes.reserve(4);
-    int_list rectangle;
-    rectangle.clear();
-    rectangle.reserve(4);
-    for ( i = 0; i < 4; ++i ) {
-        geod_nodes.push_back( geod[i] );
-        rectangle.push_back( i );
+  bool
+  insertSurfaceGeometry(const SGBinObject& obj, SGMaterialLib* matlib)
+  {
+    if (obj.get_tris_n().size() < obj.get_tris_v().size() ||
+        obj.get_tris_tc().size() < obj.get_tris_v().size()) {
+      SG_LOG(SG_TERRAIN, SG_ALERT,
+             "Group list sizes for triangles do not match!");
+      return false;
     }
-    point_list texs = sgCalcTexCoords( b, geod_nodes, rectangle, 
-                                       1000.0 / tex_width );
-
-    // Allocate ssg structure
-    ssgVertexArray   *vl = new ssgVertexArray( 4 );
-    ssgNormalArray   *nl = new ssgNormalArray( 4 );
-    ssgTexCoordArray *tl = new ssgTexCoordArray( 4 );
-    ssgColourArray   *cl = new ssgColourArray( 1 );
-
-    sgVec4 color;
-    sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
-    cl->add( color );
-
-    // sgVec3 *vtlist = new sgVec3 [ 4 ];
-    // t->vec3_ptrs.push_back( vtlist );
-    // sgVec3 *vnlist = new sgVec3 [ 4 ];
-    // t->vec3_ptrs.push_back( vnlist );
-    // sgVec2 *tclist = new sgVec2 [ 4 ];
-    // t->vec2_ptrs.push_back( tclist );
-
-    sgVec2 tmp2;
-    sgVec3 tmp3;
-    for ( i = 0; i < 4; ++i ) {
-        sgSetVec3( tmp3, 
-                   rel[i].x(), rel[i].y(), rel[i].z() );
-        vl->add( tmp3 );
-
-        sgSetVec3( tmp3, 
-                   normals[i].x(), normals[i].y(), normals[i].z() );
-        nl->add( tmp3 );
-
-        sgSetVec2( tmp2, texs[i].x(), texs[i].y());
-        tl->add( tmp2 );
+
+    for (unsigned grp = 0; grp < obj.get_tris_v().size(); ++grp) {
+      std::string materialName = obj.get_tri_materials()[grp];
+      SGVec2f tcScale = getTexCoordScale(materialName, matlib);
+      addTriangleGeometry(materialTriangleMap[materialName],
+                          obj.get_wgs84_nodes(), obj.get_normals(),
+                          obj.get_texcoords(), obj.get_tris_v()[grp],
+                          obj.get_tris_n()[grp], obj.get_tris_tc()[grp],
+                          tcScale);
     }
-    
-    ssgLeaf *leaf = 
-        new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
 
-    leaf->setState( state );
-    geometry->addKid( leaf );
+    if (obj.get_strips_n().size() < obj.get_strips_v().size() ||
+        obj.get_strips_tc().size() < obj.get_strips_v().size()) {
+      SG_LOG(SG_TERRAIN, SG_ALERT,
+             "Group list sizes for strips do not match!");
+      return false;
+    }
+    for (unsigned grp = 0; grp < obj.get_strips_v().size(); ++grp) {
+      std::string materialName = obj.get_strip_materials()[grp];
+      SGVec2f tcScale = getTexCoordScale(materialName, matlib);
+      addStripGeometry(materialTriangleMap[materialName],
+                       obj.get_wgs84_nodes(), obj.get_normals(),
+                       obj.get_texcoords(), obj.get_strips_v()[grp],
+                       obj.get_strips_n()[grp], obj.get_strips_tc()[grp],
+                       tcScale);
+    }
 
+    if (obj.get_fans_n().size() < obj.get_fans_v().size() ||
+        obj.get_fans_tc().size() < obj.get_fans_v().size()) {
+      SG_LOG(SG_TERRAIN, SG_ALERT,
+             "Group list sizes for fans do not match!");
+      return false;
+    }
+    for (unsigned grp = 0; grp < obj.get_fans_v().size(); ++grp) {
+      std::string materialName = obj.get_fan_materials()[grp];
+      SGVec2f tcScale = getTexCoordScale(materialName, matlib);
+      addFanGeometry(materialTriangleMap[materialName],
+                     obj.get_wgs84_nodes(), obj.get_normals(),
+                     obj.get_texcoords(), obj.get_fans_v()[grp],
+                     obj.get_fans_n()[grp], obj.get_fans_tc()[grp],
+                     tcScale);
+    }
     return true;
-}
+  }
 
+  osg::Node* getSurfaceGeometry(SGMaterialLib* matlib) const
+  {
+    if (materialTriangleMap.empty())
+      return 0;
+
+    EffectGeode* eg = 0;
+    osg::Group* group = (materialTriangleMap.size() > 1 ? new osg::Group : 0);
+    //osg::Geode* geode = new osg::Geode;
+    SGMaterialTriangleMap::const_iterator i;
+    for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
+      osg::Geometry* geometry = i->second.buildGeometry();
+      SGMaterial *mat = 0;
+      if (matlib)
+        mat = matlib->find(i->first);
+      eg = new EffectGeode;
+      if (mat)
+        eg->setEffect(mat->get_effect());
+      eg->addDrawable(geometry);
+      eg->runGenerators(geometry);  // Generate extra data needed by effect
+      if (group)
+        group->addChild(eg);
+    }
+    if (group)
+        return group;
+    else
+        return eg;
+  }
 
-/**
- * SSG callback for an in-range leaf of randomly-placed objects.
- *
- * This pretraversal callback is attached to a branch that is
- * traversed only when a leaf is in range.  If the leaf is not
- * currently prepared to be populated with randomly-placed objects,
- * this callback will prepare it (actual population is handled by
- * the tri_in_range_callback for individual triangles).
- *
- * @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
-leaf_in_range_callback (ssgEntity * entity, int mask)
-{
-  SGLeafUserData * data = (SGLeafUserData *)entity->getUserData();
-
-  if (!data->is_filled_in) {
-                                // Iterate through all the triangles
-                                // and populate them.
-    int num_tris = data->leaf->getNumTriangles();
-    for ( int i = 0; i < num_tris; ++i ) {
-            data->setup_triangle(i);
+  void computeRandomSurfaceLights(SGMaterialLib* matlib)
+  {
+    SGMaterialTriangleMap::iterator i;
+        
+    // generate a repeatable random seed
+    mt seed;
+    mt_init(&seed, unsigned(123));
+    
+    for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
+      SGMaterial *mat = matlib->find(i->first);
+      if (!mat)
+        continue;
+
+      float coverage = mat->get_light_coverage();
+      if (coverage <= 0)
+        continue;
+      if (coverage < 10000.0) {
+        SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
+               << coverage << ", pushing up to 10000");
+        coverage = 10000;
+      }
+      
+      std::vector<SGVec3f> randomPoints;
+      i->second.addRandomSurfacePoints(coverage, 3, randomPoints);
+      std::vector<SGVec3f>::iterator j;
+      for (j = randomPoints.begin(); j != randomPoints.end(); ++j) {
+        float zombie = mt_rand(&seed);
+        // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
+        float factor = mt_rand(&seed);
+        factor *= factor;
+
+        float bright = 1;
+        SGVec4f color;
+        if ( zombie > 0.5 ) {
+          // 50% chance of yellowish
+          color = SGVec4f(0.9f, 0.9f, 0.3f, bright - factor * 0.2f);
+        } else if (zombie > 0.15f) {
+          // 35% chance of whitish
+          color = SGVec4f(0.9, 0.9f, 0.8f, bright - factor * 0.2f);
+        } else if (zombie > 0.05f) {
+          // 10% chance of orangish
+          color = SGVec4f(0.9f, 0.6f, 0.2f, bright - factor * 0.2f);
+        } else {
+          // 5% chance of redish
+          color = SGVec4f(0.9f, 0.2f, 0.2f, bright - factor * 0.2f);
+        }
+        randomTileLights.insert(*j, color);
+      }
     }
-    data->is_filled_in = true;
   }
-  return 1;
-}
 
+  void computeRandomForest(SGMaterialLib* matlib)
+  {
+    SGMaterialTriangleMap::iterator i;
+
+    // generate a repeatable random seed
+    mt seed;
+    mt_init(&seed, unsigned(586));
+
+    for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
+      SGMaterial *mat = matlib->find(i->first);
+      if (!mat)
+        continue;
+
+      float wood_coverage = mat->get_wood_coverage();
+      if (wood_coverage <= 0)
+        continue;
+
+      // Attributes that don't vary by tree
+      randomForest.texture = mat->get_tree_texture();
+      randomForest.range   = mat->get_tree_range();
+      randomForest.width   = mat->get_tree_width();
+      randomForest.height  = mat->get_tree_height();
+      randomForest.texture_varieties = mat->get_tree_varieties();
+
+      std::vector<SGVec3f> randomPoints;
+      i->second.addRandomTreePoints(wood_coverage,
+                                    mat->get_tree_density(),
+                                    mat->get_wood_size(),
+                                    randomPoints);
+      
+      std::vector<SGVec3f>::iterator j;
+      for (j = randomPoints.begin(); j != randomPoints.end(); ++j) {
+        randomForest.insert(*j);
+      }
+    }
+  }
 
-/**
- * SSG callback for an out-of-range leaf of randomly-placed objects.
- *
- * This pretraversal callback is attached to a branch that is
- * traversed only when a leaf is out of range.  If the leaf is
- * currently prepared to be populated with randomly-placed objects (or
- * is actually populated), 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
-leaf_out_of_range_callback (ssgEntity * entity, int mask)
-{
-  SGLeafUserData * data = (SGLeafUserData *)entity->getUserData();
-  if (data->is_filled_in) {
-    data->branch->removeAllKids();
-    data->is_filled_in = false;
+  void computeRandomObjects(SGMaterialLib* matlib)
+  {
+    SGMaterialTriangleMap::iterator i;
+
+    // generate a repeatable random seed
+    mt seed;
+    mt_init(&seed, unsigned(123));
+
+    for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
+      SGMaterial *mat = matlib->find(i->first);
+      if (!mat)
+        continue;
+
+      int group_count = mat->get_object_group_count();
+
+      if (group_count > 0)
+      {
+        for (int j = 0; j < group_count; j++)
+        {
+          SGMatModelGroup *object_group =  mat->get_object_group(j);
+          int nObjects = object_group->get_object_count();
+
+          if (nObjects > 0)
+          {
+            // For each of the random models in the group, determine an appropriate
+            // number of random placements and insert them.
+            for (int k = 0; k < nObjects; k++) {
+              SGMatModel * object = object_group->get_object(k);
+
+              std::vector<SGVec3f> randomPoints;
+
+              i->second.addRandomPoints(object->get_coverage_m2(), randomPoints);
+              std::vector<SGVec3f>::iterator l;
+              for (l = randomPoints.begin(); l != randomPoints.end(); ++l) {
+                randomModels.insert(*l, object, (int)object->get_randomized_range_m(&seed));
+              }
+            }
+          }
+        }
+      }
+    }
   }
-  return 0;
-}
 
+  bool insertBinObj(const SGBinObject& obj, SGMaterialLib* matlib)
+  {
+    if (!insertPtGeometry(obj, matlib))
+      return false;
+    if (!insertSurfaceGeometry(obj, matlib))
+      return false;
+    return true;
+  }
+};
 
-/**
- * Randomly place objects on a surface.
- *
- * The leaf node provides the geometry of the surface, while the
- * material provides the objects and placement density.  Latitude
- * and longitude are required so that the objects can be rotated
- * to the world-up vector.  This function does not actually add
- * any objects; instead, it attaches an ssgRangeSelector to the
- * branch with callbacks to generate the objects when needed.
- *
- * @param leaf The surface where the objects should be placed.
- * @param branch The branch that will hold the randomly-placed objects.
- * @param center The center of the leaf in FlightGear coordinates.
- * @param material_name The name of the surface's material.
- */
-static void
-gen_random_surface_objects (ssgLeaf *leaf,
-                            ssgBranch *branch,
-                            Point3D *center,
-                            SGMaterial *mat )
-{
-                                // If the surface has no triangles, return
-                                // now.
-    int num_tris = leaf->getNumTriangles();
-    if (num_tris < 1)
-        return;
-
-                                // If the material has no randomly-placed
-                                // objects, return now.
-    if (mat->get_object_group_count() < 1)
-        return;
-
-                                // Calculate the geodetic centre of
-                                // the tile, for aligning automatic
-                                // objects.
-    double xyz[3], lon_rad, lat_rad, alt_m;
-    xyz[0] = center->x(); xyz[1] = center->y(); xyz[2] = center->z();
-    sgCartToGeod(xyz, &lat_rad, &lon_rad, &alt_m);
-
-                                // LOD for the leaf
-                                // max random object range: 20000m
-    float ranges[] = { 0, 20000, 1000000 };
-    ssgRangeSelector * lod = new ssgRangeSelector;
-    lod->setRanges(ranges, 3);
-    branch->addKid(lod);
-
-                                // Create the in-range and out-of-range
-                                // branches.
-    ssgBranch * in_range = new ssgBranch;
-    ssgBranch * out_of_range = new ssgBranch;
-    lod->addKid(in_range);
-    lod->addKid(out_of_range);
-
-    SGLeafUserData * data = new SGLeafUserData;
-    data->is_filled_in = false;
-    data->leaf = leaf;
-    data->mat = mat;
-    data->branch = in_range;
-    data->sin_lat = sin(lat_rad);
-    data->cos_lat = cos(lat_rad);
-    data->sin_lon = sin(lon_rad);
-    data->cos_lon = cos(lon_rad);
-
-    in_range->setUserData(data);
-    in_range->setTravCallback(SSG_CALLBACK_PRETRAV, leaf_in_range_callback);
-    out_of_range->setUserData(data);
-    out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
-                                   leaf_out_of_range_callback);
-    out_of_range
-      ->addKid(new SGDummyBSphereEntity(leaf->getBSphere()->getRadius()));
-}
+typedef std::pair<osg::Node*, int> ModelLOD;
+struct MakeQuadLeaf {
+    osg::LOD* operator() () const { return new osg::LOD; }
+};
+struct AddModelLOD {
+    void operator() (osg::LOD* leaf, ModelLOD& mlod) const
+    {
+        leaf->addChild(mlod.first, 0, mlod.second);
+    }
+};
+struct GetModelLODCoord {
+    GetModelLODCoord() {}
+    GetModelLODCoord(const GetModelLODCoord& rhs)
+    {}
+    osg::Vec3 operator() (const ModelLOD& mlod) const
+    {
+        return mlod.first->getBound().center();
+    }
+};
 
+typedef QuadTreeBuilder<osg::LOD*, ModelLOD, MakeQuadLeaf, AddModelLOD,
+                        GetModelLODCoord>  RandomObjectsQuadtree;
 
-\f
-////////////////////////////////////////////////////////////////////////
-// Scenery loaders.
-////////////////////////////////////////////////////////////////////////
-
-// Load an Binary obj file
-bool sgBinObjLoad( const string& path, const bool is_base,
-                   Point3D *center,
-                   double *bounding_radius,
-                   SGMaterialLib *matlib,
-                   bool use_random_objects,
-                   ssgBranch *geometry,
-                   ssgBranch *vasi_lights,
-                   ssgBranch *rwy_lights,
-                   ssgBranch *taxi_lights,
-                   ssgVertexArray *ground_lights )
+osg::Node*
+SGLoadBTG(const std::string& path, SGMaterialLib *matlib, bool calc_lights, bool use_random_objects, bool use_random_vegetation)
 {
-    SGBinObject obj;
-
-    if ( ! obj.read_bin( path ) ) {
-        return false;
-    }
-
-    ssgBranch *local_terrain = new ssgBranch;
-    local_terrain->setName( "LocalTerrain" );
-    geometry->addKid( local_terrain );
-
-    geometry->setName( (char *)path.c_str() );
-
-    // reference point (center offset/bounding sphere)
-    *center = obj.get_gbs_center();
-    *bounding_radius = obj.get_gbs_radius();
-
-    point_list const& nodes = obj.get_wgs84_nodes();
-    // point_list const& colors = obj.get_colors();
-    point_list const& normals = obj.get_normals();
-    point_list const& texcoords = obj.get_texcoords();
-
-    string material;
-    int_list tex_index;
-
-    group_list::size_type i;
-
-    // generate points
-    string_list const& pt_materials = obj.get_pt_materials();
-    group_list const& pts_v = obj.get_pts_v();
-    group_list const& pts_n = obj.get_pts_n();
-    for ( i = 0; i < pts_v.size(); ++i ) {
-        // cout << "pts_v.size() = " << pts_v.size() << endl;
-        if ( pt_materials[i].substr(0, 3) == "RWY" ) {
-            // airport environment lighting
-            sgdVec3 up;
-            sgdSetVec3( up, center->x(), center->y(), center->z() );
-            // returns a transform -> lod -> leaf structure
-            ssgBranch *branch = sgMakeDirectionalLights( nodes, normals,
-                                                         pts_v[i], pts_n[i],
-                                                         matlib,
-                                                         pt_materials[i], up );
-            if ( pt_materials[i] == "RWY_VASI_LIGHTS" ) {
-                vasi_lights->addKid( branch );
-            } else if ( pt_materials[i] == "RWY_BLUE_TAXIWAY_LIGHTS"
-                || pt_materials[i] == "RWY_GREEN_TAXIWAY_LIGHTS" )
-            {
-                taxi_lights->addKid( branch );
-            } else {
-                rwy_lights->addKid( branch );
-            }
-        } else {
-            // other geometry
-            material = pt_materials[i];
-            tex_index.clear();
-            ssgLeaf *leaf = sgMakeLeaf( path, GL_POINTS, matlib, material,
-                                        nodes, normals, texcoords,
-                                        pts_v[i], pts_n[i], tex_index,
-                                        false, ground_lights );
-            local_terrain->addKid( leaf );
+  SGBinObject tile;
+  if (!tile.read_bin(path))
+    return false;
+
+  SGVec3d center = tile.get_gbs_center2();
+  SGGeod geodPos = SGGeod::fromCart(center);
+  SGQuatd hlOr = SGQuatd::fromLonLat(geodPos)*SGQuatd::fromEulerDeg(0, 0, 180);
+
+  // rotate the tiles so that the bounding boxes get nearly axis aligned.
+  // this will help the collision tree's bounding boxes a bit ...
+  std::vector<SGVec3d> nodes = tile.get_wgs84_nodes();
+  for (unsigned i = 0; i < nodes.size(); ++i)
+    nodes[i] = hlOr.transform(nodes[i]);
+  tile.set_wgs84_nodes(nodes);
+
+  SGQuatf hlOrf(hlOr[0], hlOr[1], hlOr[2], hlOr[3]);
+  std::vector<SGVec3f> normals = tile.get_normals();
+  for (unsigned i = 0; i < normals.size(); ++i)
+    normals[i] = hlOrf.transform(normals[i]);
+  tile.set_normals(normals);
+
+  SGTileGeometryBin tileGeometryBin;
+  if (!tileGeometryBin.insertBinObj(tile, matlib))
+    return false;
+
+  SGVec3f up(0, 0, 1);
+  GroundLightManager* lightManager = GroundLightManager::instance();
+
+  osg::ref_ptr<osg::Group> lightGroup = new SGOffsetTransform(0.94);
+  osg::ref_ptr<osg::Group> randomObjects;
+  osg::ref_ptr<osg::Group> randomForest;
+  osg::Group* terrainGroup = new osg::Group;
+
+  osg::Node* node = tileGeometryBin.getSurfaceGeometry(matlib);
+  if (node)
+    terrainGroup->addChild(node);
+
+  if (use_random_objects || use_random_vegetation) {
+    if (use_random_objects) {
+      if (matlib)
+        tileGeometryBin.computeRandomObjects(matlib);
+    
+      if (tileGeometryBin.randomModels.getNumModels() > 0) {
+        // Generate a repeatable random seed
+        mt seed;
+        mt_init(&seed, unsigned(123));
+
+        std::vector<ModelLOD> models;
+        for (unsigned int i = 0;
+             i < tileGeometryBin.randomModels.getNumModels(); i++) {
+          SGMatModelBin::MatModel obj
+            = tileGeometryBin.randomModels.getMatModel(i);
+          osg::Node* node = sgGetRandomModel(obj.model, seed);
+        
+          // Create a matrix to place the object in the correct
+          // location, and then apply the rotation matrix created
+          // above, with an additional random heading rotation if appropriate.
+          osg::Matrix transformMat;
+          transformMat = osg::Matrix::translate(toOsg(obj.position));
+          if (obj.model->get_heading_type() == SGMatModel::HEADING_RANDOM) {
+            // Rotate the object around the z axis.
+            double hdg = mt_rand(&seed) * M_PI * 2;
+            transformMat.preMult(osg::Matrix::rotate(hdg,
+                                                     osg::Vec3d(0.0, 0.0, 1.0)));
+          }
+          osg::MatrixTransform* position =
+            new osg::MatrixTransform(transformMat);
+          position->addChild(node);
+          models.push_back(ModelLOD(position, obj.lod));
         }
+        RandomObjectsQuadtree quadtree((GetModelLODCoord()), (AddModelLOD()));
+        quadtree.buildQuadTree(models.begin(), models.end());
+        randomObjects = quadtree.getRoot();
+        randomObjects->setName("random objects");
+      }
     }
 
-    // Put all randomly-placed objects under a separate branch
-    // (actually an ssgRangeSelector) named "random-models".
-    ssgBranch * random_object_branch = 0;
-    if (use_random_objects) {
-        float ranges[] = { 0, 20000 }; // Maximum 20km range for random objects
-        ssgRangeSelector * object_lod = new ssgRangeSelector;
-        object_lod->setRanges(ranges, 2);
-        object_lod->setName("random-models");
-        geometry->addKid(object_lod);
-        random_object_branch = new ssgBranch;
-        object_lod->addKid(random_object_branch);
+    if (use_random_vegetation && matlib) {
+      // Now add some random forest.
+      tileGeometryBin.computeRandomForest(matlib);
+
+      if (tileGeometryBin.randomForest.getNumTrees() > 0) {
+        randomForest = createForest(tileGeometryBin.randomForest,
+                                    osg::Matrix::identity());
+        randomForest->setName("random trees");
+      }
+    } 
+  }
+
+  if (calc_lights) {
+    // FIXME: ugly, has a side effect
+    if (matlib)
+      tileGeometryBin.computeRandomSurfaceLights(matlib);
+
+    if (tileGeometryBin.tileLights.getNumLights() > 0
+        || tileGeometryBin.randomTileLights.getNumLights() > 0) {
+      osg::Group* groundLights0 = new osg::Group;
+      groundLights0->setStateSet(lightManager->getGroundLightStateSet());
+      groundLights0->setNodeMask(GROUNDLIGHTS0_BIT);
+      osg::Geode* geode = new osg::Geode;
+      geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.tileLights));
+      geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.randomTileLights, 4, -0.3f));
+      groundLights0->addChild(geode);
+      lightGroup->addChild(groundLights0);
+    }
+    if (tileGeometryBin.randomTileLights.getNumLights() > 0) {
+      osg::Group* groundLights1 = new osg::Group;
+      groundLights1->setStateSet(lightManager->getGroundLightStateSet());
+      groundLights1->setNodeMask(GROUNDLIGHTS1_BIT);
+      osg::Group* groundLights2 = new osg::Group;
+      groundLights2->setStateSet(lightManager->getGroundLightStateSet());
+      groundLights2->setNodeMask(GROUNDLIGHTS2_BIT);
+      osg::Geode* geode = new osg::Geode;
+      geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.randomTileLights, 2, -0.15f));
+      groundLights1->addChild(geode);
+      lightGroup->addChild(groundLights1);
+      geode = new osg::Geode;
+      geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.randomTileLights));
+      groundLights2->addChild(geode);
+      lightGroup->addChild(groundLights2);
     }
+  }
 
-    typedef map<string,list<Leaf> > LeafMap;
-    LeafMap leafMap;
-    Leaf leaf;
-    leaf.type = GL_TRIANGLES;
-    string_list const& tri_materials = obj.get_tri_materials();
-    group_list const& tris_v = obj.get_tris_v();
-    group_list const& tris_n = obj.get_tris_n();
-    group_list const& tris_tc = obj.get_tris_tc();
-    for ( i = 0; i < tris_v.size(); i++ ) {
-        leaf.index = i;
-        leafMap[ tri_materials[i] ].push_back( leaf );
+  if (!tileGeometryBin.vasiLights.empty()) {
+    EffectGeode* vasiGeode = new EffectGeode;
+    Effect* vasiEffect
+        = getLightEffect(6, osg::Vec3(1, 0.0001, 0.000001), 1, 6, true);
+    vasiGeode->setEffect(vasiEffect);
+    SGVec4f red(1, 0, 0, 1);
+    SGMaterial* mat = 0;
+    if (matlib)
+      mat = matlib->find("RWY_RED_LIGHTS");
+    if (mat)
+      red = mat->get_light_color();
+    SGVec4f white(1, 1, 1, 1);
+    mat = 0;
+    if (matlib)
+      mat = matlib->find("RWY_WHITE_LIGHTS");
+    if (mat)
+      white = mat->get_light_color();
+    SGDirectionalLightListBin::const_iterator i;
+    for (i = tileGeometryBin.vasiLights.begin();
+         i != tileGeometryBin.vasiLights.end(); ++i) {
+      vasiGeode->addDrawable(SGLightFactory::getVasi(up, *i, red, white));
     }
-    leaf.type = GL_TRIANGLE_STRIP;
-    string_list const& strip_materials = obj.get_strip_materials();
-    group_list const& strips_v = obj.get_strips_v();
-    group_list const& strips_n = obj.get_strips_n();
-    group_list const& strips_tc = obj.get_strips_tc();
-    for ( i = 0; i < strips_v.size(); i++ ) {
-        leaf.index = i;
-        leafMap[ strip_materials[i] ].push_back( leaf );
+    vasiGeode->setStateSet(lightManager->getRunwayLightStateSet());
+    lightGroup->addChild(vasiGeode);
+  }
+  Effect* runwayEffect = 0;
+  if (tileGeometryBin.runwayLights.getNumLights() > 0
+      || !tileGeometryBin.rabitLights.empty()
+      || !tileGeometryBin.reilLights.empty()
+      || !tileGeometryBin.odalLights.empty()
+      || tileGeometryBin.taxiLights.getNumLights() > 0)
+      runwayEffect = getLightEffect(4, osg::Vec3(1, 0.001, 0.0002), 1, 4, true);
+  if (tileGeometryBin.runwayLights.getNumLights() > 0
+      || !tileGeometryBin.rabitLights.empty()
+      || !tileGeometryBin.reilLights.empty()
+      || !tileGeometryBin.odalLights.empty()) {
+    osg::Group* rwyLights = new osg::Group;
+    rwyLights->setStateSet(lightManager->getRunwayLightStateSet());
+    rwyLights->setNodeMask(RUNWAYLIGHTS_BIT);
+    if (tileGeometryBin.runwayLights.getNumLights() != 0) {
+      EffectGeode* geode = new EffectGeode;
+      geode->setEffect(runwayEffect);
+      geode->addDrawable(SGLightFactory::getLights(tileGeometryBin
+                                                   .runwayLights));
+      rwyLights->addChild(geode);
     }
-    leaf.type = GL_TRIANGLE_FAN;
-    string_list const& fan_materials = obj.get_fan_materials();
-    group_list const& fans_v = obj.get_fans_v();
-    group_list const& fans_n = obj.get_fans_n();
-    group_list const& fans_tc = obj.get_fans_tc();
-    for ( i = 0; i < fans_v.size(); i++ ) {
-        leaf.index = i;
-        leafMap[ fan_materials[i] ].push_back( leaf );
+    SGDirectionalLightListBin::const_iterator i;
+    for (i = tileGeometryBin.rabitLights.begin();
+         i != tileGeometryBin.rabitLights.end(); ++i) {
+      rwyLights->addChild(SGLightFactory::getSequenced(*i));
     }
-
-    LeafMap::iterator lmi = leafMap.begin();
-    while ( lmi != leafMap.end() ) {
-        list<Leaf> &leaf_list = lmi->second;
-        list<Leaf>::iterator li = leaf_list.begin();
-        while ( li != leaf_list.end() ) {
-            Leaf &leaf = *li;
-            int ind = leaf.index;
-            if ( leaf.type == GL_TRIANGLES ) {
-                ssgLeaf *leaf = sgMakeLeaf( path, GL_TRIANGLES, matlib,
-                                            tri_materials[ind],
-                                            nodes, normals, texcoords,
-                                            tris_v[ind], tris_n[ind], tris_tc[ind],
-                                            is_base, ground_lights );
-                if ( use_random_objects ) {
-                    SGMaterial *mat = matlib->find( tri_materials[ind] );
-                    if ( mat == NULL ) {
-                        SG_LOG( SG_INPUT, SG_ALERT,
-                                "Unknown material for random surface objects = "
-                                << tri_materials[ind] );
-                    } else {
-                        gen_random_surface_objects( leaf, random_object_branch,
-                                                    center, mat );
-                    }
-                }
-                local_terrain->addKid( leaf );
-            } else if ( leaf.type == GL_TRIANGLE_STRIP ) {
-                ssgLeaf *leaf = sgMakeLeaf( path, GL_TRIANGLE_STRIP,
-                                            matlib, strip_materials[ind],
-                                            nodes, normals, texcoords,
-                                            strips_v[ind], strips_n[ind], strips_tc[ind],
-                                            is_base, ground_lights );
-                if ( use_random_objects ) {
-                    SGMaterial *mat = matlib->find( strip_materials[ind] );
-                    if ( mat == NULL ) {
-                        SG_LOG( SG_INPUT, SG_ALERT,
-                                "Unknown material for random surface objects = "
-                                << strip_materials[ind] );
-                    } else {
-                        gen_random_surface_objects( leaf, random_object_branch,
-                                                    center, mat );
-                    }
-                }
-                local_terrain->addKid( leaf );
-            } else {
-                ssgLeaf *leaf = sgMakeLeaf( path, GL_TRIANGLE_FAN,
-                                            matlib, fan_materials[ind],
-                                            nodes, normals, texcoords,
-                                            fans_v[ind], fans_n[ind], fans_tc[ind],
-                                            is_base, ground_lights );
-                if ( use_random_objects ) {
-                    SGMaterial *mat = matlib->find( fan_materials[ind] );
-                    if ( mat == NULL ) {
-                        SG_LOG( SG_INPUT, SG_ALERT,
-                                "Unknown material for random surface objects = "
-                                << fan_materials[ind] );
-                    } else {
-                        gen_random_surface_objects( leaf, random_object_branch,
-                                                    center, mat );
-                    }
-                }
-                local_terrain->addKid( leaf );
-            }
-            ++li;
-        }
-        ++lmi;
+    for (i = tileGeometryBin.reilLights.begin();
+         i != tileGeometryBin.reilLights.end(); ++i) {
+      rwyLights->addChild(SGLightFactory::getSequenced(*i));
+    }
+    SGLightListBin::const_iterator j;
+    for (j = tileGeometryBin.odalLights.begin();
+         j != tileGeometryBin.odalLights.end(); ++j) {
+      rwyLights->addChild(SGLightFactory::getOdal(*j));
     }
+    lightGroup->addChild(rwyLights);
+  }
 
-    return true;
+  if (tileGeometryBin.taxiLights.getNumLights() > 0) {
+    osg::Group* taxiLights = new osg::Group;
+    taxiLights->setStateSet(lightManager->getTaxiLightStateSet());
+    taxiLights->setNodeMask(RUNWAYLIGHTS_BIT);
+    EffectGeode* geode = new EffectGeode;
+    geode->setEffect(runwayEffect);
+    geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.taxiLights));
+    taxiLights->addChild(geode);
+    lightGroup->addChild(taxiLights);
+  }
+
+  // The toplevel transform for that tile.
+  osg::MatrixTransform* transform = new osg::MatrixTransform;
+  transform->setName(path);
+  transform->setMatrix(osg::Matrix::rotate(toOsg(hlOr))*
+                       osg::Matrix::translate(toOsg(center)));
+  transform->addChild(terrainGroup);
+  if (lightGroup->getNumChildren() > 0) {
+    osg::LOD* lightLOD = new osg::LOD;
+    lightLOD->addChild(lightGroup.get(), 0, 30000);
+    // VASI is always on, so doesn't use light bits.
+    lightLOD->setNodeMask(LIGHTS_BITS | MODEL_BIT); 
+    transform->addChild(lightLOD);
+  }
+  
+  if (randomObjects.valid() || randomForest.valid()) {
+  
+    // Add a LoD node, so we don't try to display anything when the tile center
+    // is more than 20km away.
+    osg::LOD* objectLOD = new osg::LOD;
+    
+    if (randomObjects.valid()) objectLOD->addChild(randomObjects.get(), 0, 20000);
+    if (randomForest.valid())  objectLOD->addChild(randomForest.get(), 0, 20000);
+    
+    unsigned nodeMask = SG_NODEMASK_CASTSHADOW_BIT | SG_NODEMASK_RECIEVESHADOW_BIT | SG_NODEMASK_TERRAIN_BIT;
+    objectLOD->setNodeMask(nodeMask);
+    transform->addChild(objectLOD);
+  }
+  
+  return transform;
 }