\f
//////////////////////////////////////////////////////////////////////
- // Inner class.
+ // Inner classes.
//////////////////////////////////////////////////////////////////////
+ class ObjectGroup;
/**
* A randomly-placeable object.
+ *
+ * FGNewMat uses this class to keep track of the model(s) and
+ * parameters for a single instance of a randomly-placeable object.
+ * The object can have more than one variant model (i.e. slightly
+ * different shapes of trees), but they are considered equivalent
+ * and interchangeable.
*/
class Object
{
public:
+ /**
+ * The heading type for a randomly-placed object.
+ */
enum HeadingType {
HEADING_FIXED,
HEADING_BILLBOARD,
HEADING_RANDOM
};
- const string &get_path () const;
- ssgEntity * get_model () const;
+
+ /**
+ * Get the number of variant models available for the object.
+ *
+ * @return The number of variant models.
+ */
+ int get_model_count () const;
+
+
+ /**
+ * Get a specific variant model for the object.
+ *
+ * @param index The index of the model.
+ * @return The model.
+ */
+ ssgEntity * get_model (int index) const;
+
+
+ /**
+ * Get a randomly-selected variant model for the object.
+ *
+ * @return A randomly select model from the variants.
+ */
+ ssgEntity * get_random_model () const;
+
+
+ /**
+ * Get the average number of meters^2 occupied by each instance.
+ *
+ * @return The coverage in meters^2.
+ */
double get_coverage_m2 () const;
- double get_range_m () const;
+
+
+ /**
+ * Get the heading type for the object.
+ *
+ * @return The heading type.
+ */
HeadingType get_heading_type () const;
+
protected:
- friend class FGNewMat;
- Object (const SGPropertyNode * node);
+
+ friend class ObjectGroup;
+
+ Object (const SGPropertyNode * node, double range_m);
+
virtual ~Object ();
+
private:
- string _path;
- mutable ssgEntity * _model;
+
+ /**
+ * Actually load the models.
+ *
+ * This class uses lazy loading so that models won't be held
+ * in memory for materials that are never referenced.
+ */
+ void load_models () const;
+
+ vector<string> _paths;
+ mutable vector<ssgEntity *> _models;
+ mutable bool _models_loaded;
double _coverage_m2;
double _range_m;
HeadingType _heading_type;
};
+ /**
+ * A collection of related objects with the same visual range.
+ *
+ * Grouping objects with the same range together significantly
+ * reduces the memory requirements of randomly-placed objects.
+ * Each FGNewMat instance keeps a (possibly-empty) list of
+ * object groups for placing randomly on the scenery.
+ */
+ class ObjectGroup
+ {
+ public:
+ virtual ~ObjectGroup ();
+
+
+ /**
+ * Get the visual range of the object in meters.
+ *
+ * @return The visual range.
+ */
+ double get_range_m () const;
+
+
+ /**
+ * Get the number of objects in the group.
+ *
+ * @return The number of objects.
+ */
+ int get_object_count () const;
+
+
+ /**
+ * Get a specific object.
+ *
+ * @param index The object's index, zero-based.
+ * @return The object selected.
+ */
+ Object * get_object (int index) const;
+
+ protected:
+
+ friend class FGNewMat;
+
+ ObjectGroup (SGPropertyNode * node);
+
+ private:
+
+ double _range_m;
+ vector<Object *> _objects;
+
+ };
+
+
+
\f
////////////////////////////////////////////////////////////////////
// Public Constructors.
/**
* Get the number of randomly-placed objects defined for this material.
*/
- virtual int get_object_count () const { return objects.size(); }
+ virtual int get_object_group_count () const { return object_groups.size(); }
/**
* Get a randomly-placed object for this material.
*/
- virtual Object * get_object (int index) const { return objects[index]; }
+ virtual ObjectGroup * get_object_group (int index) const {
+ return object_groups[index];
+ }
/**
// material properties
sgVec4 ambient, diffuse, specular, emission;
+ double shininess;
// true if texture loading deferred, and not yet loaded
bool texture_loaded;
- vector<Object *> objects;
+ vector<ObjectGroup *> object_groups;
// ref count so we can properly delete if we have multiple
// pointers to this record