public:
+\f
+ //////////////////////////////////////////////////////////////////////
+ // 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
+ };
+
+
+ /**
+ * 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;
+
+
+ /**
+ * Get the heading type for the object.
+ *
+ * @return The heading type.
+ */
+ HeadingType get_heading_type () const;
+
+ protected:
+
+ friend class ObjectGroup;
+
+ Object (const SGPropertyNode * node, double range_m);
+
+ virtual ~Object ();
+
+ private:
+
+ /**
+ * 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.
virtual inline double get_light_coverage () const { return light_coverage; }
+ /**
+ * Get the number of randomly-placed objects defined for this material.
+ */
+ virtual int get_object_group_count () const { return object_groups.size(); }
+
+
+ /**
+ * Get a randomly-placed object for this material.
+ */
+ virtual ObjectGroup * get_object_group (int index) const {
+ return object_groups[index];
+ }
+
+
/**
* Get the current state.
*/
// material properties
sgVec4 ambient, diffuse, specular, emission;
+ double shininess;
// true if texture loading deferred, and not yet loaded
bool texture_loaded;
+ vector<ObjectGroup *> object_groups;
+
// ref count so we can properly delete if we have multiple
// pointers to this record
int refcount;
void build_ssg_state(bool defer_tex_load = false);
void set_ssg_state( ssgSimpleState *s );
+
};
#endif // _NEWMAT_HXX