]> git.mxchange.org Git - flightgear.git/blobdiff - src/Objects/obj.cxx
Moved random ground cover object management code (userdata.[ch]xx) over
[flightgear.git] / src / Objects / obj.cxx
index 1c1c64623aa86465cdb2c2359eafccc1f45f0d40..385398b77b28bfdcf77062aba861131834572c03 100644 (file)
@@ -1,4 +1,5 @@
-// obj.cxx -- routines to handle "sorta" WaveFront .obj format files.
+// obj.cxx -- routines to handle loading scenery and building the plib
+//            scene graph.
 //
 // Written by Curtis Olson, started October 1997.
 //
 // $Id$
 
 
-#ifdef HAVE_CONFIG_H
-#  include <config.h>
-#endif
-
-#ifdef SG_MATH_EXCEPTION_CLASH
-#  include <math.h>
-#endif
-
-#include <stdio.h>
-#include <string.h>
+// #ifdef HAVE_CONFIG_H
+// #  include <config.h>
+// #endif
 
 #include <simgear/compiler.h>
-#include <simgear/sg_inlines.h>
-#include <simgear/io/sg_binobj.hxx>
 
 #include STL_STRING
-#include <map>                  // STL
-#include <vector>               // STL
-#include <ctype.h>              // isdigit()
 
-#include <simgear/constants.h>
-#include <simgear/debug/logstream.hxx>
-#include <simgear/math/point3d.hxx>
-#include <simgear/math/polar3d.hxx>
+#include <simgear/bucket/newbucket.hxx>
+#include <simgear/io/sg_binobj.hxx>
 #include <simgear/math/sg_geodesy.hxx>
-#include <simgear/math/sg_random.h>
-#include <simgear/math/vector.hxx>
-#include <simgear/misc/sgstream.hxx>
-#include <simgear/misc/stopwatch.hxx>
+#include <simgear/math/sg_types.hxx>
 #include <simgear/misc/texcoord.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 <Main/globals.hxx>
-#include <Main/fg_props.hxx>
-#include <Time/light.hxx>
-#include <Scenery/tileentry.hxx>
-
-#include "newmat.hxx"
-#include "matlib.hxx"
-#include "pt_lights.hxx"
 #include "obj.hxx"
 
 SG_USING_STD(string);
-SG_USING_STD(vector);
-
-
-typedef vector < int > int_list;
-typedef int_list::iterator int_list_iterator;
-typedef int_list::const_iterator int_point_list_iterator;
-
-
-static double normals[FG_MAX_NODES][3];
-static double tex_coords[FG_MAX_NODES*3][3];
-
-static int
-runway_lights_predraw (ssgEntity * e)
-{
-                                // Turn on lights only at night
-    float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
-    return int((sun_angle > 90.0) ||
-               (fgGetDouble("/environment/visibility-m") < 5000.0));
-}
-
-
-#define FG_TEX_CONSTANT 69.0
-
-// Calculate texture coordinates for a given point.
-static Point3D local_calc_tex_coords(const Point3D& node, const Point3D& ref) {
-    Point3D cp;
-    Point3D pp;
-    // double tmplon, tmplat;
-
-    // cout << "-> " << node[0] << " " << node[1] << " " << node[2] << endl;
-    // cout << "-> " << ref.x() << " " << ref.y() << " " << ref.z() << endl;
-
-    cp = Point3D( node[0] + ref.x(),
-                  node[1] + ref.y(),
-                  node[2] + ref.z() );
-
-    pp = sgCartToPolar3d(cp);
-
-    // tmplon = pp.lon() * SGD_RADIANS_TO_DEGREES;
-    // tmplat = pp.lat() * SGD_RADIANS_TO_DEGREES;
-    // cout << tmplon << " " << tmplat << endl;
-
-    pp.setx( fmod(SGD_RADIANS_TO_DEGREES * FG_TEX_CONSTANT * pp.x(), 11.0) );
-    pp.sety( fmod(SGD_RADIANS_TO_DEGREES * FG_TEX_CONSTANT * pp.y(), 11.0) );
-
-    if ( pp.x() < 0.0 ) {
-        pp.setx( pp.x() + 11.0 );
-    }
-
-    if ( pp.y() < 0.0 ) {
-        pp.sety( pp.y() + 11.0 );
-    }
-
-    // cout << pp << endl;
-
-    return(pp);
-}
 
 
 // Generate an ocean tile
 bool fgGenTile( const string& path, SGBucket b,
-                      Point3D *center,
-                      double *bounding_radius,
-                      ssgBranch* geometry )
+                Point3D *center, double *bounding_radius,
+                SGMaterialLib *matlib, ssgBranch* geometry )
 {
-    FGNewMat *newmat;
-
     ssgSimpleState *state = NULL;
 
-    geometry -> setName ( (char *)path.c_str() ) ;
+    geometry->setName( (char *)path.c_str() );
 
     double tex_width = 1000.0;
     // double tex_height;
 
     // find Ocean material in the properties list
-    newmat = material_lib.find( "Ocean" );
-    if ( newmat != NULL ) {
+    SGMaterial *mat = matlib->find( "Ocean" );
+    if ( mat != NULL ) {
         // set the texture width and height values for this
         // material
-        tex_width = newmat->get_xsize();
+        tex_width = mat->get_xsize();
         // tex_height = newmat->get_ysize();
         
         // set ssgState
-        state = newmat->get_state();
+        state = mat->get_state();
     } else {
         SG_LOG( SG_TERRAIN, SG_ALERT, 
                 "Ack! unknown usemtl name = " << "Ocean" 
@@ -255,377 +176,6 @@ bool fgGenTile( const string& path, SGBucket b,
 }
 
 
-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;
-}
-
-
-static void gen_random_surface_points( ssgLeaf *leaf, ssgVertexArray *lights,
-                                       double factor ) {
-    int num = leaf->getNumTriangles();
-    if ( num > 0 ) {
-        short int n1, n2, n3;
-        float *p1, *p2, *p3;
-        sgVec3 result;
-
-        // generate a repeatable random seed
-        p1 = leaf->getVertex( 0 );
-        unsigned int seed = (unsigned int)(fabs(p1[0]*100));
-        sg_srandom( seed );
-
-        for ( int i = 0; i < num; ++i ) {
-            leaf->getTriangle( i, &n1, &n2, &n3 );
-            p1 = leaf->getVertex(n1);
-            p2 = leaf->getVertex(n2);
-            p3 = leaf->getVertex(n3);
-            double area = sgTriArea( p1, p2, p3 );
-            double num = area / factor;
-
-            // generate a light point for each unit of area
-            while ( num > 1.0 ) {
-                random_pt_inside_tri( result, p1, p2, p3 );
-                lights->add( result );
-                num -= 1.0;
-            }
-            // for partial units of area, use a zombie door method to
-            // create the proper random chance of a light being created
-            // for this triangle
-            if ( num > 0.0 ) {
-                if ( sg_random() <= num ) {
-                    // a zombie made it through our door
-                    random_pt_inside_tri( result, p1, p2, p3 );
-                    lights->add( result );
-                }
-            }
-        }
-    }
-}
-
-
-/**
- * User data for populating leaves when they come in range.
- */
-class LeafUserData : public ssgBase
-{
-public:
-    bool is_filled_in;
-    ssgLeaf * leaf;
-    FGNewMat * mat;
-    ssgBranch * branch;
-    float sin_lat;
-    float cos_lat;
-    float sin_lon;
-    float cos_lon;
-
-    void setup_triangle( int i );
-};
-
-
-/**
- * User data for populating triangles when they come in range.
- */
-class TriUserData : public ssgBase
-{
-public:
-  bool is_filled_in;
-  float * p1;
-  float * p2;
-  float * p3;
-    sgVec3 center;
-    double area;
-  FGNewMat::ObjectGroup * object_group;
-  ssgBranch * branch;
-    LeafUserData * leafData;
-  unsigned int seed;
-
-    void fill_in_triangle();
-    void add_object_to_triangle(FGNewMat::Object * object);
-    void makeWorldMatrix (sgMat4 ROT, double hdg_deg );
-};
-
-
-/**
- * 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 TriUserData::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++) {
-      FGNewMat::Object * 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 TriUserData::add_object_to_triangle (FGNewMat::Object * object)
-{
-    // Set up the random heading if required.
-    double hdg_deg = 0;
-    if (object->get_heading_type() == FGNewMat::Object::HEADING_RANDOM)
-        hdg_deg = sg_random() * 360;
-
-    sgMat4 mat;
-    makeWorldMatrix(mat, hdg_deg);
-
-    ssgTransform * pos = new ssgTransform;
-    pos->setTransform(mat);
-    pos->addKid(object->get_random_model());
-    branch->addKid(pos);
-}
-
-void TriUserData::makeWorldMatrix (sgMat4 mat, double hdg_deg )
-{
-    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)
-{
-  TriUserData * data = (TriUserData *)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)
-{
-  TriUserData * data = (TriUserData *)entity->getUserData();
-  if (data->is_filled_in) {
-    data->branch->removeAllKids();
-    data->is_filled_in = false;
-  }
-  return 0;
-}
-
-
-/**
- * ssgEntity with a dummy bounding sphere, to fool culling.
- *
- * This forces the in-range and out-of-range branches to be visited
- * when appropriate, even if they have no children.  It's ugly, but
- * it works and seems fairly efficient (since branches can still
- * be culled when they're out of the view frustum).
- */
-class DummyBSphereEntity : public ssgEntity
-{
-public:
-  DummyBSphereEntity (float radius)
-  {
-    bsphere.setCenter(0, 0, 0);
-    bsphere.setRadius(radius);
-  }
-  virtual ~DummyBSphereEntity () {}
-  virtual void recalcBSphere () { bsphere_is_invalid = false; }
-  virtual void cull (sgFrustum *f, sgMat4 m, int test_needed) {}
-  virtual void isect (sgSphere *s, sgMat4 m, int test_needed) {}
-  virtual void hot (sgVec3 s, sgMat4 m, int test_needed) {}
-  virtual void los (sgVec3 s, sgMat4 m, int test_needed) {}
-};
-
-
-/**
- * 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 LeafUserData::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.
-        FGNewMat::ObjectGroup * 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.
-        TriUserData * data = new TriUserData;
-        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 DummyBSphereEntity(bounding_radius));
-        lod->addKid(out_of_range);
-    }
-}
-
 /**
  * SSG callback for an in-range leaf of randomly-placed objects.
  *
@@ -642,7 +192,7 @@ void LeafUserData::setup_triangle (int i )
 static int
 leaf_in_range_callback (ssgEntity * entity, int mask)
 {
-  LeafUserData * data = (LeafUserData *)entity->getUserData();
+  sgLeafUserData * data = (sgLeafUserData *)entity->getUserData();
 
   if (!data->is_filled_in) {
                                 // Iterate through all the triangles
@@ -672,7 +222,7 @@ leaf_in_range_callback (ssgEntity * entity, int mask)
 static int
 leaf_out_of_range_callback (ssgEntity * entity, int mask)
 {
-  LeafUserData * data = (LeafUserData *)entity->getUserData();
+  sgLeafUserData * data = (sgLeafUserData *)entity->getUserData();
   if (data->is_filled_in) {
     data->branch->removeAllKids();
     data->is_filled_in = false;
@@ -699,26 +249,19 @@ leaf_out_of_range_callback (ssgEntity * entity, int mask)
 static void
 gen_random_surface_objects (ssgLeaf *leaf,
                             ssgBranch *branch,
-                            Point3D * center,
-                            const string &material_name)
+                            Point3D *center,
+                            SGMaterial *mat )
 {
                                 // If the surface has no triangles, return
                                 // now.
     int num_tris = leaf->getNumTriangles();
     if (num_tris < 1)
-      return;
-
-                                // Get the material for this surface.
-    FGNewMat * mat = material_lib.find(material_name);
-    if (mat == 0) {
-      SG_LOG(SG_INPUT, SG_ALERT, "Unknown material " << material_name);
-      return;
-    }
+        return;
 
                                 // If the material has no randomly-placed
                                 // objects, return now.
     if (mat->get_object_group_count() < 1)
-      return;
+        return;
 
                                 // Calculate the geodetic centre of
                                 // the tile, for aligning automatic
@@ -744,7 +287,7 @@ gen_random_surface_objects (ssgLeaf *leaf,
     lod->addKid(in_range);
     lod->addKid(out_of_range);
 
-    LeafUserData * data = new LeafUserData;
+    sgLeafUserData * data = new sgLeafUserData;
     data->is_filled_in = false;
     data->leaf = leaf;
     data->mat = mat;
@@ -760,7 +303,7 @@ gen_random_surface_objects (ssgLeaf *leaf,
     out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
                                    leaf_out_of_range_callback);
     out_of_range
-      ->addKid(new DummyBSphereEntity(leaf->getBSphere()->getRadius()));
+      ->addKid(new sgDummyBSphereEntity(leaf->getBSphere()->getRadius()));
 }
 
 
@@ -769,607 +312,18 @@ gen_random_surface_objects (ssgLeaf *leaf,
 // Scenery loaders.
 ////////////////////////////////////////////////////////////////////////
 
-
-// Load an Ascii obj file
-ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
-                           ssgVertexArray *lights, const bool is_base)
-{
-    FGNewMat *newmat = NULL;
-    string material;
-    float coverage = -1;
-    Point3D pp;
-    // sgVec3 approx_normal;
-    // double normal[3], scale = 0.0;
-    // double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
-    // GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
-    // GLint display_list = 0;
-    int shading;
-    bool in_faces = false;
-    int vncount, vtcount;
-    int n1 = 0, n2 = 0, n3 = 0;
-    int tex;
-    // int last1 = 0, last2 = 0;
-    bool odd = false;
-    point_list nodes;
-    Point3D node;
-    Point3D center;
-    double scenery_version = 0.0;
-    double tex_width = 1000.0, tex_height = 1000.0;
-    bool shared_done = false;
-    int_list fan_vertices;
-    int_list fan_tex_coords;
-    int i;
-    ssgSimpleState *state = NULL;
-    sgVec3 *vtlist, *vnlist;
-    sgVec2 *tclist;
-
-    ssgBranch *tile = new ssgBranch () ;
-
-    tile -> setName ( (char *)path.c_str() ) ;
-
-    // Attempt to open "path.gz" or "path"
-    sg_gzifstream in( path );
-    if ( ! in.is_open() ) {
-        SG_LOG( SG_TERRAIN, SG_DEBUG, "Cannot open file: " << path );
-        SG_LOG( SG_TERRAIN, SG_DEBUG, "default to ocean tile: " << path );
-
-        delete tile;
-
-        return NULL;
-    }
-
-    shading = fgGetBool("/sim/rendering/shading");
-
-    if ( is_base ) {
-        t->ncount = 0;
-    }
-    vncount = 0;
-    vtcount = 0;
-    if ( is_base ) {
-        t->bounding_radius = 0.0;
-    }
-    center = t->center;
-
-    // StopWatch stopwatch;
-    // stopwatch.start();
-
-    // ignore initial comments and blank lines. (priming the pump)
-    // in >> skipcomment;
-    // string line;
-
-    string token;
-    char c;
-
-#ifdef __MWERKS__
-    while ( in.get(c) && c  != '\0' ) {
-        in.putback(c);
-#else
-    while ( ! in.eof() ) {
-#endif
-        in >> ::skipws;
-
-        if ( in.get( c ) && c == '#' ) {
-            // process a comment line
-
-            // getline( in, line );
-            // cout << "comment = " << line << endl;
-
-            in >> token;
-
-            if ( token == "Version" ) {
-                // read scenery versions number
-                in >> scenery_version;
-                // cout << "scenery_version = " << scenery_version << endl;
-                if ( scenery_version > 0.4 ) {
-                    SG_LOG( SG_TERRAIN, SG_ALERT, 
-                            "\nYou are attempting to load a tile format that\n"
-                            << "is newer than this version of flightgear can\n"
-                            << "handle.  You should upgrade your copy of\n"
-                            << "FlightGear to the newest version.  For\n"
-                            << "details, please see:\n"
-                            << "\n    http://www.flightgear.org\n" );
-                    exit(-1);
-                }
-            } else if ( token == "gbs" ) {
-                // reference point (center offset)
-                if ( is_base ) {
-                    in >> t->center >> t->bounding_radius;
-                } else {
-                    Point3D junk1;
-                    double junk2;
-                    in >> junk1 >> junk2;
-                }
-                center = t->center;
-                // cout << "center = " << center 
-                //      << " radius = " << t->bounding_radius << endl;
-            } else if ( token == "bs" ) {
-                // reference point (center offset)
-                // (skip past this)
-                Point3D junk1;
-                double junk2;
-                in >> junk1 >> junk2;
-            } else if ( token == "usemtl" ) {
-                // material property specification
-
-                // if first usemtl with shared_done = false, then set
-                // shared_done true and build the ssg shared lists
-                if ( ! shared_done ) {
-                    // sanity check
-                    if ( (int)nodes.size() != vncount ) {
-                        SG_LOG( SG_TERRAIN, SG_ALERT, 
-                                "Tile has mismatched nodes = " << nodes.size()
-                                << " and normals = " << vncount << " : " 
-                                << path );
-                        // exit(-1);
-                    }
-                    shared_done = true;
-
-                    vtlist = new sgVec3 [ nodes.size() ];
-                    t->vec3_ptrs.push_back( vtlist );
-                    vnlist = new sgVec3 [ vncount ];
-                    t->vec3_ptrs.push_back( vnlist );
-                    tclist = new sgVec2 [ vtcount ];
-                    t->vec2_ptrs.push_back( tclist );
-
-                    for ( i = 0; i < (int)nodes.size(); ++i ) {
-                        sgSetVec3( vtlist[i], 
-                                   nodes[i][0], nodes[i][1], nodes[i][2] );
-                    }
-                    for ( i = 0; i < vncount; ++i ) {
-                        sgSetVec3( vnlist[i], 
-                                   normals[i][0], 
-                                   normals[i][1],
-                                   normals[i][2] );
-                    }
-                    for ( i = 0; i < vtcount; ++i ) {
-                        sgSetVec2( tclist[i],
-                                   tex_coords[i][0],
-                                   tex_coords[i][1] );
-                    }
-                }
-
-                // display_list = xglGenLists(1);
-                // xglNewList(display_list, GL_COMPILE);
-                // printf("xglGenLists(); xglNewList();\n");
-                in_faces = false;
-
-                // scan the material line
-                in >> material;
-                
-                // find this material in the properties list
-
-                newmat = material_lib.find( material );
-                if ( newmat == NULL ) {
-                    // see if this is an on the fly texture
-                    string file = path;
-                    int pos = file.rfind( "/" );
-                    file = file.substr( 0, pos );
-                    // cout << "current file = " << file << endl;
-                    file += "/";
-                    file += material;
-                    // cout << "current file = " << file << endl;
-                    if ( ! material_lib.add_item( file ) ) {
-                        SG_LOG( SG_TERRAIN, SG_ALERT, 
-                                "Ack! unknown usemtl name = " << material 
-                                << " in " << path );
-                    } else {
-                        // locate our newly created material
-                        newmat = material_lib.find( material );
-                        if ( newmat == NULL ) {
-                            SG_LOG( SG_TERRAIN, SG_ALERT, 
-                                    "Ack! bad on the fly materia create = "
-                                    << material << " in " << path );
-                        }
-                    }
-                }
-
-                if ( newmat != NULL ) {
-                    // set the texture width and height values for this
-                    // material
-                    tex_width = newmat->get_xsize();
-                    tex_height = newmat->get_ysize();
-                    state = newmat->get_state();
-                    coverage = newmat->get_light_coverage();
-                    // cout << "(w) = " << tex_width << " (h) = "
-                    //      << tex_width << endl;
-                } else {
-                    coverage = -1;
-                }
-            } else {
-                // unknown comment, just gobble the input until the
-                // end of line
-
-                in >> skipeol;
-            }
-        } else {
-            in.putback( c );
-        
-            in >> token;
-
-            // cout << "token = " << token << endl;
-
-            if ( token == "vn" ) {
-                // vertex normal
-                if ( vncount < FG_MAX_NODES ) {
-                    in >> normals[vncount][0]
-                       >> normals[vncount][1]
-                       >> normals[vncount][2];
-                    vncount++;
-                } else {
-                    SG_LOG( SG_TERRAIN, SG_ALERT, 
-                            "Read too many vertex normals in " << path 
-                            << " ... dying :-(" );
-                    exit(-1);
-                }
-            } else if ( token == "vt" ) {
-                // vertex texture coordinate
-                if ( vtcount < FG_MAX_NODES*3 ) {
-                    in >> tex_coords[vtcount][0]
-                       >> tex_coords[vtcount][1];
-                    vtcount++;
-                } else {
-                    SG_LOG( SG_TERRAIN, SG_ALERT, 
-                            "Read too many vertex texture coords in " << path
-                            << " ... dying :-("
-                            );
-                    exit(-1);
-                }
-            } else if ( token == "v" ) {
-                // node (vertex)
-                if ( t->ncount < FG_MAX_NODES ) {
-                    /* in >> nodes[t->ncount][0]
-                       >> nodes[t->ncount][1]
-                       >> nodes[t->ncount][2]; */
-                    in >> node;
-                    nodes.push_back(node);
-                    if ( is_base ) {
-                        t->ncount++;
-                    }
-                } else {
-                    SG_LOG( SG_TERRAIN, SG_ALERT, 
-                            "Read too many nodes in " << path 
-                            << " ... dying :-(");
-                    exit(-1);
-                }
-            } else if ( (token == "tf") || (token == "ts") || (token == "f") ) {
-                // triangle fan, strip, or individual face
-                // SG_LOG( SG_TERRAIN, SG_INFO, "new fan or strip");
-
-                fan_vertices.clear();
-                fan_tex_coords.clear();
-                odd = true;
-
-                // xglBegin(GL_TRIANGLE_FAN);
-
-                in >> n1;
-                fan_vertices.push_back( n1 );
-                // xglNormal3dv(normals[n1]);
-                if ( in.get( c ) && c == '/' ) {
-                    in >> tex;
-                    fan_tex_coords.push_back( tex );
-                    if ( scenery_version >= 0.4 ) {
-                        if ( tex_width > 0 ) {
-                            tclist[tex][0] *= (1000.0 / tex_width);
-                        }
-                        if ( tex_height > 0 ) {
-                            tclist[tex][1] *= (1000.0 / tex_height);
-                        }
-                    }
-                    pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
-                    pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
-                } else {
-                    in.putback( c );
-                    pp = local_calc_tex_coords(nodes[n1], center);
-                }
-                // xglTexCoord2f(pp.x(), pp.y());
-                // xglVertex3dv(nodes[n1].get_n());
-
-                in >> n2;
-                fan_vertices.push_back( n2 );
-                // xglNormal3dv(normals[n2]);
-                if ( in.get( c ) && c == '/' ) {
-                    in >> tex;
-                    fan_tex_coords.push_back( tex );
-                    if ( scenery_version >= 0.4 ) {
-                        if ( tex_width > 0 ) {
-                            tclist[tex][0] *= (1000.0 / tex_width);
-                        }
-                        if ( tex_height > 0 ) {
-                            tclist[tex][1] *= (1000.0 / tex_height);
-                        }
-                    }
-                    pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
-                    pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
-                } else {
-                    in.putback( c );
-                    pp = local_calc_tex_coords(nodes[n2], center);
-                }
-                // xglTexCoord2f(pp.x(), pp.y());
-                // xglVertex3dv(nodes[n2].get_n());
-                
-                // read all subsequent numbers until next thing isn't a number
-                while ( true ) {
-                    in >> ::skipws;
-
-                    char c;
-                    in.get(c);
-                    in.putback(c);
-                    if ( ! isdigit(c) || in.eof() ) {
-                        break;
-                    }
-
-                    in >> n3;
-                    fan_vertices.push_back( n3 );
-                    // cout << "  triangle = "
-                    //      << n1 << "," << n2 << "," << n3
-                    //      << endl;
-                    // xglNormal3dv(normals[n3]);
-                    if ( in.get( c ) && c == '/' ) {
-                        in >> tex;
-                        fan_tex_coords.push_back( tex );
-                        if ( scenery_version >= 0.4 ) {
-                            if ( tex_width > 0 ) {
-                                tclist[tex][0] *= (1000.0 / tex_width);
-                            }
-                            if ( tex_height > 0 ) {
-                                tclist[tex][1] *= (1000.0 / tex_height);
-                            }
-                        }
-                        pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
-                        pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
-                    } else {
-                        in.putback( c );
-                        pp = local_calc_tex_coords(nodes[n3], center);
-                    }
-                    // xglTexCoord2f(pp.x(), pp.y());
-                    // xglVertex3dv(nodes[n3].get_n());
-
-                    if ( (token == "tf") || (token == "f") ) {
-                        // triangle fan
-                        n2 = n3;
-                    } else {
-                        // triangle strip
-                        odd = !odd;
-                        n1 = n2;
-                        n2 = n3;
-                    }
-                }
-
-                // xglEnd();
-
-                // build the ssg entity
-                int size = (int)fan_vertices.size();
-                ssgVertexArray   *vl = new ssgVertexArray( size );
-                ssgNormalArray   *nl = new ssgNormalArray( size );
-                ssgTexCoordArray *tl = new ssgTexCoordArray( size );
-                ssgColourArray   *cl = new ssgColourArray( 1 );
-
-                sgVec4 color;
-                sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
-                cl->add( color );
-
-                sgVec2 tmp2;
-                sgVec3 tmp3;
-                for ( i = 0; i < size; ++i ) {
-                    sgCopyVec3( tmp3, vtlist[ fan_vertices[i] ] );
-                    vl -> add( tmp3 );
-
-                    sgCopyVec3( tmp3, vnlist[ fan_vertices[i] ] );
-                    nl -> add( tmp3 );
-
-                    sgCopyVec2( tmp2, tclist[ fan_tex_coords[i] ] );
-                    tl -> add( tmp2 );
-                }
-
-                ssgLeaf *leaf = NULL;
-                if ( token == "tf" ) {
-                    // triangle fan
-                    leaf = 
-                        new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
-                } else if ( token == "ts" ) {
-                    // triangle strip
-                    leaf = 
-                        new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, cl );
-                } else if ( token == "f" ) {
-                    // triangle
-                    leaf = 
-                        new ssgVtxTable ( GL_TRIANGLES, vl, nl, tl, cl );
-                }
-                // leaf->makeDList();
-                leaf->setState( state );
-
-                tile->addKid( leaf );
-
-                if ( is_base ) {
-                    if ( coverage > 0.0 ) {
-                        if ( coverage < 10000.0 ) {
-                            SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
-                                   << coverage << ", pushing up to 10000");
-                            coverage = 10000;
-                        }
-                        gen_random_surface_points(leaf, lights, coverage);
-                    }
-                }
-            } else {
-                SG_LOG( SG_TERRAIN, SG_WARN, "Unknown token in " 
-                        << path << " = " << token );
-            }
-
-            // eat white space before start of while loop so if we are
-            // done with useful input it is noticed before hand.
-            in >> ::skipws;
-        }
-    }
-
-    if ( is_base ) {
-        t->nodes = nodes;
-    }
-
-    // stopwatch.stop();
-    // SG_LOG( SG_TERRAIN, SG_DEBUG, 
-    //     "Loaded " << path << " in " 
-    //     << stopwatch.elapsedSeconds() << " seconds" );
-
-    return tile;
-}
-
-
-ssgLeaf *gen_leaf( const string& path,
-                   const GLenum ty, const string& material,
-                   const point_list& nodes, const point_list& normals,
-                   const point_list& texcoords,
-                   const int_list& node_index,
-                   const int_list& normal_index,
-                   const int_list& tex_index,
-                   const bool calc_lights, ssgVertexArray *lights )
-{
-    double tex_width = 1000.0, tex_height = 1000.0;
-    ssgSimpleState *state = NULL;
-    float coverage = -1;
-
-    FGNewMat *newmat = material_lib.find( material );
-    if ( newmat == NULL ) {
-        // see if this is an on the fly texture
-        string file = path;
-        string::size_type pos = file.rfind( "/" );
-        file = file.substr( 0, pos );
-        // cout << "current file = " << file << endl;
-        file += "/";
-        file += material;
-        // cout << "current file = " << file << endl;
-        if ( ! material_lib.add_item( file ) ) {
-            SG_LOG( SG_TERRAIN, SG_ALERT, 
-                    "Ack! unknown usemtl name = " << material 
-                    << " in " << path );
-        } else {
-            // locate our newly created material
-            newmat = material_lib.find( material );
-            if ( newmat == NULL ) {
-                SG_LOG( SG_TERRAIN, SG_ALERT, 
-                        "Ack! bad on the fly material create = "
-                        << material << " in " << path );
-            }
-        }
-    }
-
-    if ( newmat != NULL ) {
-        // set the texture width and height values for this
-        // material
-        tex_width = newmat->get_xsize();
-        tex_height = newmat->get_ysize();
-        state = newmat->get_state();
-        coverage = newmat->get_light_coverage();
-        // cout << "(w) = " << tex_width << " (h) = "
-        //      << tex_width << endl;
-    } else {
-        coverage = -1;
-    }
-
-    sgVec2 tmp2;
-    sgVec3 tmp3;
-    sgVec4 tmp4;
-    int i;
-
-    // vertices
-    int size = node_index.size();
-    if ( size < 1 ) {
-        SG_LOG( SG_TERRAIN, SG_ALERT, "Woh! node list size < 1" );
-        exit(-1);
-    }
-    ssgVertexArray *vl = new ssgVertexArray( size );
-    Point3D node;
-    for ( i = 0; i < size; ++i ) {
-        node = nodes[ node_index[i] ];
-        sgSetVec3( tmp3, node[0], node[1], node[2] );
-        vl -> add( tmp3 );
-    }
-
-    // normals
-    Point3D normal;
-    ssgNormalArray *nl = new ssgNormalArray( size );
-    if ( normal_index.size() ) {
-        // object file specifies normal indices (i.e. normal indices
-        // aren't 'implied'
-        for ( i = 0; i < size; ++i ) {
-            normal = normals[ normal_index[i] ];
-            sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
-            nl -> add( tmp3 );
-        }
-    } else {
-        // use implied normal indices.  normal index = vertex index.
-        for ( i = 0; i < size; ++i ) {
-            normal = normals[ node_index[i] ];
-            sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
-            nl -> add( tmp3 );
-        }
-    }
-
-    // colors
-    ssgColourArray *cl = new ssgColourArray( 1 );
-    sgSetVec4( tmp4, 1.0, 1.0, 1.0, 1.0 );
-    cl->add( tmp4 );
-
-    // texture coordinates
-    size = tex_index.size();
-    Point3D texcoord;
-    ssgTexCoordArray *tl = new ssgTexCoordArray( size );
-    if ( size == 1 ) {
-        texcoord = texcoords[ tex_index[0] ];
-        sgSetVec2( tmp2, texcoord[0], texcoord[1] );
-        sgSetVec2( tmp2, texcoord[0], texcoord[1] );
-        if ( tex_width > 0 ) {
-            tmp2[0] *= (1000.0 / tex_width);
-        }
-        if ( tex_height > 0 ) {
-            tmp2[1] *= (1000.0 / tex_height);
-        }
-        tl -> add( tmp2 );
-    } else if ( size > 1 ) {
-        for ( i = 0; i < size; ++i ) {
-            texcoord = texcoords[ tex_index[i] ];
-            sgSetVec2( tmp2, texcoord[0], texcoord[1] );
-            if ( tex_width > 0 ) {
-                tmp2[0] *= (1000.0 / tex_width);
-            }
-            if ( tex_height > 0 ) {
-                tmp2[1] *= (1000.0 / tex_height);
-            }
-            tl -> add( tmp2 );
-        }
-    }
-
-    ssgLeaf *leaf = new ssgVtxTable ( ty, vl, nl, tl, cl );
-
-    // lookup the state record
-
-    leaf->setState( state );
-
-    if ( calc_lights ) {
-        if ( coverage > 0.0 ) {
-            if ( coverage < 10000.0 ) {
-                SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
-                       << coverage << ", pushing up to 10000");
-                coverage = 10000;
-            }
-            gen_random_surface_points(leaf, lights, coverage);
-        }
-    }
-
-    return leaf;
-}
-
-
 // Load an Binary obj file
 bool fgBinObjLoad( const string& path, const bool is_base,
                    Point3D *center,
                    double *bounding_radius,
+                   SGMaterialLib *matlib,
+                   bool use_random_objects,
                    ssgBranch* geometry,
                    ssgBranch* rwy_lights,
+                   ssgBranch* taxi_lights,
                    ssgVertexArray *ground_lights )
 {
     SGBinObject obj;
-    bool use_random_objects =
-      fgGetBool("/sim/rendering/random-objects", true);
 
     if ( ! obj.read_bin( path ) ) {
         return false;
@@ -1382,7 +336,7 @@ bool fgBinObjLoad( const string& path, const bool is_base,
     *bounding_radius = obj.get_gbs_radius();
 
     point_list const& nodes = obj.get_wgs84_nodes();
-    point_list const& colors = obj.get_colors();
+    // point_list const& colors = obj.get_colors();
     point_list const& normals = obj.get_normals();
     point_list const& texcoords = obj.get_texcoords();
 
@@ -1400,23 +354,23 @@ bool fgBinObjLoad( const string& path, const bool is_base,
        if ( pt_materials[i].substr(0, 3) == "RWY" ) {
             sgVec3 up;
             sgSetVec3( up, center->x(), center->y(), center->z() );
-            ssgBranch *branch = gen_directional_lights( nodes, normals,
-                                                        pts_v[i], pts_n[i],
-                                                        pt_materials[i],
-                                                        up );
-            float ranges[] = { 0, 12000 };
-            branch->setCallback( SSG_CALLBACK_PREDRAW, runway_lights_predraw );
-            ssgRangeSelector * lod = new ssgRangeSelector;
-            lod->setRanges( ranges, 2 );
-            lod->addKid( branch );
-            rwy_lights->addKid( lod );
+            // 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].substr(0, 16) == "RWY_BLUE_TAXIWAY" ) {
+                taxi_lights->addKid( branch );
+            } else {
+                rwy_lights->addKid( branch );
+            }
         } else {
             material = pt_materials[i];
             tex_index.clear();
-            ssgLeaf *leaf = gen_leaf( path, GL_POINTS, material,
-                                      nodes, normals, texcoords,
-                                      pts_v[i], pts_n[i], tex_index,
-                                      false, ground_lights );
+            ssgLeaf *leaf = sgMakeLeaf( path, GL_POINTS, matlib, material,
+                                        nodes, normals, texcoords,
+                                        pts_v[i], pts_n[i], tex_index,
+                                        false, ground_lights );
             geometry->addKid( leaf );
         }
     }
@@ -1440,14 +394,23 @@ bool fgBinObjLoad( const string& path, const bool is_base,
     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 ) {
-        ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLES, tri_materials[i],
-                                  nodes, normals, texcoords,
-                                  tris_v[i], tris_n[i], tris_tc[i],
-                                  is_base, ground_lights );
-
-        if (use_random_objects)
-          gen_random_surface_objects(leaf, random_object_branch,
-                                     center, tri_materials[i]);
+        ssgLeaf *leaf = sgMakeLeaf( path, GL_TRIANGLES, matlib,
+                                    tri_materials[i],
+                                    nodes, normals, texcoords,
+                                    tris_v[i], tris_n[i], tris_tc[i],
+                                    is_base, ground_lights );
+
+        if ( use_random_objects ) {
+            SGMaterial *mat = matlib->find( tri_materials[i] );
+            if ( mat == NULL ) {
+                SG_LOG( SG_INPUT, SG_ALERT,
+                        "Unknown material for random surface objects = "
+                        << tri_materials[i] );
+            } else {
+                gen_random_surface_objects( leaf, random_object_branch,
+                                            center, mat );
+            }
+        }
         geometry->addKid( leaf );
     }
 
@@ -1457,14 +420,23 @@ bool fgBinObjLoad( const string& path, const bool is_base,
     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 ) {
-        ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_STRIP, strip_materials[i],
-                                  nodes, normals, texcoords,
-                                  strips_v[i], strips_n[i], strips_tc[i],
-                                  is_base, ground_lights );
-
-        if (use_random_objects)
-          gen_random_surface_objects(leaf, random_object_branch,
-                                     center,strip_materials[i]);
+        ssgLeaf *leaf = sgMakeLeaf( path, GL_TRIANGLE_STRIP,
+                                    matlib, strip_materials[i],
+                                    nodes, normals, texcoords,
+                                    strips_v[i], strips_n[i], strips_tc[i],
+                                    is_base, ground_lights );
+
+        if ( use_random_objects ) {
+            SGMaterial *mat = matlib->find( strip_materials[i] );
+            if ( mat == NULL ) {
+                SG_LOG( SG_INPUT, SG_ALERT,
+                        "Unknown material for random surface objects = "
+                        << strip_materials[i] );
+            } else {
+                gen_random_surface_objects( leaf, random_object_branch,
+                                            center, mat );
+            }
+        }
         geometry->addKid( leaf );
     }
 
@@ -1474,13 +446,23 @@ bool fgBinObjLoad( const string& path, const bool is_base,
     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 ) {
-        ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_FAN, fan_materials[i],
-                                  nodes, normals, texcoords,
-                                  fans_v[i], fans_n[i], fans_tc[i],
-                                  is_base, ground_lights );
-        if (use_random_objects)
-          gen_random_surface_objects(leaf, random_object_branch,
-                                     center, fan_materials[i]);
+        ssgLeaf *leaf = sgMakeLeaf( path, GL_TRIANGLE_FAN,
+                                    matlib, fan_materials[i],
+                                    nodes, normals, texcoords,
+                                    fans_v[i], fans_n[i], fans_tc[i],
+                                    is_base, ground_lights );
+        if ( use_random_objects ) {
+            SGMaterial *mat = matlib->find( fan_materials[i] );
+            if ( mat == NULL ) {
+                SG_LOG( SG_INPUT, SG_ALERT,
+                        "Unknown material for random surface objects = "
+                        << fan_materials[i] );
+            } else {
+                gen_random_surface_objects( leaf, random_object_branch,
+                                            center, mat );
+            }
+        }
+
         geometry->addKid( leaf );
     }