newmat = material_lib.find( material );
if ( newmat == NULL ) {
SG_LOG( SG_TERRAIN, SG_ALERT,
- "Ack! bad on the fly materia create = "
+ "Ack! bad on the fly material create = "
<< material << " in " << path );
}
}
// Load an Binary obj file
ssgBranch *fgBinObjLoad( const string& path, FGTileEntry *t,
- ssgVertexArray *lights, const bool is_base)
+ ssgVertexArray *lights, const bool is_base)
{
int i;
return object;
}
+
+
+ssgBranch *gen_taxi_sign( const string path, const string content ) {
+ // for demo purposes we assume each element (letter) is 1x1 meter.
+ // Sign is placed 0.25 meters above the ground
+
+ ssgBranch *object = new ssgBranch();
+ object->setName( (char *)content.c_str() );
+
+ double offset = content.length() / 2.0;
+
+ for ( unsigned int i = 0; i < content.length(); ++i ) {
+ string material;
+
+ char item = content[i];
+ if ( item == '<' ) {
+ material = "ArrowL.rgb";
+ } else if ( item == '>' ) {
+ material = "ArrowR.rgb";
+ } else if ( item >= 'A' && item <= 'Z' ) {
+ material = "Letter";
+ material += item;
+ material += ".rgb";
+ } else if ( item >= 'a' && item <= 'z' ) {
+ int tmp = item - 'a';
+ char c = 'A' + tmp;
+ material = "Black";
+ material += c;
+ material += ".rgb";
+ } else {
+ cout << "Unknown taxi sign code = '" << item << "' !!!!" << endl;
+ return NULL;
+ }
+
+ point_list nodes; nodes.clear();
+ point_list normals; normals.clear();
+ point_list texcoords; texcoords.clear();
+ int_list vertex_index; vertex_index.clear();
+ int_list tex_index; tex_index.clear();
+
+ nodes.push_back( Point3D( -offset + i, 0, 0.25 ) );
+ nodes.push_back( Point3D( -offset + i + 1, 0, 0.25 ) );
+ nodes.push_back( Point3D( -offset + i, 0, 1.25 ) );
+ nodes.push_back( Point3D( -offset + i + 1, 0, 1.25 ) );
+
+ normals.push_back( Point3D( 0, -1, 0 ) );
+ normals.push_back( Point3D( 0, -1, 0 ) );
+ normals.push_back( Point3D( 0, -1, 0 ) );
+ normals.push_back( Point3D( 0, -1, 0 ) );
+
+ texcoords.push_back( Point3D( 0, 0, 0 ) );
+ texcoords.push_back( Point3D( 1, 0, 0 ) );
+ texcoords.push_back( Point3D( 0, 1, 0 ) );
+ texcoords.push_back( Point3D( 1, 1, 0 ) );
+
+ vertex_index.push_back( 0 );
+ vertex_index.push_back( 1 );
+ vertex_index.push_back( 2 );
+ vertex_index.push_back( 3 );
+
+ tex_index.push_back( 0 );
+ tex_index.push_back( 1 );
+ tex_index.push_back( 2 );
+ tex_index.push_back( 3 );
+
+ ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_STRIP, material,
+ nodes, normals, texcoords,
+ vertex_index, tex_index,
+ false, NULL );
+
+ object->addKid( leaf );
+ }
+
+ return object;
+}
+
+
+ssgBranch *gen_runway_sign( const string path, const string name ) {
+ // for demo purposes we assume each element (letter) is 1x1 meter.
+ // Sign is placed 0.25 meters above the ground
+
+ ssgBranch *object = new ssgBranch();
+ object->setName( (char *)name.c_str() );
+
+ double width = name.length() / 3.0;
+
+ string material = name + ".rgb";
+
+ point_list nodes; nodes.clear();
+ point_list normals; normals.clear();
+ point_list texcoords; texcoords.clear();
+ int_list vertex_index; vertex_index.clear();
+ int_list tex_index; tex_index.clear();
+
+ nodes.push_back( Point3D( -width, 0, 0.25 ) );
+ nodes.push_back( Point3D( width + 1, 0, 0.25 ) );
+ nodes.push_back( Point3D( -width, 0, 1.25 ) );
+ nodes.push_back( Point3D( width + 1, 0, 1.25 ) );
+
+ normals.push_back( Point3D( 0, -1, 0 ) );
+ normals.push_back( Point3D( 0, -1, 0 ) );
+ normals.push_back( Point3D( 0, -1, 0 ) );
+ normals.push_back( Point3D( 0, -1, 0 ) );
+
+ texcoords.push_back( Point3D( 0, 0, 0 ) );
+ texcoords.push_back( Point3D( 1, 0, 0 ) );
+ texcoords.push_back( Point3D( 0, 1, 0 ) );
+ texcoords.push_back( Point3D( 1, 1, 0 ) );
+
+ vertex_index.push_back( 0 );
+ vertex_index.push_back( 1 );
+ vertex_index.push_back( 2 );
+ vertex_index.push_back( 3 );
+
+ tex_index.push_back( 0 );
+ tex_index.push_back( 1 );
+ tex_index.push_back( 2 );
+ tex_index.push_back( 3 );
+
+ ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_STRIP, material,
+ nodes, normals, texcoords,
+ vertex_index, tex_index,
+ false, NULL );
+
+ object->addKid( leaf );
+
+ return object;
+}