//
// 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 STL_STRING
+#include <osg/Array>
+#include <osg/Geometry>
+#include <osg/Geode>
+#include <osg/LOD>
+#include <osg/MatrixTransform>
+#include <osg/NodeCallback>
+#include <osg/Switch>
+
#include <simgear/bucket/newbucket.hxx>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/polar3d.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/tgdb/apt_signs.hxx>
#include <simgear/scene/tgdb/obj.hxx>
-#include <simgear/scene/tgdb/vasi.hxx>
#include <simgear/scene/model/placementtrans.hxx>
+#include <simgear/scene/util/SGUpdateVisitor.hxx>
#include <Aircraft/aircraft.hxx>
#include <Include/general.hxx>
SG_USING_STD(string);
+// FIXME: investigate what huge update flood is clamped away here ...
+class FGTileUpdateCallback : public osg::NodeCallback {
+public:
+ virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
+ {
+ assert(dynamic_cast<SGUpdateVisitor*>(nv));
+ SGUpdateVisitor* updateVisitor = static_cast<SGUpdateVisitor*>(nv);
+
+ osg::Vec3 center = node->getBound().center();
+ double distance = dist(updateVisitor->getGlobalEyePos(),
+ SGVec3d(center[0], center[1], center[2]));
+ if (updateVisitor->getVisibility() + node->getBound().radius() < distance)
+ return;
+
+ traverse(node, nv);
+ }
+};
// Constructor
FGTileEntry::FGTileEntry ( const SGBucket& b )
- : center( Point3D( 0.0 ) ),
- tile_bucket( b ),
- terra_transform( new ssgPlacementTransform ),
- vasi_lights_transform( new ssgPlacementTransform ),
- rwy_lights_transform( new ssgPlacementTransform ),
- taxi_lights_transform( new ssgPlacementTransform ),
- terra_range( new ssgRangeSelector ),
- vasi_lights_selector( new ssgSelector ),
- rwy_lights_selector( new ssgSelector ),
- taxi_lights_selector( new ssgSelector ),
+ : tile_bucket( b ),
+ terra_transform( new osg::Group ),
+ terra_range( new osg::LOD ),
loaded(false),
pending_models(0),
is_inner_ring(false),
free_tracker(0)
{
- // update the contents
- // if ( vec3_ptrs.size() || vec2_ptrs.size() || index_ptrs.size() ) {
- // SG_LOG( SG_TERRAIN, SG_ALERT,
- // "Attempting to overwrite existing or"
- // << " not properly freed leaf data." );
- // exit(-1);
- // }
+ terra_transform->setUpdateCallback(new FGTileUpdateCallback);
}
// Destructor
FGTileEntry::~FGTileEntry () {
- // cout << "nodes = " << nodes.size() << endl;;
- // delete[] nodes;
-}
-
-
-#if 0
-// Please keep this for reference. We use Norman's optimized routine,
-// but here is what the routine really is doing.
-void
-FGTileEntry::WorldCoordinate( sgCoord *obj_pos, Point3D center,
- double lat, double lon, double elev, double hdg)
-{
- // setup transforms
- Point3D geod( lon * SGD_DEGREES_TO_RADIANS,
- lat * SGD_DEGREES_TO_RADIANS,
- elev );
-
- Point3D world_pos = sgGeodToCart( geod );
- Point3D offset = world_pos - center;
-
- sgMat4 POS;
- sgMakeTransMat4( POS, offset.x(), offset.y(), offset.z() );
-
- sgVec3 obj_rt, obj_up;
- sgSetVec3( obj_rt, 0.0, 1.0, 0.0); // Y axis
- sgSetVec3( obj_up, 0.0, 0.0, 1.0); // Z axis
-
- sgMat4 ROT_lon, ROT_lat, ROT_hdg;
- sgMakeRotMat4( ROT_lon, lon, obj_up );
- sgMakeRotMat4( ROT_lat, 90 - lat, obj_rt );
- sgMakeRotMat4( ROT_hdg, hdg, obj_up );
-
- sgMat4 TUX;
- sgCopyMat4( TUX, ROT_hdg );
- sgPostMultMat4( TUX, ROT_lat );
- sgPostMultMat4( TUX, ROT_lon );
- sgPostMultMat4( TUX, POS );
-
- sgSetCoord( obj_pos, TUX );
}
-#endif
-
-// Norman's 'fast hack' for above
-static void WorldCoordinate( sgCoord *obj_pos, Point3D center, double lat,
+static void WorldCoordinate( osg::Matrix& obj_pos, double lat,
double lon, double elev, double hdg )
{
double lon_rad = lon * SGD_DEGREES_TO_RADIANS;
Point3D geod( lon_rad, lat_rad, elev );
Point3D world_pos = sgGeodToCart( geod );
- Point3D offset = world_pos - center;
+ Point3D offset = world_pos;
- sgMat4 mat;
+ sgdMat4 mat;
- SGfloat sin_lat = (SGfloat)sin( lat_rad );
- SGfloat cos_lat = (SGfloat)cos( lat_rad );
- SGfloat cos_lon = (SGfloat)cos( lon_rad );
- SGfloat sin_lon = (SGfloat)sin( lon_rad );
- SGfloat sin_hdg = (SGfloat)sin( hdg_rad ) ;
- SGfloat cos_hdg = (SGfloat)cos( hdg_rad ) ;
+ double sin_lat = sin( lat_rad );
+ double cos_lat = cos( lat_rad );
+ double cos_lon = cos( lon_rad );
+ double sin_lon = sin( lon_rad );
+ double sin_hdg = sin( hdg_rad ) ;
+ double cos_hdg = cos( hdg_rad ) ;
- mat[0][0] = cos_hdg * (SGfloat)sin_lat * (SGfloat)cos_lon - sin_hdg * (SGfloat)sin_lon;
- mat[0][1] = cos_hdg * (SGfloat)sin_lat * (SGfloat)sin_lon + sin_hdg * (SGfloat)cos_lon;
- mat[0][2] = -cos_hdg * (SGfloat)cos_lat;
+ mat[0][0] = cos_hdg * sin_lat * cos_lon - sin_hdg * sin_lon;
+ mat[0][1] = cos_hdg * sin_lat * sin_lon + sin_hdg * cos_lon;
+ mat[0][2] = -cos_hdg * cos_lat;
mat[0][3] = SG_ZERO;
- mat[1][0] = -sin_hdg * (SGfloat)sin_lat * (SGfloat)cos_lon - cos_hdg * (SGfloat)sin_lon;
- mat[1][1] = -sin_hdg * (SGfloat)sin_lat * (SGfloat)sin_lon + cos_hdg * (SGfloat)cos_lon;
- mat[1][2] = sin_hdg * (SGfloat)cos_lat;
+ mat[1][0] = -sin_hdg * sin_lat * cos_lon - cos_hdg * sin_lon;
+ mat[1][1] = -sin_hdg * sin_lat * sin_lon + cos_hdg * cos_lon;
+ mat[1][2] = sin_hdg * cos_lat;
mat[1][3] = SG_ZERO;
- mat[2][0] = (SGfloat)cos_lat * (SGfloat)cos_lon;
- mat[2][1] = (SGfloat)cos_lat * (SGfloat)sin_lon;
- mat[2][2] = (SGfloat)sin_lat;
+ mat[2][0] = cos_lat * cos_lon;
+ mat[2][1] = cos_lat * sin_lon;
+ mat[2][2] = sin_lat;
mat[2][3] = SG_ZERO;
mat[3][0] = offset.x();
mat[3][2] = offset.z();
mat[3][3] = SG_ONE ;
- sgSetCoord( obj_pos, mat );
-}
-
-
-// recurse an ssg tree and call removeKid() on every node from the
-// bottom up. Leaves the original branch in existance, but empty so
-// it can be removed by the calling routine.
-static void my_remove_branch( ssgBranch * branch ) {
- for ( ssgEntity *k = branch->getKid( 0 );
- k != NULL;
- k = branch->getNextKid() )
- {
- if ( k -> isAKindOf ( ssgTypeBranch() ) ) {
- my_remove_branch( (ssgBranch *)k );
- branch -> removeKid ( k );
- } else if ( k -> isAKindOf ( ssgTypeLeaf() ) ) {
- branch -> removeKid ( k ) ;
- }
- }
+ for (unsigned i = 0; i < 4; ++i)
+ for (unsigned j = 0; j < 4; ++j)
+ obj_pos(i, j) = mat[i][j];
}
// elements freed. An empty branch node is considered a leaf. This
// is intended to spread the load of freeing a complex tile out over
// several frames.
-static int fgPartialFreeSSGtree( ssgBranch *b, int n ) {
- int num_deletes = 0;
-
- if ( n > 0 ) {
- // we still have some delete budget left
- // if ( b->getNumKids() > 100 ) {
- // cout << "large family = " << b->getNumKids() << endl;
- // }
- // deleting in reverse would help if my plib patch get's
- // applied, but for now it will make things slower.
- // for ( int i = b->getNumKids() - 1; i >= 0 ; --i ) {
- for ( int i = 0; i < b->getNumKids(); ++i ) {
- ssgEntity *kid = b->getKid(i);
- if ( kid->isAKindOf( ssgTypeBranch() ) && kid->getRef() <= 1 ) {
- int result = fgPartialFreeSSGtree( (ssgBranch *)kid, n );
- num_deletes += result;
- n -= result;
- if ( n < 0 ) {
- break;
- }
- }
- // remove the kid if (a) it is now empty -or- (b) it's ref
- // count is > zero at which point we don't care if it's
- // empty, we don't want to touch it's contents.
- if ( kid->getNumKids() == 0 || kid->getRef() > 1 ) {
- b->removeKid( kid );
- num_deletes++;
- n--;
- }
- }
- }
+static int fgPartialFreeSSGtree( osg::Group *b, int n ) {
+ int num_deletes = b->getNumChildren();
+
+ b->removeChildren(0, b->getNumChildren());
return num_deletes;
}
// delete the terrain branch (this should already have been
// disconnected from the scene graph)
SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING terra_transform" );
- if ( fgPartialFreeSSGtree( terra_transform, delete_size ) == 0 ) {
+ if ( fgPartialFreeSSGtree( terra_transform.get(), delete_size ) == 0 ) {
terra_transform = 0;
free_tracker |= TERRA_NODE;
}
- } else if ( !(free_tracker & GROUND_LIGHTS) && gnd_lights_transform ) {
- // delete the terrain lighting branch (this should already have been
- // disconnected from the scene graph)
- SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING gnd_lights_transform" );
- if ( fgPartialFreeSSGtree( gnd_lights_transform, delete_size ) == 0 ) {
- gnd_lights_transform = 0;
- free_tracker |= GROUND_LIGHTS;
- }
- } else if ( !(free_tracker & VASI_LIGHTS) && vasi_lights_selector ) {
- // delete the runway lighting branch (this should already have
- // been disconnected from the scene graph)
- SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING vasi_lights_selector" );
- if ( fgPartialFreeSSGtree( vasi_lights_selector, delete_size ) == 0 ) {
- vasi_lights_selector = 0;
- free_tracker |= VASI_LIGHTS;
- }
- } else if ( !(free_tracker & RWY_LIGHTS) && rwy_lights_selector ) {
- // delete the runway lighting branch (this should already have
- // been disconnected from the scene graph)
- SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING rwy_lights_selector" );
- if ( fgPartialFreeSSGtree( rwy_lights_selector, delete_size ) == 0 ) {
- rwy_lights_selector = 0;
- free_tracker |= RWY_LIGHTS;
- }
- } else if ( !(free_tracker & TAXI_LIGHTS) && taxi_lights_selector ) {
- // delete the taxi lighting branch (this should already have been
- // disconnected from the scene graph)
- SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING taxi_lights_selector" );
- if ( fgPartialFreeSSGtree( taxi_lights_selector, delete_size ) == 0 ) {
- taxi_lights_selector = 0;
- free_tracker |= TAXI_LIGHTS;
- }
} else if ( !(free_tracker & LIGHTMAPS) ) {
free_tracker |= LIGHTMAPS;
} else {
// Update the ssg transform node for this tile so it can be
// properly drawn relative to our (0,0,0) point
-void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
+void FGTileEntry::prep_ssg_node(float vis) {
if ( !loaded ) return;
// visibility can change from frame to frame so we update the
// range selector cutoff's each time.
- terra_range->setRange( 0, SG_ZERO );
- terra_range->setRange( 1, vis + bounding_radius );
-
- if ( gnd_lights_range ) {
- gnd_lights_range->setRange( 0, SG_ZERO );
- gnd_lights_range->setRange( 1, vis * 1.5 + bounding_radius );
- }
-
- sgdVec3 sgdTrans;
- sgdSetVec3( sgdTrans, center.x(), center.y(), center.z() );
-
- FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
- if ( gnd_lights_transform ) {
- // we need to lift the lights above the terrain to avoid
- // z-buffer fighting. We do this based on our altitude and
- // the distance this tile is away from scenery center.
-
- // we expect 'up' to be a unit vector coming in, but since we
- // modify the value of lift_vec, we need to create a local
- // copy.
- sgVec3 lift_vec;
- sgCopyVec3( lift_vec, up );
-
- double agl;
- agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
- - globals->get_current_view()->getSGLocation()->get_cur_elev_m();
-
- // Compute the distance of the scenery center from the view position.
- double dist = center.distance3D(p);
-
- if ( general.get_glDepthBits() > 16 ) {
- sgScaleVec3( lift_vec, 10.0 + agl / 100.0 + dist / 10000 );
- } else {
- sgScaleVec3( lift_vec, 10.0 + agl / 20.0 + dist / 5000 );
- }
-
- sgdVec3 dlt_trans;
- sgdCopyVec3( dlt_trans, sgdTrans );
- sgdVec3 dlift_vec;
- sgdSetVec3( dlift_vec, lift_vec );
- sgdAddVec3( dlt_trans, dlift_vec );
- gnd_lights_transform->setTransform( dlt_trans );
-
- // select which set of lights based on sun angle
- float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
- if ( sun_angle > 95 ) {
- gnd_lights_brightness->select(0x04);
- } else if ( sun_angle > 92 ) {
- gnd_lights_brightness->select(0x02);
- } else if ( sun_angle > 89 ) {
- gnd_lights_brightness->select(0x01);
- } else {
- gnd_lights_brightness->select(0x00);
- }
- }
-
- if ( vasi_lights_transform ) {
- // we need to lift the lights above the terrain to avoid
- // z-buffer fighting. We do this based on our altitude and
- // the distance this tile is away from scenery center.
-
- sgVec3 lift_vec;
- sgCopyVec3( lift_vec, up );
-
- // we fudge agl by 30 meters so that the lifting function
- // doesn't phase in until we are > 30m agl.
- double agl;
- agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
- - globals->get_current_view()->getSGLocation()->get_cur_elev_m()
- - 30.0;
- if ( agl < 0.0 ) {
- agl = 0.0;
- }
-
- if ( general.get_glDepthBits() > 16 ) {
- sgScaleVec3( lift_vec, 0.25 + agl / 400.0 + agl*agl / 5000000.0 );
- } else {
- sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
- }
-
- sgdVec3 dlt_trans;
- sgdCopyVec3( dlt_trans, sgdTrans );
- sgdVec3 dlift_vec;
- sgdSetVec3( dlift_vec, lift_vec );
- sgdAddVec3( dlt_trans, dlift_vec );
- vasi_lights_transform->setTransform( dlt_trans );
-
- // generally, vasi lights are always on
- vasi_lights_selector->select(0x01);
- }
-
- if ( rwy_lights_transform ) {
- // we need to lift the lights above the terrain to avoid
- // z-buffer fighting. We do this based on our altitude and
- // the distance this tile is away from scenery center.
-
- sgVec3 lift_vec;
- sgCopyVec3( lift_vec, up );
-
- // we fudge agl by 30 meters so that the lifting function
- // doesn't phase in until we are > 30m agl.
- double agl;
- agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
- - globals->get_current_view()->getSGLocation()->get_cur_elev_m()
- - 30.0;
- if ( agl < 0.0 ) {
- agl = 0.0;
- }
-
- if ( general.get_glDepthBits() > 16 ) {
- sgScaleVec3( lift_vec, 0.01 + agl / 400.0 + agl*agl / 5000000.0 );
- } else {
- sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
- }
-
- sgdVec3 dlt_trans;
- sgdCopyVec3( dlt_trans, sgdTrans );
- sgdVec3 dlift_vec;
- sgdSetVec3( dlift_vec, lift_vec );
- sgdAddVec3( dlt_trans, dlift_vec );
- rwy_lights_transform->setTransform( dlt_trans );
-
- // turn runway lights on/off based on sun angle and visibility
- float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
- if ( sun_angle > 85 ||
- (fgGetDouble("/environment/visibility-m") < 5000.0) ) {
- rwy_lights_selector->select(0x01);
- } else {
- rwy_lights_selector->select(0x00);
- }
- }
-
- if ( taxi_lights_transform ) {
- // we need to lift the lights above the terrain to avoid
- // z-buffer fighting. We do this based on our altitude and
- // the distance this tile is away from scenery center.
-
- sgVec3 lift_vec;
- sgCopyVec3( lift_vec, up );
-
- // we fudge agl by 30 meters so that the lifting function
- // doesn't phase in until we are > 30m agl.
- double agl;
- agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
- - globals->get_current_view()->getSGLocation()->get_cur_elev_m()
- - 30.0;
- if ( agl < 0.0 ) {
- agl = 0.0;
- }
-
- if ( general.get_glDepthBits() > 16 ) {
- sgScaleVec3( lift_vec, 0.01 + agl / 400.0 + agl*agl / 5000000.0 );
- } else {
- sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
- }
-
- sgdVec3 dlt_trans;
- sgdCopyVec3( dlt_trans, sgdTrans );
- sgdVec3 dlift_vec;
- sgdSetVec3( dlift_vec, lift_vec );
- sgdAddVec3( dlt_trans, dlift_vec );
- taxi_lights_transform->setTransform( dlt_trans );
-
- // turn taxi lights on/off based on sun angle and visibility
- float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
- if ( sun_angle > 85 ||
- (fgGetDouble("/environment/visibility-m") < 5000.0) ) {
- taxi_lights_selector->select(0x01);
- } else {
- taxi_lights_selector->select(0x00);
- }
- }
-
- if ( vasi_lights_transform && is_inner_ring ) {
- // now we need to traverse the list of vasi lights and update
- // their coloring (but only for the inner ring, no point in
- // doing this extra work for tiles that are relatively far
- // away.)
- for ( int i = 0; i < vasi_lights_transform->getNumKids(); ++i ) {
- // cout << "vasi root = " << i << endl;
- ssgBranch *v = (ssgBranch *)vasi_lights_transform->getKid(i);
- for ( int j = 0; j < v->getNumKids(); ++j ) {
- // cout << " vasi branch = " << j << endl;
- ssgTransform *kid = (ssgTransform *)v->getKid(j);
- SGVASIUserData *vasi = (SGVASIUserData *)kid->getUserData();
-
- if ( vasi != NULL ) {
- sgdVec3 s;
- sgdCopyVec3( s, vasi->get_abs_pos() );
- Point3D start(s[0], s[1], s[2]);
-
- sgdVec3 d;
- sgdCopyVec3( d, globals->get_current_view()->get_absolute_view_pos() );
-
- double dist = sgdDistanceVec3( s, d );
-
- if ( dist < 10000 ) {
- double cur_alt
- = globals->get_current_view()->getAltitudeASL_ft()
- * SG_FEET_TO_METER;
-
- double y = cur_alt - vasi->get_alt_m();
-
- double angle;
- if ( dist != 0 ) {
- angle = asin( y / dist );
- } else {
- angle = 0.0;
- }
-
- vasi->set_color(angle * SG_RADIANS_TO_DEGREES);
- }
- // cout << " dist = " << dist
- // << " angle = " << angle * SG_RADIANS_TO_DEGREES
- // << endl;
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT, "no vasi data!" );
- }
- }
- }
- }
+ float bounding_radius = terra_range->getChild(0)->getBound().radius();
+ terra_range->setRange( 0, 0, vis + bounding_radius );
}
-
-// Set up lights rendering call backs
-static int fgLightsPredraw( ssgEntity *e ) {
-#if 0
- if (glPointParameterIsSupported) {
- static float quadratic[3] = {1.0, 0.01, 0.0001};
- glPointParameterfvProc(GL_DISTANCE_ATTENUATION_EXT, quadratic);
- glPointParameterfProc(GL_POINT_SIZE_MIN_EXT, 1.0);
- glPointSize(4.0);
- }
-#endif
- return true;
-}
-
-static int fgLightsPostdraw( ssgEntity *e ) {
-#if 0
- if (glPointParameterIsSupported) {
- static float default_attenuation[3] = {1.0, 0.0, 0.0};
- glPointParameterfvProc(GL_DISTANCE_ATTENUATION_EXT,
- default_attenuation);
- glPointSize(1.0);
- }
-#endif
- return true;
-}
-
-
-ssgLeaf* FGTileEntry::gen_lights( SGMaterialLib *matlib, ssgVertexArray *lights,
- int inc, float bright )
-{
- // generate a repeatable random seed
- float *p1 = lights->get( 0 );
- unsigned int *seed = (unsigned int *)p1;
- sg_srandom( *seed );
-
- int size = lights->getNum() / inc;
-
- // Allocate ssg structure
- ssgVertexArray *vl = new ssgVertexArray( size + 1 );
- ssgNormalArray *nl = NULL;
- ssgTexCoordArray *tl = NULL;
- ssgColourArray *cl = new ssgColourArray( size + 1 );
-
- sgVec4 color;
- for ( int i = 0; i < lights->getNum(); ++i ) {
- // this loop is slightly less efficient than it otherwise
- // could be, but we want a red light to always be red, and a
- // yellow light to always be yellow, etc. so we are trying to
- // preserve the random sequence.
- float zombie = sg_random();
- if ( i % inc == 0 ) {
- vl->add( lights->get(i) );
-
- // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
- float factor = sg_random();
- factor *= factor;
-
- if ( zombie > 0.5 ) {
- // 50% chance of yellowish
- sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 );
- } else if ( zombie > 0.15 ) {
- // 35% chance of whitish
- sgSetVec4( color, 0.9, 0.9, 0.8, bright - factor * 0.2 );
- } else if ( zombie > 0.05 ) {
- // 10% chance of orangish
- sgSetVec4( color, 0.9, 0.6, 0.2, bright - factor * 0.2 );
- } else {
- // 5% chance of redish
- sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 );
- }
- cl->add( color );
- }
- }
-
- // create ssg leaf
- ssgLeaf *leaf =
- new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
-
- // assign state
- SGMaterial *mat = matlib->find( "GROUND_LIGHTS" );
- leaf->setState( mat->get_state() );
- leaf->setCallback( SSG_CALLBACK_PREDRAW, fgLightsPredraw );
- leaf->setCallback( SSG_CALLBACK_POSTDRAW, fgLightsPostdraw );
-
- return leaf;
-}
-
-
bool FGTileEntry::obj_load( const string& path,
- ssgBranch *geometry,
- ssgBranch *vasi_lights,
- ssgBranch *rwy_lights,
- ssgBranch *taxi_lights,
- ssgVertexArray *ground_lights, bool is_base )
+ osg::Group *geometry, bool is_base )
{
- Point3D c; // returned center point
- double br; // returned bounding radius
-
bool use_random_objects =
fgGetBool("/sim/rendering/random-objects", true);
// try loading binary format
- if ( sgBinObjLoad( path, is_base,
- &c, &br, globals->get_matlib(), use_random_objects,
- geometry, vasi_lights, rwy_lights, taxi_lights,
- ground_lights ) )
- {
- if ( is_base ) {
- center = c;
- bounding_radius = br;
- }
- }
+ osg::Node* node = SGLoadBTG(path, globals->get_matlib(), is_base, use_random_objects);
+ if (node)
+ geometry->addChild(node);
- return (geometry != NULL);
+ return node;
}
OBJECT,
OBJECT_SHARED,
OBJECT_STATIC,
- OBJECT_TAXI_SIGN,
+ OBJECT_SIGN,
OBJECT_RUNWAY_SIGN
} object_type;
string token;
in >> token;
- if ( token[0] == '#' ) {
+ if ( token.empty() || token[0] == '#' ) {
in >> ::skipeol;
continue;
}
} else if ( token == "OBJECT_SHARED" ) {
objects.push_back(new Object(OBJECT_SHARED, token, tile_path, in));
- } else if ( token == "OBJECT_TAXI_SIGN" ) {
- objects.push_back(new Object(OBJECT_TAXI_SIGN, token, tile_path, in));
+ } else if ( token == "OBJECT_SIGN" ) {
+ objects.push_back(new Object(OBJECT_SIGN, token, tile_path, in));
} else if ( token == "OBJECT_RUNWAY_SIGN" ) {
objects.push_back(new Object(OBJECT_RUNWAY_SIGN, token, tile_path, in));
// obj_load() will generate ground lighting for us ...
- ssgVertexArray *light_pts = new ssgVertexArray( 100 );
- ssgBranch* new_tile = new ssgBranch;
-
+ osg::Group* new_tile = new osg::Group;
if (found_tile_base) {
// load tile if found ...
- ssgSharedPtr<ssgBranch> geometry = new ssgBranch;
- if ( obj_load( object_base.str(), geometry,
- NULL, NULL, NULL, light_pts, true ) ) {
- geometry->getKid( 0 )->setTravCallback(SSG_CALLBACK_PRETRAV,
- &FGTileMgr::tile_filter_cb);
-
- new_tile -> addKid( geometry );
- }
+ obj_load( object_base.str(), new_tile, true );
} else {
// ... or generate an ocean tile on the fly
SG_LOG(SG_TERRAIN, SG_INFO, " Generating ocean tile");
- ssgSharedPtr<ssgBranch> geometry = new ssgBranch;
- Point3D c;
- double br;
- if ( sgGenTile( path_list[0], tile_bucket, &c, &br,
- globals->get_matlib(), geometry ) ) {
- center = c;
- bounding_radius = br;
- new_tile -> addKid( geometry );
- } else {
+ if ( !SGGenTile( path_list[0], tile_bucket,
+ globals->get_matlib(), new_tile ) ) {
SG_LOG( SG_TERRAIN, SG_ALERT,
"Warning: failed to generate ocean tile!" );
}
if (obj->type == OBJECT) {
SGPath custom_path = obj->path;
custom_path.append( obj->name );
-
- ssgSharedPtr<ssgBranch> geometry = new ssgBranch;
- ssgSharedPtr<ssgBranch> vasi_lights = new ssgBranch;
- ssgSharedPtr<ssgBranch> rwy_lights = new ssgBranch;
- ssgSharedPtr<ssgBranch> taxi_lights = new ssgBranch;
-
- if ( obj_load( custom_path.str(),
- geometry, vasi_lights, rwy_lights,
- taxi_lights, NULL, false ) ) {
-
- if ( geometry -> getNumKids() > 0 ) {
- geometry->getKid( 0 )->setTravCallback(
- SSG_CALLBACK_PRETRAV,
- &FGTileMgr::tile_filter_cb );
- new_tile -> addKid( geometry );
- }
-
- if ( vasi_lights -> getNumKids() > 0 )
- vasi_lights_transform -> addKid( vasi_lights );
-
- if ( rwy_lights -> getNumKids() > 0 )
- rwy_lights_transform -> addKid( rwy_lights );
-
- if ( taxi_lights -> getNumKids() > 0 )
- taxi_lights_transform -> addKid( taxi_lights );
- }
-
+ obj_load( custom_path.str(), new_tile, false );
} else if (obj->type == OBJECT_SHARED || obj->type == OBJECT_STATIC) {
// object loading is deferred to main render thread,
}
custom_path.append( obj->name );
- sgCoord obj_pos;
- WorldCoordinate( &obj_pos, center, obj->lat, obj->lon, obj->elev, obj->hdg );
+ osg::Matrix obj_pos;
+ WorldCoordinate( obj_pos, obj->lat, obj->lon, obj->elev, obj->hdg );
- ssgTransform *obj_trans = new ssgTransform;
- obj_trans->setTransform( &obj_pos );
+ osg::MatrixTransform *obj_trans = new osg::MatrixTransform;
+ obj_trans->setMatrix( obj_pos );
// wire as much of the scene graph together as we can
- new_tile->addKid( obj_trans );
+ new_tile->addChild( obj_trans );
pending_models++;
// push an entry onto the model load queue
= new FGDeferredModel( custom_path.str(),
obj->path.str(),
tile_bucket,
- this, obj_trans );
+ this, obj_trans,
+ obj->type == OBJECT_SHARED );
FGTileMgr::model_ready( dm );
- } else if (obj->type == OBJECT_TAXI_SIGN || obj->type == OBJECT_RUNWAY_SIGN) {
- ssgBranch *(*make_sign)(SGMaterialLib *, const string, const string);
- make_sign = obj->type == OBJECT_TAXI_SIGN ? sgMakeTaxiSign : sgMakeRunwaySign;
-
+ } else if (obj->type == OBJECT_SIGN || obj->type == OBJECT_RUNWAY_SIGN) {
// load the object itself
SGPath custom_path = obj->path;
custom_path.append( obj->name );
- sgCoord obj_pos;
- WorldCoordinate( &obj_pos, center, obj->lat, obj->lon, obj->elev, obj->hdg );
+ osg::Matrix obj_pos;
+ WorldCoordinate( obj_pos, obj->lat, obj->lon, obj->elev, obj->hdg );
- ssgTransform *obj_trans = new ssgTransform;
- obj_trans->setTransform( &obj_pos );
+ osg::MatrixTransform *obj_trans = new osg::MatrixTransform;
+ obj_trans->setMatrix( obj_pos );
- ssgBranch *custom_obj
- = (*make_sign)(globals->get_matlib(), custom_path.str(), obj->name);
+ osg::Node *custom_obj = 0;
+ if (obj->type == OBJECT_SIGN)
+ custom_obj = SGMakeSign(globals->get_matlib(), custom_path.str(), obj->name);
+ else
+ custom_obj = SGMakeRunwaySign(globals->get_matlib(), custom_path.str(), obj->name);
// wire the pieces together
if ( custom_obj != NULL ) {
- obj_trans -> addKid( custom_obj );
+ obj_trans -> addChild( custom_obj );
}
- new_tile->addKid( obj_trans );
+ new_tile->addChild( obj_trans );
}
delete obj;
}
-
- if ( new_tile != NULL ) {
- terra_range->addKid( new_tile );
- }
-
- terra_transform->addKid( terra_range );
-
- // calculate initial tile offset
- sgdVec3 sgdTrans;
- sgdSetVec3( sgdTrans, center.x(), center.y(), center.z() );
- terra_transform->setTransform( sgdTrans );
-
- // Add ground lights to scene graph if any exist
- gnd_lights_transform = NULL;
- gnd_lights_range = NULL;
- if ( light_pts->getNum() ) {
- SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
- gnd_lights_transform = new ssgPlacementTransform;
- gnd_lights_range = new ssgRangeSelector;
- gnd_lights_brightness = new ssgSelector;
- ssgLeaf *lights;
-
- lights = gen_lights( globals->get_matlib(), light_pts, 4, 0.7 );
- gnd_lights_brightness->addKid( lights );
-
- lights = gen_lights( globals->get_matlib(), light_pts, 2, 0.85 );
- gnd_lights_brightness->addKid( lights );
-
- lights = gen_lights( globals->get_matlib(), light_pts, 1, 1.0 );
- gnd_lights_brightness->addKid( lights );
-
- gnd_lights_range->addKid( gnd_lights_brightness );
- gnd_lights_transform->addKid( gnd_lights_range );
- gnd_lights_transform->setTransform( sgdTrans );
- }
-
- // Update vasi lights transform
- if ( vasi_lights_transform->getNumKids() > 0 ) {
- vasi_lights_transform->setTransform( sgdTrans );
- }
-
- // Update runway lights transform
- if ( rwy_lights_transform->getNumKids() > 0 ) {
- rwy_lights_transform->setTransform( sgdTrans );
- }
-
- // Update taxi lights transform
- if ( taxi_lights_transform->getNumKids() > 0 ) {
- taxi_lights_transform->setTransform( sgdTrans );
- }
-
- delete light_pts;
+ terra_range->addChild( new_tile );
+ terra_transform->addChild( terra_range.get() );
}
void
-FGTileEntry::makeDList( ssgBranch *b )
-{
- int nb = b->getNumKids();
- for (int i = 0; i<nb; i++) {
- ssgEntity *e = b->getKid(i);
- if (e->isAKindOf(ssgTypeLeaf())) {
- ((ssgLeaf*)e)->makeDList();
- } else if (e->isAKindOf(ssgTypeBranch())) {
- makeDList( (ssgBranch*)e );
- }
- }
-}
-
-void
-FGTileEntry::add_ssg_nodes( ssgBranch *terrain_branch,
- ssgBranch *gnd_lights_branch,
- ssgBranch *vasi_lights_branch,
- ssgBranch *rwy_lights_branch,
- ssgBranch *taxi_lights_branch )
+FGTileEntry::add_ssg_nodes( osg::Group *terrain_branch )
{
// bump up the ref count so we can remove this later without
// having ssg try to free the memory.
-#if PLIB_VERSION > 183
- if ( fgGetBool( "/sim/rendering/use-display-list", true ) ) {
- makeDList( terra_transform );
- }
-#endif
-
- terrain_branch->addKid( terra_transform );
- globals->get_scenery()->register_placement_transform(terra_transform);
+ terrain_branch->addChild( terra_transform.get() );
SG_LOG( SG_TERRAIN, SG_DEBUG,
"connected a tile into scene graph. terra_transform = "
- << terra_transform );
+ << terra_transform.get() );
SG_LOG( SG_TERRAIN, SG_DEBUG, "num parents now = "
<< terra_transform->getNumParents() );
- if ( gnd_lights_transform != NULL ) {
- // bump up the ref count so we can remove this later without
- // having ssg try to free the memory.
- gnd_lights_branch->addKid( gnd_lights_transform );
- globals->get_scenery()->register_placement_transform(gnd_lights_transform);
- }
-
- if ( vasi_lights_transform != NULL ) {
- // bump up the ref count so we can remove this later without
- // having ssg try to free the memory.
- vasi_lights_selector->addKid( vasi_lights_transform );
- globals->get_scenery()->register_placement_transform(vasi_lights_transform);
- vasi_lights_branch->addKid( vasi_lights_selector );
- }
-
- if ( rwy_lights_transform != NULL ) {
- // bump up the ref count so we can remove this later without
- // having ssg try to free the memory.
- rwy_lights_selector->addKid( rwy_lights_transform );
- globals->get_scenery()->register_placement_transform(rwy_lights_transform);
- rwy_lights_branch->addKid( rwy_lights_selector );
- }
-
- if ( taxi_lights_transform != NULL ) {
- // bump up the ref count so we can remove this later without
- // having ssg try to free the memory.
- taxi_lights_selector->addKid( taxi_lights_transform );
- globals->get_scenery()->register_placement_transform(taxi_lights_transform);
- taxi_lights_branch->addKid( taxi_lights_selector );
- }
-
loaded = true;
}
if ( ! loaded ) {
SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a not-fully loaded tile!" );
} else {
- SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a fully loaded tile! terra_transform = " << terra_transform );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a fully loaded tile! terra_transform = " << terra_transform.get() );
}
- // Unregister that one at the scenery manager
- globals->get_scenery()->unregister_placement_transform(terra_transform);
-
// find the terrain branch parent
int pcount = terra_transform->getNumParents();
if ( pcount > 0 ) {
// find the first parent (should only be one)
- ssgBranch *parent = terra_transform->getParent( 0 ) ;
+ osg::Group *parent = terra_transform->getParent( 0 ) ;
if( parent ) {
// disconnect the tile (we previously ref()'d it so it
// won't get freed now)
- parent->removeKid( terra_transform );
+ parent->removeChild( terra_transform.get() );
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"parent pointer is NULL! Dying" );
"Parent count is zero for an ssg tile! Dying" );
exit(-1);
}
-
- // find the ground lighting branch
- if ( gnd_lights_transform ) {
- // Unregister that one at the scenery manager
- globals->get_scenery()->unregister_placement_transform(gnd_lights_transform);
- pcount = gnd_lights_transform->getNumParents();
- if ( pcount > 0 ) {
- // find the first parent (should only be one)
- ssgBranch *parent = gnd_lights_transform->getParent( 0 ) ;
- if( parent ) {
- // disconnect the light branch (we previously ref()'d
- // it so it won't get freed now)
- parent->removeKid( gnd_lights_transform );
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "parent pointer is NULL! Dying" );
- exit(-1);
- }
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "Parent count is zero for an ssg light tile! Dying" );
- exit(-1);
- }
- }
-
- // find the vasi lighting branch
- if ( vasi_lights_transform ) {
- // Unregister that one at the scenery manager
- globals->get_scenery()->unregister_placement_transform(vasi_lights_transform);
- pcount = vasi_lights_transform->getNumParents();
- if ( pcount > 0 ) {
- // find the first parent (should only be one)
- ssgBranch *parent = vasi_lights_transform->getParent( 0 ) ;
- if( parent ) {
- // disconnect the light branch (we previously ref()'d
- // it so it won't get freed now)
- parent->removeKid( vasi_lights_transform );
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "parent pointer is NULL! Dying" );
- exit(-1);
- }
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "Parent count is zero for an ssg light tile! Dying" );
- exit(-1);
- }
- }
-
- // find the runway lighting branch
- if ( rwy_lights_transform ) {
- // Unregister that one at the scenery manager
- globals->get_scenery()->unregister_placement_transform(rwy_lights_transform);
- pcount = rwy_lights_transform->getNumParents();
- if ( pcount > 0 ) {
- // find the first parent (should only be one)
- ssgBranch *parent = rwy_lights_transform->getParent( 0 ) ;
- if( parent ) {
- // disconnect the light branch (we previously ref()'d
- // it so it won't get freed now)
- parent->removeKid( rwy_lights_transform );
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "parent pointer is NULL! Dying" );
- exit(-1);
- }
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "Parent count is zero for an ssg light tile! Dying" );
- exit(-1);
- }
- }
-
- // find the taxi lighting branch
- if ( taxi_lights_transform ) {
- // Unregister that one at the scenery manager
- globals->get_scenery()->unregister_placement_transform(taxi_lights_transform);
- pcount = taxi_lights_transform->getNumParents();
- if ( pcount > 0 ) {
- // find the first parent (should only be one)
- ssgBranch *parent = taxi_lights_transform->getParent( 0 ) ;
- if( parent ) {
- // disconnect the light branch (we previously ref()'d
- // it so it won't get freed now)
- parent->removeKid( taxi_lights_transform );
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "parent pointer is NULL! Dying" );
- exit(-1);
- }
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "Parent count is zero for an ssg light tile! Dying" );
- exit(-1);
- }
- }
}