]> git.mxchange.org Git - flightgear.git/blobdiff - src/Scenery/tileentry.cxx
New PathsDialog, for managing locations.
[flightgear.git] / src / Scenery / tileentry.cxx
index c6dda0ceca2d4cc5b1ecbd15f62b2d65aeb449d1..31d14c7137f117aab62a2421988c5b9d3374274f 100644 (file)
 // 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., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
-//
-// $Id$
-
 
 #ifdef HAVE_CONFIG_H
 #  include <config.h>
 #endif
 
 #include <simgear/compiler.h>
-#include <plib/ul.h>
-#include <Main/main.hxx>
 
+#include <string>
+#include <sstream>
+#include <istream>
 
-#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/math/sg_geodesy.hxx>
-#include <simgear/math/sg_random.h>
-#include <simgear/misc/sgstream.hxx>
-#include <simgear/scene/material/mat.hxx>
-#include <simgear/scene/material/matlib.hxx>
-#include <simgear/scene/tgdb/apt_signs.hxx>
-#include <simgear/scene/tgdb/obj.hxx>
-#include <simgear/scene/model/placementtrans.hxx>
-
-#include <Aircraft/aircraft.hxx>
-#include <Include/general.hxx>
-#include <Main/fg_props.hxx>
-#include <Main/globals.hxx>
-#include <Main/viewer.hxx>
-#include <Scenery/scenery.hxx>
-#include <Time/light.hxx>
 
 #include "tileentry.hxx"
-#include "tilemgr.hxx"
-
-SG_USING_STD(string);
 
+using std::string;
 
 // Constructor
-FGTileEntry::FGTileEntry ( const SGBucket& b )
-    : center( Point3D( 0.0 ) ),
-      tile_bucket( b ),
-      terra_transform( new SGPlacementTransform ),
-      vasi_lights_transform( new SGPlacementTransform ),
-      rwy_lights_transform( new SGPlacementTransform ),
-      taxi_lights_transform( new SGPlacementTransform ),
-      terra_range( new osg::LOD ),
-      vasi_lights_selector( new osg::Switch ),
-      rwy_lights_selector( new osg::Switch ),
-      taxi_lights_selector( new osg::Switch ),
-      loaded(false),
-      pending_models(0),
-      is_inner_ring(false),
-      free_tracker(0)
+TileEntry::TileEntry ( const SGBucket& b )
+    : tile_bucket( b ),
+      tileFileName(b.gen_index_str()),
+      _node( new osg::LOD ),
+      _priority(-FLT_MAX),
+      _current_view(false),
+      _time_expired(-1.0)
 {
-    // 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);
-    // }
+    tileFileName += ".stg";
+    _node->setName(tileFileName);
+    // Give a default LOD range so that traversals that traverse
+    // active children (like the groundcache lookup) will work before
+    // tile manager has had a chance to update this node.
+    _node->setRange(0, 0.0, 10000.0);
 }
 
-
-// Destructor
-FGTileEntry::~FGTileEntry () {
-    // cout << "nodes = " << nodes.size() << endl;;
-    // delete[] nodes;
-}
-
-static void WorldCoordinate( osg::Matrix& obj_pos, Point3D center, double lat,
-                             double lon, double elev, double hdg )
+TileEntry::TileEntry( const TileEntry& t )
+: tile_bucket( t.tile_bucket ),
+  tileFileName(t.tileFileName),
+  _node( new osg::LOD ),
+  _priority(t._priority),
+  _current_view(t._current_view),
+  _time_expired(t._time_expired)
 {
-    double lon_rad = lon * SGD_DEGREES_TO_RADIANS;
-    double lat_rad = lat * SGD_DEGREES_TO_RADIANS;
-    double hdg_rad = hdg * SGD_DEGREES_TO_RADIANS;
-
-    // setup transforms
-    Point3D geod( lon_rad, lat_rad, elev );
-        
-    Point3D world_pos = sgGeodToCart( geod );
-    Point3D offset = world_pos - center;
-
-    sgMat4 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 ) ;
-
-    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][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][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][3] =  SG_ZERO;
-
-    mat[3][0] = offset.x();
-    mat[3][1] = offset.y();
-    mat[3][2] = offset.z();
-    mat[3][3] = SG_ONE ;
-
-    for (unsigned i = 0; i < 4; ++i)
-      for (unsigned j = 0; j < 4; ++j)
-        obj_pos(i, j) = mat[i][j];
+    _node->setName(tileFileName);
+    // Give a default LOD range so that traversals that traverse
+    // active children (like the groundcache lookup) will work before
+    // tile manager has had a chance to update this node.
+    _node->setRange(0, 0.0, 10000.0);
 }
 
-
-// recurse an ssg tree and call removeChild() 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( osg::Group * branch ) {
-//     branch->removeChildren(0, branch->getNumChildren());
-// }
-
-
-// Free "n" leaf elements of an ssg tree.  returns the number of
-// 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( osg::Group *b, int n ) {
-    int num_deletes = 0;
-
-    b->removeChildren(0, b->getNumChildren());
-
-//     if ( n > 0 ) {
-//         // we still have some delete budget left
-//         // if ( b->getNumChilds() > 100 ) {
-//         //     cout << "large family = " << b->getNumChilds() << 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->getNumChilds() - 1; i >= 0 ; --i ) {
-//         for ( int i = 0; i < b->getNumChildren(); ++i ) {
-//             ssgEntity *kid = b->getChild(i);
-//             if ( kid->isAKindOf( ssgTypeBranch() ) && kid->getRef() <= 1 ) {
-//                 int result = fgPartialFreeSSGtree( (osg::Group *)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->getNumChildren() == 0 || kid->getRef() > 1 ) {
-//                 b->removeChild( kid );
-//                 num_deletes++;
-//                 n--;
-//             }
-//         }
-//     }
-
-    return num_deletes;
-}
-
-
-// Clean up the memory used by this tile and delete the arrays used by
-// ssg as well as the whole ssg branch
-bool FGTileEntry::free_tile() {
-    int delete_size = 100;
-    SG_LOG( SG_TERRAIN, SG_DEBUG,
-            "FREEING TILE = (" << tile_bucket << ")" );
-
-    SG_LOG( SG_TERRAIN, SG_DEBUG, "(start) free_tracker = " << free_tracker );
-    
-    if ( !(free_tracker & NODES) ) {
-        free_tracker |= NODES;
-    } else if ( !(free_tracker & VEC_PTRS) ) {
-        free_tracker |= VEC_PTRS;
-    } else if ( !(free_tracker & TERRA_NODE) ) {
-        // 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.get(), delete_size ) == 0 ) {
-            terra_transform = 0;
-            free_tracker |= TERRA_NODE;
-        }
-    } else if ( !(free_tracker & GROUND_LIGHTS) && gnd_lights_transform.get() ) {
-        // 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.get(), delete_size ) == 0 ) {
-            gnd_lights_transform = 0;
-            free_tracker |= GROUND_LIGHTS;
-        }
-    } else if ( !(free_tracker & VASI_LIGHTS) && vasi_lights_selector.get() ) {
-        // 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.get(), delete_size ) == 0 ) {
-            vasi_lights_selector = 0;
-            free_tracker |= VASI_LIGHTS;
-        }
-    } else if ( !(free_tracker & RWY_LIGHTS) && rwy_lights_selector.get() ) {
-        // 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.get(), delete_size ) == 0 ) {
-            rwy_lights_selector = 0;
-            free_tracker |= RWY_LIGHTS;
-        }
-    } else if ( !(free_tracker & TAXI_LIGHTS) && taxi_lights_selector.get() ) {
-        // 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.get(), delete_size ) == 0 ) {
-            taxi_lights_selector = 0;
-            free_tracker |= TAXI_LIGHTS;
-        }
-    } else if ( !(free_tracker & LIGHTMAPS) ) {
-        free_tracker |= LIGHTMAPS;
-    } else {
-        return true;
-    }
-
-    SG_LOG( SG_TERRAIN, SG_DEBUG, "(end) free_tracker = " << free_tracker );
-
-    // if we fall down to here, we still have work todo, return false
-    return false;
+// Destructor
+TileEntry::~TileEntry ()
+{
 }
 
-
 // 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) {
-    if ( !loaded ) return;
-
+void TileEntry::prep_ssg_node(float vis) {
+    if (!is_loaded())
+        return;
     // visibility can change from frame to frame so we update the
     // range selector cutoff's each time.
-    terra_range->setRange( 0, 0, vis + bounding_radius );
-
-    if ( gnd_lights_range.get() ) {
-        gnd_lights_range->setRange( 0, 0, vis * 1.5 + bounding_radius );
-    }
-
-    SGVec3d lt_trans(center.x(), center.y(), center.z());
-
-    FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
-    if ( gnd_lights_transform.get() ) {
-        // 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.
-        SGVec3f 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 ) {
-            lift_vec *= 10.0 + agl / 100.0 + dist / 10000;
-        } else {
-            lift_vec *= 10.0 + agl / 20.0 + dist / 5000;
-        }
-
-        gnd_lights_transform->setTransform( lt_trans + toVec3d(lift_vec) );
-
-        // 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->setSingleChildOn(2);
-        } else if ( sun_angle > 92 ) {
-            gnd_lights_brightness->setSingleChildOn(1);
-        } else if ( sun_angle > 89 ) {
-            gnd_lights_brightness->setSingleChildOn(0);
-        } else {
-            gnd_lights_brightness->setAllChildrenOff();
-        }
-    }
-
-    if ( vasi_lights_transform.get() ) {
-        // 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.
-        SGVec3f 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 ) {
-            lift_vec *= 0.25 + agl / 400.0 + agl*agl / 5000000.0;
-        } else {
-            lift_vec *= 0.25 + agl / 150.0;
-        }
-
-        vasi_lights_transform->setTransform( lt_trans + toVec3d(lift_vec) );
-
-        // generally, vasi lights are always on
-        vasi_lights_selector->setAllChildrenOn();
-    }
-
-    if ( rwy_lights_transform.get() ) {
-        // 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.
-        SGVec3f 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 ) {
-            lift_vec *= 0.01 + agl / 400.0 + agl*agl / 5000000.0;
-        } else {
-            lift_vec *= 0.25 + agl / 150.0;
-        }
-
-        rwy_lights_transform->setTransform( lt_trans + toVec3d(lift_vec) );
-
-        // 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->setAllChildrenOn();
-        } else {
-            rwy_lights_selector->setAllChildrenOff();
-        }
-    }
-
-    if ( taxi_lights_transform.get() ) {
-        // 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.
-        SGVec3f 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 ) {
-            lift_vec *= 0.01 + agl / 400.0 + agl*agl / 5000000.0;
-        } else {
-            lift_vec *= 0.25 + agl / 150.0;
-        }
-
-        taxi_lights_transform->setTransform( lt_trans + toVec3d(lift_vec) );
-
-        // 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->setAllChildrenOn();
-        } else {
-            taxi_lights_selector->setAllChildrenOff();
-        }
-    }
-}
-
-
-osg::Node*
-FGTileEntry::gen_lights( SGMaterialLib *matlib, osg::Vec3Array *lights,
-                         int inc, float bright )
-{
-    // generate a repeatable random seed
-    sg_srandom( (unsigned)(*lights)[0][0] );
-
-    // Allocate ssg structure
-    osg::Vec3Array *vl = new osg::Vec3Array;
-    osg::Vec4Array *cl = new osg::Vec4Array;
-
-    for ( unsigned i = 0; i < lights->size(); ++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->push_back( (*lights)[i] );
-
-            // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
-            float factor = sg_random();
-            factor *= factor;
-
-            osg::Vec4 color;
-            if ( zombie > 0.5 ) {
-                // 50% chance of yellowish
-                color = osg::Vec4( 0.9, 0.9, 0.3, bright - factor * 0.2 );
-            } else if ( zombie > 0.15 ) {
-                // 35% chance of whitish
-                color = osg::Vec4( 0.9, 0.9, 0.8, bright - factor * 0.2 );
-            } else if ( zombie > 0.05 ) {
-                // 10% chance of orangish
-                color = osg::Vec4( 0.9, 0.6, 0.2, bright - factor * 0.2 );
-            } else {
-                // 5% chance of redish
-                color = osg::Vec4( 0.9, 0.2, 0.2, bright - factor * 0.2 );
-            }
-            cl->push_back( color );
-        }
-    }
-
-    // create ssg leaf
-    osg::Geometry* geometry = new osg::Geometry;
-    geometry->setVertexArray(vl);
-    geometry->setColorArray(cl);
-    geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
-    geometry->addPrimitiveSet(new osg::DrawArrays(GL_POINTS, 0, vl->size()));
-    osg::Geode* geode = new osg::Geode;
-    geode->addDrawable(geometry);
-
-    // assign state
-    SGMaterial *mat = matlib->find( "GROUND_LIGHTS" );
-    geode->setStateSet(mat->get_state());
-
-    return geode;
-}
-
-
-bool FGTileEntry::obj_load( const string& path,
-                            osg::Group *geometry,
-                            osg::Group *vasi_lights,
-                            osg::Group *rwy_lights,
-                            osg::Group *taxi_lights,
-                            osg::Vec3Array *ground_lights, 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;
-        }
-    }
-
-    return (geometry != NULL);
+    float bounding_radius = _node->getChild(0)->getBound().radius();
+    _node->setRange( 0, 0, vis + bounding_radius );
 }
 
-
-typedef enum {
-    OBJECT,
-    OBJECT_SHARED,
-    OBJECT_STATIC,
-    OBJECT_SIGN,
-    OBJECT_RUNWAY_SIGN
-} object_type;
-
-
-// storage class for deferred object processing in FGTileEntry::load()
-struct Object {
-    Object(object_type t, const string& token, const SGPath& p, istream& in)
-        : type(t), path(p)
-    {
-        in >> name;
-        if (type != OBJECT)
-            in >> lon >> lat >> elev >> hdg;
-        in >> ::skipeol;
-
-        if (type == OBJECT)
-            SG_LOG(SG_TERRAIN, SG_INFO, "    " << token << "  " << name);
-        else
-            SG_LOG(SG_TERRAIN, SG_INFO, "    " << token << "  " << name << "  lon=" <<
-                    lon << "  lat=" << lat << "  elev=" << elev << "  hdg=" << hdg);
-    }
-    object_type type;
-    string name;
-    SGPath path;
-    double lon, lat, elev, hdg;
-};
-
-
 void
-FGTileEntry::load( const string_list &path_list, bool is_base )
+TileEntry::addToSceneGraph(osg::Group *terrain_branch)
 {
-    bool found_tile_base = false;
-
-    SGPath object_base;
-    vector<const Object*> objects;
-
-    string index_str = tile_bucket.gen_index_str();
-    SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << index_str );
-
-    // scan and parse all files and store information
-    for (unsigned int i = 0; i < path_list.size(); i++) {
-        // If we found a terrain tile in Terrain/, we have to process the
-        // Objects/ dir in the same group, too, before we can stop scanning.
-        // FGGlobals::set_fg_scenery() inserts an empty string to path_list
-        // as marker.
-        if (path_list[i].empty()) {
-            if (found_tile_base)
-                break;
-            else
-                continue;
-        }
-
-        bool has_base = false;
-
-        SGPath tile_path = path_list[i];
-        tile_path.append( tile_bucket.gen_base_path() );
-
-        SGPath basename = tile_path;
-        basename.append( index_str );
-
-        SG_LOG( SG_TERRAIN, SG_INFO, "  Trying " << basename.str() );
-
-
-        // Check for master .stg (scene terra gear) file
-        SGPath stg_name = basename;
-        stg_name.concat( ".stg" );
-
-        sg_gzifstream in( stg_name.str() );
-        if ( !in.is_open() )
-            continue;
-
-        while ( ! in.eof() ) {
-            string token;
-            in >> token;
-
-            if ( token[0] == '#' ) {
-               in >> ::skipeol;
-               continue;
-            }
-                            // Load only once (first found)
-            if ( token == "OBJECT_BASE" ) {
-                string name;
-                in >> name >> ::skipws;
-                SG_LOG( SG_TERRAIN, SG_INFO, "    " << token << " " << name );
-
-                if (!found_tile_base) {
-                    found_tile_base = true;
-                    has_base = true;
-
-                    object_base = tile_path;
-                    object_base.append(name);
-
-                } else
-                    SG_LOG(SG_TERRAIN, SG_INFO, "    (skipped)");
-
-                            // Load only if base is not in another file
-            } else if ( token == "OBJECT" ) {
-                if (!found_tile_base || has_base)
-                    objects.push_back(new Object(OBJECT, token, tile_path, in));
-                else {
-                    string name;
-                    in >> name >> ::skipeol;
-                    SG_LOG(SG_TERRAIN, SG_INFO, "    " << token << "  "
-                            << name << "  (skipped)");
-                }
-
-                            // Always OK to load
-            } else if ( token == "OBJECT_STATIC" ) {
-                objects.push_back(new Object(OBJECT_STATIC, token, tile_path, in));
-
-            } else if ( token == "OBJECT_SHARED" ) {
-                objects.push_back(new Object(OBJECT_SHARED, 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));
-
-            } else {
-                SG_LOG( SG_TERRAIN, SG_DEBUG,
-                        "Unknown token '" << token << "' in " << stg_name.str() );
-                in >> ::skipws;
-            }
-        }
-    }
-
-
-    // obj_load() will generate ground lighting for us ...
-    osg::ref_ptr<osg::Vec3Array> light_pts = new osg::Vec3Array;
-    osg::Group* new_tile = new osg::Group;
-
-
-    if (found_tile_base) {
-        // load tile if found ...
-        osg::ref_ptr<osg::Group> geometry = new osg::Group;
-        if ( obj_load( object_base.str(), geometry.get(),
-                       NULL, NULL, NULL, light_pts.get(), true ) ) {
-            new_tile -> addChild( geometry.get() );
-        }
-
-    } else {
-        // ... or generate an ocean tile on the fly
-        SG_LOG(SG_TERRAIN, SG_INFO, "  Generating ocean tile");
-        osg::ref_ptr<osg::Group> geometry = new osg::Group;
-        Point3D c;
-        double br;
-        if ( SGGenTile( path_list[0], tile_bucket, &c, &br,
-                        globals->get_matlib(), geometry.get() ) ) {
-            center = c;
-            bounding_radius = br;
-            new_tile -> addChild( geometry.get() );
-        } else {
-            SG_LOG( SG_TERRAIN, SG_ALERT,
-                    "Warning: failed to generate ocean tile!" );
-        }
-    }
-
-
-    // now that we have a valid center, process all the objects
-    for (unsigned int j = 0; j < objects.size(); j++) {
-        const Object *obj = objects[j];
-
-        if (obj->type == OBJECT) {
-            SGPath custom_path = obj->path;
-            custom_path.append( obj->name );
-
-            osg::ref_ptr<osg::Group> geometry = new osg::Group;
-            osg::ref_ptr<osg::Group> vasi_lights = new osg::Group;
-            osg::ref_ptr<osg::Group> rwy_lights = new osg::Group;
-            osg::ref_ptr<osg::Group> taxi_lights = new osg::Group;
-
-            if ( obj_load( custom_path.str(),
-                           geometry.get(), vasi_lights.get(), rwy_lights.get(),
-                           taxi_lights.get(), NULL, false ) ) {
-
-                if ( geometry -> getNumChildren() > 0 ) {
-                    new_tile -> addChild( geometry.get() );
-                }
-
-                if ( vasi_lights -> getNumChildren() > 0 )
-                    vasi_lights_transform -> addChild( vasi_lights.get() );
-
-                if ( rwy_lights -> getNumChildren() > 0 )
-                    rwy_lights_transform -> addChild( rwy_lights.get() );
-
-                if ( taxi_lights -> getNumChildren() > 0 )
-                    taxi_lights_transform -> addChild( taxi_lights.get() );
-            }
-
-
-        } else if (obj->type == OBJECT_SHARED || obj->type == OBJECT_STATIC) {
-            // object loading is deferred to main render thread,
-            // but lets figure out the paths right now.
-            SGPath custom_path;
-            if ( obj->type == OBJECT_STATIC ) {
-                custom_path = obj->path;
-            } else {
-                custom_path = globals->get_fg_root();
-            }
-            custom_path.append( obj->name );
-
-            osg::Matrix obj_pos;
-            WorldCoordinate( obj_pos, center, obj->lat, obj->lon, obj->elev, obj->hdg );
-
-            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->addChild( obj_trans );
-            pending_models++;
-
-            // push an entry onto the model load queue
-            FGDeferredModel *dm
-                = new FGDeferredModel( custom_path.str(),
-                                       obj->path.str(),
-                                       tile_bucket,
-                                       this, obj_trans,
-                                       obj->type == OBJECT_SHARED );
-            FGTileMgr::model_ready( dm );
-
-
-        } 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 );
-
-            osg::Matrix obj_pos;
-            WorldCoordinate( obj_pos, center, obj->lat, obj->lon, obj->elev, obj->hdg );
-
-            osg::MatrixTransform *obj_trans = new osg::MatrixTransform;
-            obj_trans->setMatrix( obj_pos );
-
-            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 -> addChild( custom_obj );
-            }
-            new_tile->addChild( obj_trans );
-
-        }
-        delete obj;
-    }
-
-
-    if ( new_tile != NULL ) {
-        terra_range->addChild( new_tile );
-    }
-
-    terra_transform->addChild( terra_range.get() );
-
-    // calculate initial tile offset
-    SGVec3d 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->size() ) {
-        SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
-        gnd_lights_transform = new SGPlacementTransform;
-        gnd_lights_range = new osg::LOD;
-        gnd_lights_brightness = new osg::Switch;
-        osg::Node *lights;
-
-        lights = gen_lights( globals->get_matlib(), light_pts.get(), 4, 0.7 );
-        gnd_lights_brightness->addChild( lights );
-
-        lights = gen_lights( globals->get_matlib(), light_pts.get(), 2, 0.85 );
-        gnd_lights_brightness->addChild( lights );
-
-        lights = gen_lights( globals->get_matlib(), light_pts.get(), 1, 1.0 );
-        gnd_lights_brightness->addChild( lights );
-
-        gnd_lights_range->addChild( gnd_lights_brightness.get() );
-        gnd_lights_transform->addChild( gnd_lights_range.get() );
-        gnd_lights_transform->setTransform( sgdTrans );
-    }
-
-    // Update vasi lights transform
-    if ( vasi_lights_transform->getNumChildren() > 0 ) {
-        vasi_lights_transform->setTransform( sgdTrans );
-    }
-
-    // Update runway lights transform
-    if ( rwy_lights_transform->getNumChildren() > 0 ) {
-        rwy_lights_transform->setTransform( sgdTrans );
-    }
-
-     // Update taxi lights transform
-    if ( taxi_lights_transform->getNumChildren() > 0 ) {
-        taxi_lights_transform->setTransform( sgdTrans );
-    }
-}
-
-void
-FGTileEntry::add_ssg_nodes( osg::Group *terrain_branch,
-                            osg::Group *gnd_lights_branch,
-                            osg::Group *vasi_lights_branch,
-                            osg::Group *rwy_lights_branch,
-                            osg::Group *taxi_lights_branch )
-{
-    // bump up the ref count so we can remove this later without
-    // having ssg try to free the memory.
-    terrain_branch->addChild( terra_transform.get() );
-    globals->get_scenery()->register_placement_transform(terra_transform.get());
+    terrain_branch->addChild( _node.get() );
 
     SG_LOG( SG_TERRAIN, SG_DEBUG,
-            "connected a tile into scene graph.  terra_transform = "
-            << terra_transform.get() );
+            "connected a tile into scene graph.  _node = "
+            << _node.get() );
     SG_LOG( SG_TERRAIN, SG_DEBUG, "num parents now = "
-            << terra_transform->getNumParents() );
-
-    if ( gnd_lights_transform.get() != NULL ) {
-        // bump up the ref count so we can remove this later without
-        // having ssg try to free the memory.
-        gnd_lights_branch->addChild( gnd_lights_transform.get() );
-        globals->get_scenery()->register_placement_transform(gnd_lights_transform.get());
-    }
-
-    if ( vasi_lights_transform.get() != NULL ) {
-        // bump up the ref count so we can remove this later without
-        // having ssg try to free the memory.
-        vasi_lights_selector->addChild( vasi_lights_transform.get() );
-        globals->get_scenery()->register_placement_transform(vasi_lights_transform.get());
-        vasi_lights_branch->addChild( vasi_lights_selector.get() );
-    }
-
-    if ( rwy_lights_transform.get() != NULL ) {
-        // bump up the ref count so we can remove this later without
-        // having ssg try to free the memory.
-        rwy_lights_selector->addChild( rwy_lights_transform.get() );
-        globals->get_scenery()->register_placement_transform(rwy_lights_transform.get());
-        rwy_lights_branch->addChild( rwy_lights_selector.get() );
-    }
-
-    if ( taxi_lights_transform.get() != NULL ) {
-        // bump up the ref count so we can remove this later without
-        // having ssg try to free the memory.
-        taxi_lights_selector->addChild( taxi_lights_transform.get() );
-        globals->get_scenery()->register_placement_transform(taxi_lights_transform.get());
-        taxi_lights_branch->addChild( taxi_lights_selector.get() );
-    }
-
-    loaded = true;
+            << _node->getNumParents() );
 }
 
 
 void
-FGTileEntry::disconnect_ssg_nodes()
+TileEntry::removeFromSceneGraph()
 {
-    SG_LOG( SG_TERRAIN, SG_DEBUG, "disconnecting ssg nodes" );
-
-    if ( ! loaded ) {
+    if (! is_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.get() );
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a fully loaded tile!  _node = " << _node.get() );
     }
-        
-    // Unregister that one at the scenery manager
-    globals->get_scenery()->unregister_placement_transform(terra_transform.get());
 
-    // find the terrain branch parent
-    int pcount = terra_transform->getNumParents();
-    if ( pcount > 0 ) {
+    // find the nodes branch parent
+    if ( _node->getNumParents() > 0 ) {
         // find the first parent (should only be one)
-        osg::Group *parent = terra_transform->getParent( 0 ) ;
+        osg::Group *parent = _node->getParent( 0 ) ;
         if( parent ) {
-            // disconnect the tile (we previously ref()'d it so it
-            // won't get freed now)
-            parent->removeChild( terra_transform.get() );
-        } 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 tile!  Dying" );
-        exit(-1);
-    }
-
-    // find the ground lighting branch
-    if ( gnd_lights_transform.get() ) {
-        // Unregister that one at the scenery manager
-        globals->get_scenery()->unregister_placement_transform(gnd_lights_transform.get());
-        pcount = gnd_lights_transform->getNumParents();
-        if ( pcount > 0 ) {
-            // find the first parent (should only be one)
-            osg::Group *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->removeChild( gnd_lights_transform.get() );
-            } 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.get() ) {
-        // Unregister that one at the scenery manager
-        globals->get_scenery()->unregister_placement_transform(vasi_lights_transform.get());
-        pcount = vasi_lights_transform->getNumParents();
-        if ( pcount > 0 ) {
-            // find the first parent (should only be one)
-            osg::Group *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->removeChild( vasi_lights_transform.get() );
-            } 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.get() ) {
-        // Unregister that one at the scenery manager
-        globals->get_scenery()->unregister_placement_transform(rwy_lights_transform.get());
-        pcount = rwy_lights_transform->getNumParents();
-        if ( pcount > 0 ) {
-            // find the first parent (should only be one)
-            osg::Group *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->removeChild( rwy_lights_transform.get() );
-            } 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.get() ) {
-        // Unregister that one at the scenery manager
-        globals->get_scenery()->unregister_placement_transform(taxi_lights_transform.get());
-        pcount = taxi_lights_transform->getNumParents();
-        if ( pcount > 0 ) {
-            // find the first parent (should only be one)
-            osg::Group *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->removeChild( taxi_lights_transform.get() );
-            } 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);
+            parent->removeChild( _node.get() );
         }
     }
 }
+