//
// 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.
//
// $Id$
// is intended to spread the load of freeing a complex tile out over
// several frames.
static int fgPartialFreeSSGtree( ssgBranch *b, int n ) {
-
-#if 0
- // for testing: we could call the following two lines and replace
- // the functionality of this entire function and everything will
- // get properly freed, but it will happen all at once and could
- // cause a huge frame rate hit.
- ssgDeRefDelete( b );
- return 0;
-#endif
-
int num_deletes = 0;
if ( n > 0 ) {
// disconnected from the scene graph)
SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING terra_transform" );
if ( fgPartialFreeSSGtree( terra_transform, delete_size ) == 0 ) {
- ssgDeRefDelete( terra_transform );
+ terra_transform = 0;
free_tracker |= TERRA_NODE;
}
} else if ( !(free_tracker & GROUND_LIGHTS) && gnd_lights_transform ) {
// disconnected from the scene graph)
SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING gnd_lights_transform" );
if ( fgPartialFreeSSGtree( gnd_lights_transform, delete_size ) == 0 ) {
- ssgDeRefDelete( gnd_lights_transform );
+ gnd_lights_transform = 0;
free_tracker |= GROUND_LIGHTS;
}
} else if ( !(free_tracker & VASI_LIGHTS) && vasi_lights_selector ) {
// been disconnected from the scene graph)
SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING vasi_lights_selector" );
if ( fgPartialFreeSSGtree( vasi_lights_selector, delete_size ) == 0 ) {
- ssgDeRefDelete( vasi_lights_selector );
+ vasi_lights_selector = 0;
free_tracker |= VASI_LIGHTS;
}
} else if ( !(free_tracker & RWY_LIGHTS) && rwy_lights_selector ) {
// been disconnected from the scene graph)
SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING rwy_lights_selector" );
if ( fgPartialFreeSSGtree( rwy_lights_selector, delete_size ) == 0 ) {
- ssgDeRefDelete( rwy_lights_selector );
+ rwy_lights_selector = 0;
free_tracker |= RWY_LIGHTS;
}
} else if ( !(free_tracker & TAXI_LIGHTS) && taxi_lights_selector ) {
// disconnected from the scene graph)
SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING taxi_lights_selector" );
if ( fgPartialFreeSSGtree( taxi_lights_selector, delete_size ) == 0 ) {
- ssgDeRefDelete( taxi_lights_selector );
+ taxi_lights_selector = 0;
free_tracker |= TAXI_LIGHTS;
}
} else if ( !(free_tracker & LIGHTMAPS) ) {
}
+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 )
{
bool found_tile_base = false;
- // obj_load() will generate ground lighting for us ...
- ssgVertexArray *light_pts = new ssgVertexArray( 100 );
-
- ssgBranch* new_tile = new ssgBranch;
-
- unsigned int i = 0;
- while ( i < path_list.size() ) {
+ 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;
- // Generate names for later use
- string index_str = tile_bucket.gen_index_str();
-
SGPath tile_path = path_list[i];
tile_path.append( tile_bucket.gen_base_path() );
SGPath basename = tile_path;
basename.append( index_str );
- // string path = basename.str();
- SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
+ SG_LOG( SG_TERRAIN, SG_INFO, " Trying " << basename.str() );
-#define FG_MAX_LIGHTS 1000
// 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;
- if ( in.is_open() ) {
- string token, name;
+ while ( ! in.eof() ) {
+ string token;
+ in >> token;
- while ( ! in.eof() ) {
- in >> token;
-
- if ( token[0] == '#' ) {
- in >> ::skipeol;
- continue;
+ 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)");
}
- // Load only once (first found)
- if ( token == "OBJECT_BASE" ) {
- in >> name >> ::skipws;
- SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
- << " name = " << name );
-
- if (!found_tile_base) {
- found_tile_base = true;
- has_base = true;
-
- SGPath custom_path = tile_path;
- custom_path.append( name );
-
- ssgBranch *geometry = new ssgBranch;
- if ( obj_load( custom_path.str(),
- geometry, NULL, NULL, NULL, light_pts,
- true ) )
- {
- geometry->getKid( 0 )->setTravCallback(
- SSG_CALLBACK_PRETRAV,
- &FGTileMgr::tile_filter_cb );
- new_tile -> addKid( geometry );
- } else {
- delete geometry;
- }
- } 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) {
- in >> name >> ::skipws;
- SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
- << " name = " << name );
-
- SGPath custom_path = tile_path;
- custom_path.append( name );
-
- ssgBranch *geometry = new ssgBranch;
- ssgBranch *vasi_lights = new ssgBranch;
- ssgBranch *rwy_lights = new ssgBranch;
- 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 );
- } else {
- delete geometry;
- }
- if ( vasi_lights -> getNumKids() > 0 ) {
- vasi_lights_transform -> addKid( vasi_lights );
- } else {
- delete vasi_lights;
- }
- if ( rwy_lights -> getNumKids() > 0 ) {
- rwy_lights_transform -> addKid( rwy_lights );
- } else {
- delete rwy_lights;
- }
- if ( taxi_lights -> getNumKids() > 0 ) {
- taxi_lights_transform -> addKid( taxi_lights );
- } else {
- delete taxi_lights;
- }
- } else {
- delete geometry;
- delete vasi_lights;
- delete rwy_lights;
- delete taxi_lights;
- }
- }
+ // Always OK to load
+ } else if ( token == "OBJECT_STATIC" ) {
+ objects.push_back(new Object(OBJECT_STATIC, token, tile_path, in));
- // Always OK to load
- } else if ( token == "OBJECT_STATIC" ||
- token == "OBJECT_SHARED" ) {
- // load object info
- double lon, lat, elev, hdg;
- in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
- SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
- << " name = " << name
- << " pos = " << lon << ", " << lat
- << " elevation = " << elev
- << " heading = " << hdg );
-
- // object loading is deferred to main render thread,
- // but lets figure out the paths right now.
- SGPath custom_path;
- if ( token == "OBJECT_STATIC" ) {
- custom_path= tile_path;
- } else {
- custom_path = globals->get_fg_root();
- }
- custom_path.append( name );
-
- sgCoord obj_pos;
- WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
-
- ssgTransform *obj_trans = new ssgTransform;
- obj_trans->setTransform( &obj_pos );
-
- // wire as much of the scene graph together as we can
- new_tile->addKid( obj_trans );
-
- // bump up the pending models count
- pending_models++;
-
- // push an entry onto the model load queue
- FGDeferredModel *dm
- = new FGDeferredModel( custom_path.str(),
- tile_path.str(),
- tile_bucket,
- this, obj_trans );
- FGTileMgr::model_ready( dm );
-
- // Do we even use this one?
- } else if ( token == "OBJECT_TAXI_SIGN" ) {
- // load object info
- double lon, lat, elev, hdg;
- in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
- SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
- << " name = " << name
- << " pos = " << lon << ", " << lat
- << " elevation = " << elev
- << " heading = " << hdg );
-
- // load the object itself
- SGPath custom_path = tile_path;
- custom_path.append( name );
-
- sgCoord obj_pos;
- WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
-
- ssgTransform *obj_trans = new ssgTransform;
- obj_trans->setTransform( &obj_pos );
-
- ssgBranch *custom_obj
- = sgMakeTaxiSign( globals->get_matlib(),
- custom_path.str(), name );
-
- // wire the pieces together
- if ( custom_obj != NULL ) {
- obj_trans -> addKid( custom_obj );
- }
- new_tile->addKid( obj_trans );
-
- // Do we even use this one?
- } else if ( token == "OBJECT_RUNWAY_SIGN" ) {
- // load object info
- double lon, lat, elev, hdg;
- in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
- SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
- << " name = " << name
- << " pos = " << lon << ", " << lat
- << " elevation = " << elev
- << " heading = " << hdg );
-
- // load the object itself
- SGPath custom_path = tile_path;
- custom_path.append( name );
-
- sgCoord obj_pos;
- WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
-
- ssgTransform *obj_trans = new ssgTransform;
- obj_trans->setTransform( &obj_pos );
-
- ssgBranch *custom_obj
- = sgMakeRunwaySign( globals->get_matlib(),
- custom_path.str(), name );
-
- // wire the pieces together
- if ( custom_obj != NULL ) {
- obj_trans -> addKid( custom_obj );
- }
- new_tile->addKid( obj_trans );
-
- // I don't think we use this, either
- } else if ( token == "RWY_LIGHTS" ) {
- double lon, lat, hdg, len, width;
- string common, end1, end2;
- in >> lon >> lat >> hdg >> len >> width
- >> common >> end1 >> end2;
- SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
- << " pos = " << lon << ", " << lat
- << " hdg = " << hdg
- << " size = " << len << ", " << width
- << " codes = " << common << " "
- << end1 << " " << end2 );
- } else {
- SG_LOG( SG_TERRAIN, SG_DEBUG,
- "Unknown token " << token << " in "
- << stg_name.str() );
- in >> ::skipws;
- }
+ } 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;
}
}
-
- i++;
}
- if ( !found_tile_base ) {
- // no tile base found, generate an ocean tile on the fly for
- // this area
- ssgBranch *geometry = new ssgBranch;
+
+ // obj_load() will generate ground lighting for us ...
+ ssgVertexArray *light_pts = new ssgVertexArray( 100 );
+ ssgBranch* new_tile = new ssgBranch;
+
+
+ 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 );
+ }
+
+ } 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 ) )
- {
+ globals->get_matlib(), geometry ) ) {
center = c;
bounding_radius = br;
new_tile -> addKid( geometry );
} else {
- delete geometry;
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 );
+
+ 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 );
+ }
+
+
+ } 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 );
+
+ sgCoord obj_pos;
+ WorldCoordinate( &obj_pos, center, obj->lat, obj->lon, obj->elev, obj->hdg );
+
+ ssgTransform *obj_trans = new ssgTransform;
+ obj_trans->setTransform( &obj_pos );
+
+ // wire as much of the scene graph together as we can
+ new_tile->addKid( 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) {
+ ssgBranch *(*make_sign)(SGMaterialLib *, const string, const string);
+ make_sign = obj->type == OBJECT_SIGN ? sgMakeSign : sgMakeRunwaySign;
+
+ // 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 );
+
+ ssgTransform *obj_trans = new ssgTransform;
+ obj_trans->setTransform( &obj_pos );
+
+ ssgBranch *custom_obj
+ = (*make_sign)(globals->get_matlib(), custom_path.str(), obj->name);
+
+ // wire the pieces together
+ if ( custom_obj != NULL ) {
+ obj_trans -> addKid( custom_obj );
+ }
+ new_tile->addKid( obj_trans );
+
+ }
+ delete obj;
+ }
+
+
if ( new_tile != NULL ) {
terra_range->addKid( new_tile );
}
}
#endif
- terra_transform->ref();
terrain_branch->addKid( terra_transform );
globals->get_scenery()->register_placement_transform(terra_transform);
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_transform->ref();
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->ref();
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->ref();
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->ref();
taxi_lights_selector->addKid( taxi_lights_transform );
globals->get_scenery()->register_placement_transform(taxi_lights_transform);
taxi_lights_branch->addKid( taxi_lights_selector );