//
// Written by Curtis Olson, started May 1998.
//
-// Copyright (C) 1998 - 2001 Curtis L. Olson - curt@flightgear.org
+// Copyright (C) 1998 - 2001 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
#endif
#include <simgear/compiler.h>
+#include <plib/ul.h>
+#include <Main/main.hxx>
+
+
+#include STL_STRING
#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/tgdb/vasi.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 <Objects/apt_signs.hxx>
-#include <Objects/matlib.hxx>
-#include <Objects/newmat.hxx>
-#include <Objects/obj.hxx>
#include "tileentry.hxx"
#include "tilemgr.hxx"
+SG_USING_STD(string);
+
// Constructor
FGTileEntry::FGTileEntry ( const SGBucket& b )
- : /* ncount( 0 ), */
- center( Point3D( 0.0 ) ),
+ : center( Point3D( 0.0 ) ),
tile_bucket( b ),
- terra_transform( new ssgTransform ),
- rwy_lights_transform( new ssgTransform ),
- taxi_lights_transform( new ssgTransform ),
+ 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 ),
loaded(false),
pending_models(0),
+ is_inner_ring(false),
free_tracker(0)
{
// update the contents
ssgDeRefDelete( gnd_lights_transform );
free_tracker |= GROUND_LIGHTS;
}
- } else if ( !(free_tracker & RWY_LIGHTS) && rwy_lights_transform ) {
+ } 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 rwy_lights_transform" );
- if ( fgPartialFreeSSGtree( rwy_lights_transform, delete_size ) == 0 ) {
- ssgDeRefDelete( rwy_lights_transform );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING vasi_lights_selector" );
+ if ( fgPartialFreeSSGtree( vasi_lights_selector, delete_size ) == 0 ) {
+ ssgDeRefDelete( vasi_lights_selector );
+ 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 ) {
+ ssgDeRefDelete( rwy_lights_selector );
free_tracker |= RWY_LIGHTS;
}
- } else if ( !(free_tracker & TAXI_LIGHTS) && taxi_lights_transform ) {
+ } 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_transform" );
- if ( fgPartialFreeSSGtree( taxi_lights_transform, delete_size ) == 0 ) {
- ssgDeRefDelete( taxi_lights_transform );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING taxi_lights_selector" );
+ if ( fgPartialFreeSSGtree( taxi_lights_selector, delete_size ) == 0 ) {
+ ssgDeRefDelete( taxi_lights_selector );
free_tracker |= TAXI_LIGHTS;
}
} else if ( !(free_tracker & LIGHTMAPS) ) {
void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
if ( !loaded ) return;
- SetOffset( p );
-
// visibility can change from frame to frame so we update the
// range selector cutoff's each time.
terra_range->setRange( 0, SG_ZERO );
gnd_lights_range->setRange( 1, vis * 1.5 + bounding_radius );
}
- sgVec3 sgTrans;
- sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
- terra_transform->setTransform( sgTrans );
+ 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
sgCopyVec3( lift_vec, up );
double agl;
- agl = globals->get_current_view()->getAltitudeASL_ft()
- * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
+ agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
+ - globals->get_current_view()->getSGLocation()->get_cur_elev_m();
- // sgTrans just happens to be the
- // vector from scenery center to the center of this tile which
- // is what we want to calculate the distance of
- sgVec3 to;
- sgCopyVec3( to, sgTrans );
- double dist = sgLengthVec3( to );
+ // 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 );
sgScaleVec3( lift_vec, 10.0 + agl / 20.0 + dist / 5000 );
}
- sgVec3 lt_trans;
- sgCopyVec3( lt_trans, sgTrans );
-
- sgAddVec3( lt_trans, lift_vec );
- gnd_lights_transform->setTransform( lt_trans );
+ 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 = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
+ 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 ) {
}
}
- if ( rwy_lights_transform ) {
+ 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.
// 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_scenery()->get_cur_elev()
- - 30.0;
+ 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, 0.0 + agl / 500.0 );
+ sgScaleVec3( lift_vec, 0.25 + agl / 400.0 + agl*agl / 5000000.0 );
} else {
- sgScaleVec3( lift_vec, 0.0 + agl / 150.0 );
+ sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
}
- sgVec3 lt_trans;
- sgCopyVec3( lt_trans, sgTrans );
+ 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 );
- sgAddVec3( lt_trans, lift_vec );
- rwy_lights_transform->setTransform( lt_trans );
+ // generally, vasi lights are always on
+ vasi_lights_selector->select(0x01);
+ }
- // select which set of lights based on sun angle
- // float sun_angle = cur_light_params.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 ( 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 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_scenery()->get_cur_elev()
- - 30.0;
+ 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, 0.0 + agl / 500.0 );
+ sgScaleVec3( lift_vec, 0.01 + agl / 400.0 + agl*agl / 5000000.0 );
} else {
- sgScaleVec3( lift_vec, 0.0 + agl / 150.0 );
+ sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
}
- sgVec3 lt_trans;
- sgCopyVec3( lt_trans, sgTrans );
-
- sgAddVec3( lt_trans, lift_vec );
- taxi_lights_transform->setTransform( lt_trans );
+ 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);
+ }
+ }
- // select which set of lights based on sun angle
- // float sun_angle = cur_light_params.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 && 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!" );
+ }
+ }
+ }
}
}
// Set up lights rendering call backs
static int fgLightsPredraw( ssgEntity *e ) {
#if 0
-#ifdef GL_EXT_point_parameters
- if (glutExtensionSupported("GL_EXT_point_parameters")) {
+ if (glPointParameterIsSupported) {
static float quadratic[3] = {1.0, 0.01, 0.0001};
- glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
- glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0);
+ glPointParameterfvProc(GL_DISTANCE_ATTENUATION_EXT, quadratic);
+ glPointParameterfProc(GL_POINT_SIZE_MIN_EXT, 1.0);
glPointSize(4.0);
}
-#endif
#endif
return true;
}
static int fgLightsPostdraw( ssgEntity *e ) {
#if 0
-#ifdef GL_EXT_point_parameters
- if (glutExtensionSupported("GL_EXT_point_parameters")) {
+ if (glPointParameterIsSupported) {
static float default_attenuation[3] = {1.0, 0.0, 0.0};
- glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
+ glPointParameterfvProc(GL_DISTANCE_ATTENUATION_EXT,
default_attenuation);
glPointSize(1.0);
}
-#endif
#endif
return true;
}
-ssgLeaf* FGTileEntry::gen_lights( ssgVertexArray *lights, int inc, float bright ) {
+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;
new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
// assign state
- FGNewMat *newmat = material_lib.find( "GROUND_LIGHTS" );
- leaf->setState( newmat->get_state() );
+ SGMaterial *mat = matlib->find( "GROUND_LIGHTS" );
+ leaf->setState( mat->get_state() );
leaf->setCallback( SSG_CALLBACK_PREDRAW, fgLightsPredraw );
leaf->setCallback( SSG_CALLBACK_POSTDRAW, fgLightsPostdraw );
}
-bool FGTileEntry::obj_load( const std::string& path,
- ssgBranch* geometry,
- ssgBranch* rwy_lights,
- ssgBranch* taxi_lights,
- ssgVertexArray* ground_lights, bool is_base )
+bool FGTileEntry::obj_load( const string& path,
+ ssgBranch *geometry,
+ ssgBranch *vasi_lights,
+ ssgBranch *rwy_lights,
+ ssgBranch *taxi_lights,
+ ssgVertexArray *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 ( fgBinObjLoad( path, is_base,
- &c, &br, geometry,
- rwy_lights, taxi_lights, ground_lights ) )
+ 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;
}
- } else {
- // default to an ocean tile
- if ( fgGenTile( path, tile_bucket, &c, &br, geometry ) ) {
- center = c;
- bounding_radius = br;
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "Warning: failed to generate ocean tile!" );
- }
}
return (geometry != NULL);
void
-FGTileEntry::load( const SGPath& base, bool is_base )
+FGTileEntry::load( const string_list &path_list, bool is_base )
{
- SG_LOG( SG_TERRAIN, SG_INFO, "load() base = " << base.str() );
+ bool found_tile_base = false;
- // Generate names for later use
- string index_str = tile_bucket.gen_index_str();
+ // obj_load() will generate ground lighting for us ...
+ ssgVertexArray *light_pts = new ssgVertexArray( 100 );
- SGPath tile_path = base;
- tile_path.append( tile_bucket.gen_base_path() );
+ ssgBranch* new_tile = new ssgBranch;
- SGPath basename = tile_path;
- basename.append( index_str );
- // string path = basename.str();
+ unsigned int i = 0;
+ while ( i < path_list.size() ) {
- SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
+ bool has_base = false;
-#define FG_MAX_LIGHTS 1000
+ // Generate names for later use
+ string index_str = tile_bucket.gen_index_str();
- // obj_load() will generate ground lighting for us ...
- ssgVertexArray *light_pts = new ssgVertexArray( 100 );
+ SGPath tile_path = path_list[i];
+ tile_path.append( tile_bucket.gen_base_path() );
- ssgBranch* new_tile = new ssgBranch;
+ SGPath basename = tile_path;
+ basename.append( index_str );
+ // string path = basename.str();
- // Check for master .stg (scene terra gear) file
- SGPath stg_name = basename;
- stg_name.concat( ".stg" );
+ SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
- sg_gzifstream in( stg_name.str() );
+#define FG_MAX_LIGHTS 1000
- if ( in.is_open() ) {
- string token, name;
+ // Check for master .stg (scene terra gear) file
+ SGPath stg_name = basename;
+ stg_name.concat( ".stg" );
- while ( ! in.eof() ) {
- in >> token;
+ sg_gzifstream in( stg_name.str() );
- if ( token == "OBJECT_BASE" ) {
- in >> name >> ::skipws;
- SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
- << " name = " << name );
+ if ( in.is_open() ) {
+ string token, name;
- SGPath custom_path = tile_path;
- custom_path.append( name );
+ while ( ! in.eof() ) {
+ in >> token;
- ssgBranch *geometry = new ssgBranch;
- if ( obj_load( custom_path.str(),
- geometry, NULL, NULL, light_pts, true ) )
- {
- new_tile -> addKid( geometry );
- } else {
- delete geometry;
+ if ( token[0] == '#' ) {
+ in >> ::skipeol;
+ continue;
}
- } else if ( token == "OBJECT" ) {
- 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 *rwy_lights = new ssgBranch;
- ssgBranch *taxi_lights = new ssgBranch;
- if ( obj_load( custom_path.str(),
- geometry, rwy_lights, taxi_lights,
- NULL, false ) )
- {
- if ( geometry -> getNumKids() > 0 ) {
- new_tile -> addKid( geometry );
+ // 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 {
- delete geometry;
+ SG_LOG( SG_TERRAIN, SG_INFO, " (skipped)" );
}
- if ( rwy_lights -> getNumKids() > 0 ) {
- rwy_lights_transform -> addKid( rwy_lights );
- } else {
- delete rwy_lights;
+
+ // 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;
+ }
}
- if ( taxi_lights -> getNumKids() > 0 ) {
- taxi_lights_transform -> addKid( taxi_lights );
+
+ // 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 {
- delete taxi_lights;
+ custom_path = globals->get_fg_root();
}
- } else {
- delete geometry;
- delete rwy_lights;
- delete taxi_lights;
- }
+ custom_path.append( name );
- } 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;
- custom_path.append( name );
-
- sgCoord obj_pos;
- WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
+ 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(),
- this, obj_trans );
- FGTileMgr::model_ready( dm );
- } 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
- = gen_taxi_sign( custom_path.str(), name );
-
- // wire the pieces together
- if ( custom_obj != NULL ) {
- obj_trans -> addKid( custom_obj );
- }
- new_tile->addKid( obj_trans );
- } 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
- = gen_runway_sign( custom_path.str(), name );
-
- // wire the pieces together
- if ( custom_obj != NULL ) {
- obj_trans -> addKid( custom_obj );
+ 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;
}
- new_tile->addKid( obj_trans );
- } 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_ALERT,
- "Unknown token " << token << " in "
- << stg_name.str() );
- in >> ::skipws;
}
}
- } else {
- // no .stg file, generate an ocean tile on the fly for this
- // area
+
+ i++;
+ }
+
+ if ( !found_tile_base ) {
+ // no tile base found, generate an ocean tile on the fly for
+ // this area
ssgBranch *geometry = new ssgBranch;
Point3D c;
double br;
- if ( fgGenTile( basename.str(), tile_bucket, &c, &br, geometry ) ) {
+ if ( sgGenTile( path_list[0], tile_bucket, &c, &br,
+ globals->get_matlib(), geometry ) )
+ {
center = c;
bounding_radius = br;
new_tile -> addKid( geometry );
terra_transform->addKid( terra_range );
// calculate initial tile offset
- SetOffset( globals->get_scenery()->get_center() );
- sgCoord sgcoord;
- sgSetCoord( &sgcoord,
- offset.x(), offset.y(), offset.z(),
- 0.0, 0.0, 0.0 );
- terra_transform->setTransform( &sgcoord );
- // terrain->addKid( terra_transform );
+ 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 ssgTransform;
+ gnd_lights_transform = new ssgPlacementTransform;
gnd_lights_range = new ssgRangeSelector;
gnd_lights_brightness = new ssgSelector;
ssgLeaf *lights;
- lights = gen_lights( light_pts, 4, 0.7 );
+ lights = gen_lights( globals->get_matlib(), light_pts, 4, 0.7 );
gnd_lights_brightness->addKid( lights );
- lights = gen_lights( light_pts, 2, 0.85 );
+ lights = gen_lights( globals->get_matlib(), light_pts, 2, 0.85 );
gnd_lights_brightness->addKid( lights );
- lights = gen_lights( light_pts, 1, 1.0 );
+ 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( &sgcoord );
+ gnd_lights_transform->setTransform( sgdTrans );
+ }
+
+ // Update vasi lights transform
+ if ( vasi_lights_transform->getNumKids() > 0 ) {
+ vasi_lights_transform->setTransform( sgdTrans );
}
- // Add runway lights to scene graph if any exist
+ // Update runway lights transform
if ( rwy_lights_transform->getNumKids() > 0 ) {
- SG_LOG( SG_TERRAIN, SG_DEBUG, "adding runway lights" );
- rwy_lights_transform->setTransform( &sgcoord );
+ rwy_lights_transform->setTransform( sgdTrans );
}
- // Add taxi lights to scene graph if any exist
+ // Update taxi lights transform
if ( taxi_lights_transform->getNumKids() > 0 ) {
- SG_LOG( SG_TERRAIN, SG_DEBUG, "adding taxi lights" );
- taxi_lights_transform->setTransform( &sgcoord );
+ taxi_lights_transform->setTransform( sgdTrans );
}
+
+ delete light_pts;
}
+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* rwy_lights_branch,
- ssgBranch* taxi_lights_branch )
+FGTileEntry::add_ssg_nodes( ssgBranch *terrain_branch,
+ ssgBranch *gnd_lights_branch,
+ ssgBranch *vasi_lights_branch,
+ ssgBranch *rwy_lights_branch,
+ ssgBranch *taxi_lights_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
+
terra_transform->ref();
terrain_branch->addKid( terra_transform );
+ globals->get_scenery()->register_placement_transform(terra_transform);
SG_LOG( SG_TERRAIN, SG_DEBUG,
"connected a tile into scene graph. terra_transform = "
// 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_transform->ref();
- rwy_lights_branch->addKid( rwy_lights_transform );
+ 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_transform->ref();
- taxi_lights_branch->addKid( taxi_lights_transform );
+ 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 );
}
loaded = true;
SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a fully loaded tile! terra_transform = " << terra_transform );
}
+ // 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 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)
}
}
+ // 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)
// 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)