-// tile.cxx -- routines to handle a scenery tile
+// tileentry.cxx -- routines to handle a scenery tile
//
// Written by Curtis Olson, started May 1998.
//
-// Copyright (C) 1998, 1999 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
//
// 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.
//
// $Id$
+#ifdef HAVE_CONFIG_H
+# include <config.h>
+#endif
+
#include <simgear/compiler.h>
+#include <plib/ul.h>
+#include <Main/main.hxx>
-#ifdef SG_MATH_EXCEPTION_CLASH
-# include <math.h>
-#endif
-#include STL_FUNCTIONAL
-#include STL_ALGORITHM
+#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(for_each);
-SG_USING_STD(mem_fun_ref);
+SG_USING_STD(string);
// Constructor
-FGTileEntry::FGTileEntry ()
- : ncount(0)
+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)
{
- nodes.clear();
+ // 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);
+ // }
}
// delete[] nodes;
}
+static void WorldCoordinate( osg::Matrix& obj_pos, Point3D center, double lat,
+ double lon, double elev, double hdg )
+{
+ 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];
+}
-// recurse an ssg tree and call removeKid() on every node from the
+
+// 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( 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 ) ;
- }
- }
+// 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
-void FGTileEntry::free_tile() {
- int i;
+bool FGTileEntry::free_tile() {
+ int delete_size = 100;
SG_LOG( SG_TERRAIN, SG_DEBUG,
- "FREEING TILE = (" << tile_bucket << ")" );
+ "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;
+}
+
+
+// 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;
+
+ // 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 ( rwy_lights_transform.get() ) {
+ // 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() ) {
+ // 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);
+}
+
+
+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;
+
+ 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!" );
+ }
+ }
- SG_LOG( SG_TERRAIN, SG_DEBUG,
- " deleting " << nodes.size() << " nodes" );
- nodes.clear();
- // delete the ssg structures
+ // 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());
+
SG_LOG( SG_TERRAIN, SG_DEBUG,
- " deleting (leaf data) vertex, normal, and "
- << " texture coordinate arrays" );
-
- for ( i = 0; i < (int)vec3_ptrs.size(); ++i ) {
-#if defined(macintosh) || defined(_MSC_VER)
- delete [] vec3_ptrs[i]; //that's the correct version
-#else
- delete vec3_ptrs[i];
-#endif
+ "connected a tile into scene graph. terra_transform = "
+ << terra_transform.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());
}
- vec3_ptrs.clear();
- for ( i = 0; i < (int)vec2_ptrs.size(); ++i ) {
-#if defined(macintosh) || defined(_MSC_VER)
- delete [] vec2_ptrs[i]; //that's the correct version
-#else
- delete vec2_ptrs[i];
-#endif
+ 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() );
}
- vec2_ptrs.clear();
- for ( i = 0; i < (int)index_ptrs.size(); ++i ) {
- delete index_ptrs[i];
+ 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() );
}
- index_ptrs.clear();
- // delete the terrain branch
+ loaded = true;
+}
+
+
+void
+FGTileEntry::disconnect_ssg_nodes()
+{
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "disconnecting ssg nodes" );
+
+ 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.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 first parent (should only be one)
- ssgBranch *parent = terra_transform->getParent( 0 ) ;
- if( parent ) {
- // my_remove_branch( select_ptr );
- parent->removeKid( terra_transform );
- terra_transform = NULL;
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "parent pointer is NULL! Dying" );
- exit(-1);
- }
+ // find the first parent (should only be one)
+ 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->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);
- }
-
- if ( lights_transform ) {
- // delete the terrain lighting branch
- pcount = lights_transform->getNumParents();
- if ( pcount > 0 ) {
- // find the first parent (should only be one)
- ssgBranch *parent = lights_transform->getParent( 0 ) ;
- if( parent ) {
- parent->removeKid( lights_transform );
- lights_transform = NULL;
- } 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);
- }
+ 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);
+ }
+ }
-// 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, float vis) {
- SetOffset( p );
-
-// #define USE_UP_AND_COMING_PLIB_FEATURE
-#ifdef USE_UP_AND_COMING_PLIB_FEATURE
- terra_range->setRange( 0, SG_ZERO );
- terra_range->setRange( 1, vis + bounding_radius );
- lights_range->setRange( 0, SG_ZERO );
- lights_range->setRange( 1, vis * 1.5 + bounding_radius );
-#else
- float ranges[2];
- ranges[0] = SG_ZERO;
- ranges[1] = vis + bounding_radius;
- terra_range->setRanges( ranges, 2 );
- if ( lights_range ) {
- ranges[1] = vis * 1.5 + bounding_radius;
- lights_range->setRanges( ranges, 2 );
+ // 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);
+ }
}
-#endif
- sgVec3 sgTrans;
- sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
- terra_transform->setTransform( sgTrans );
-
- if ( 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 up;
- sgCopyVec3( up, globals->get_current_view()->get_world_up() );
-
- double agl;
- if ( current_aircraft.fdm_state ) {
- agl = current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
- - scenery.cur_elev;
- } else {
- agl = 0.0;
- }
-
- // 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 );
-
- if ( general.get_glDepthBits() > 16 ) {
- sgScaleVec3( up, 10.0 + agl / 100.0 + dist / 10000 );
- } else {
- sgScaleVec3( up, 10.0 + agl / 20.0 + dist / 5000 );
- }
- sgAddVec3( sgTrans, up );
- lights_transform->setTransform( sgTrans );
-
- // 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 ) {
- lights_brightness->select(0x04);
- } else if ( sun_angle > 92 ) {
- lights_brightness->select(0x02);
- } else if ( sun_angle > 89 ) {
- lights_brightness->select(0x01);
- } else {
- lights_brightness->select(0x00);
- }
+
+ // 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);
+ }
}
}