//
// 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
//
// 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.
//
// $Id$
#endif
#include <simgear/compiler.h>
+#include <plib/ul.h>
+#include <Main/main.hxx>
+
#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 <Objects/obj.hxx>
#include "tileentry.hxx"
#include "tilemgr.hxx"
// 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_range( new ssgRangeSelector ),
+ 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)
{
// update the contents
// delete[] nodes;
}
-
-#if 0
-// Please keep this for reference. We use Norman's optimized routine,
-// but here is what the routine really is doing.
-void
-FGTileEntry::WorldCoordinate( sgCoord *obj_pos, Point3D center,
- double lat, double lon, double elev, double hdg)
-{
- // setup transforms
- Point3D geod( lon * SGD_DEGREES_TO_RADIANS,
- lat * SGD_DEGREES_TO_RADIANS,
- elev );
-
- Point3D world_pos = sgGeodToCart( geod );
- Point3D offset = world_pos - center;
-
- sgMat4 POS;
- sgMakeTransMat4( POS, offset.x(), offset.y(), offset.z() );
-
- sgVec3 obj_rt, obj_up;
- sgSetVec3( obj_rt, 0.0, 1.0, 0.0); // Y axis
- sgSetVec3( obj_up, 0.0, 0.0, 1.0); // Z axis
-
- sgMat4 ROT_lon, ROT_lat, ROT_hdg;
- sgMakeRotMat4( ROT_lon, lon, obj_up );
- sgMakeRotMat4( ROT_lat, 90 - lat, obj_rt );
- sgMakeRotMat4( ROT_hdg, hdg, obj_up );
-
- sgMat4 TUX;
- sgCopyMat4( TUX, ROT_hdg );
- sgPostMultMat4( TUX, ROT_lat );
- sgPostMultMat4( TUX, ROT_lon );
- sgPostMultMat4( TUX, POS );
-
- sgSetCoord( obj_pos, TUX );
-}
-#endif
-
-
-// Norman's 'fast hack' for above
-static void WorldCoordinate( sgCoord *obj_pos, Point3D center, double lat,
+static void WorldCoordinate( osg::Matrix& obj_pos, Point3D center, double lat,
double lon, double elev, double hdg )
{
double lon_rad = lon * SGD_DEGREES_TO_RADIANS;
mat[3][2] = offset.z();
mat[3][3] = SG_ONE ;
- sgSetCoord( obj_pos, mat );
+ 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( 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
-
+static int fgPartialFreeSSGtree( osg::Group *b, int n ) {
int num_deletes = 0;
- if ( n > 0 ) {
- // we still have some delete budget left
- // if ( b->getNumKids() > 100 ) {
- // cout << "large family = " << b->getNumKids() << endl;
- // }
- // deleting in reverse would help if my plib patch get's
- // applied, but for now it will make things slower.
- // for ( int i = b->getNumKids() - 1; i >= 0 ; --i ) {
- for ( int i = 0; i < b->getNumKids(); ++i ) {
- ssgEntity *kid = b->getKid(i);
- if ( kid->isAKindOf( ssgTypeBranch() ) && kid->getRef() <= 1 ) {
- int result = fgPartialFreeSSGtree( (ssgBranch *)kid, n );
- num_deletes += result;
- n -= result;
- if ( n < 0 ) {
- break;
- }
- }
- // remove the kid if (a) it is now empty -or- (b) it's ref
- // count is > zero at which point we don't care if it's
- // empty, we don't want to touch it's contents.
- if ( kid->getNumKids() == 0 || kid->getRef() > 1 ) {
- b->removeKid( kid );
- num_deletes++;
- n--;
- }
- }
- }
+ 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;
}
// delete the terrain branch (this should already have been
// disconnected from the scene graph)
SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING terra_transform" );
- if ( fgPartialFreeSSGtree( terra_transform, delete_size ) == 0 ) {
- ssgDeRefDelete( 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 ) {
+ } 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, delete_size ) == 0 ) {
- ssgDeRefDelete( gnd_lights_transform );
+ if ( fgPartialFreeSSGtree( gnd_lights_transform.get(), delete_size ) == 0 ) {
+ gnd_lights_transform = 0;
free_tracker |= GROUND_LIGHTS;
}
- } else if ( !(free_tracker & RWY_LIGHTS) && rwy_lights_transform ) {
+ } 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 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.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_transform ) {
+ } 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_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.get(), delete_size ) == 0 ) {
+ taxi_lights_selector = 0;
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 );
- terra_range->setRange( 1, vis + bounding_radius );
+ terra_range->setRange( 0, 0, vis + bounding_radius );
- if ( gnd_lights_range ) {
- gnd_lights_range->setRange( 0, SG_ZERO );
- gnd_lights_range->setRange( 1, vis * 1.5 + bounding_radius );
+ if ( gnd_lights_range.get() ) {
+ gnd_lights_range->setRange( 0, 0, vis * 1.5 + bounding_radius );
}
- sgVec3 sgTrans;
- sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
- terra_transform->setTransform( sgTrans );
+ SGVec3d lt_trans(center.x(), center.y(), center.z());
- if ( gnd_lights_transform ) {
+ 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.
- sgVec3 lift_vec;
- sgCopyVec3( lift_vec, up );
-
+ SGVec3f 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 );
+ lift_vec *= 10.0 + agl / 100.0 + dist / 10000;
} else {
- sgScaleVec3( lift_vec, 10.0 + agl / 20.0 + dist / 5000 );
+ 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 );
+ gnd_lights_transform->setTransform( lt_trans + toVec3d(lift_vec) );
// 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);
+ gnd_lights_brightness->setSingleChildOn(2);
} else if ( sun_angle > 92 ) {
- gnd_lights_brightness->select(0x02);
+ gnd_lights_brightness->setSingleChildOn(1);
} else if ( sun_angle > 89 ) {
- gnd_lights_brightness->select(0x01);
+ gnd_lights_brightness->setSingleChildOn(0);
} else {
- gnd_lights_brightness->select(0x00);
+ gnd_lights_brightness->setAllChildrenOff();
}
}
- 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_scenery()->get_cur_elev()
- - 30.0;
- if ( agl < 0.0 ) {
- agl = 0.0;
- }
-
- if ( general.get_glDepthBits() > 16 ) {
- sgScaleVec3( lift_vec, 0.0 + agl / 500.0 );
+ 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 {
- sgScaleVec3( lift_vec, 0.0 + agl / 150.0 );
+ rwy_lights_selector->setAllChildrenOff();
}
-
- sgVec3 lt_trans;
- sgCopyVec3( lt_trans, sgTrans );
-
- sgAddVec3( lt_trans, lift_vec );
- rwy_lights_transform->setTransform( lt_trans );
-
- // 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 ( taxi_lights_transform ) {
- // we need to lift the lights above the terrain to avoid
- // z-buffer fighting. We do this based on our altitude and
- // the distance this tile is away from scenery center.
-
- sgVec3 lift_vec;
- sgCopyVec3( lift_vec, up );
-
- // we fudge agl by 30 meters so that the lifting function
- // doesn't phase in until we are > 30m agl.
- double agl;
- agl = globals->get_current_view()->getAltitudeASL_ft()
- * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev()
- - 30.0;
- if ( agl < 0.0 ) {
- agl = 0.0;
- }
-
- if ( general.get_glDepthBits() > 16 ) {
- sgScaleVec3( lift_vec, 0.0 + agl / 500.0 );
+ 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 {
- sgScaleVec3( lift_vec, 0.0 + agl / 150.0 );
+ taxi_lights_selector->setAllChildrenOff();
}
-
- sgVec3 lt_trans;
- sgCopyVec3( lt_trans, sgTrans );
-
- sgAddVec3( lt_trans, lift_vec );
- taxi_lights_transform->setTransform( lt_trans );
-
- // 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);
- // }
- }
-}
-
-
-// Set up lights rendering call backs
-static int fgLightsPredraw( ssgEntity *e ) {
-#if 0
-#ifdef GL_EXT_point_parameters
- if (glutExtensionSupported("GL_EXT_point_parameters")) {
- static float quadratic[3] = {1.0, 0.01, 0.0001};
- glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
- glPointParameterfEXT(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")) {
- static float default_attenuation[3] = {1.0, 0.0, 0.0};
- glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
- default_attenuation);
- glPointSize(1.0);
- }
-#endif
-#endif
- return true;
}
-ssgLeaf* FGTileEntry::gen_lights( SGMaterialLib *matlib, ssgVertexArray *lights,
- int inc, float bright )
+osg::Node*
+FGTileEntry::gen_lights( SGMaterialLib *matlib, osg::Vec3Array *lights,
+ int inc, float bright )
{
// generate a repeatable random seed
- float *p1 = lights->get( 0 );
- unsigned int *seed = (unsigned int *)p1;
- sg_srandom( *seed );
-
- int size = lights->getNum() / inc;
+ sg_srandom( (unsigned)(*lights)[0][0] );
// Allocate ssg structure
- ssgVertexArray *vl = new ssgVertexArray( size + 1 );
- ssgNormalArray *nl = NULL;
- ssgTexCoordArray *tl = NULL;
- ssgColourArray *cl = new ssgColourArray( size + 1 );
+ osg::Vec3Array *vl = new osg::Vec3Array;
+ osg::Vec4Array *cl = new osg::Vec4Array;
- sgVec4 color;
- for ( int i = 0; i < lights->getNum(); ++i ) {
+ 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->add( lights->get(i) );
+ 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
- sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 );
+ color = osg::Vec4( 0.9, 0.9, 0.3, bright - factor * 0.2 );
} else if ( zombie > 0.15 ) {
// 35% chance of whitish
- sgSetVec4( color, 0.9, 0.9, 0.8, bright - factor * 0.2 );
+ color = osg::Vec4( 0.9, 0.9, 0.8, bright - factor * 0.2 );
} else if ( zombie > 0.05 ) {
// 10% chance of orangish
- sgSetVec4( color, 0.9, 0.6, 0.2, bright - factor * 0.2 );
+ color = osg::Vec4( 0.9, 0.6, 0.2, bright - factor * 0.2 );
} else {
// 5% chance of redish
- sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 );
+ color = osg::Vec4( 0.9, 0.2, 0.2, bright - factor * 0.2 );
}
- cl->add( color );
+ cl->push_back( color );
}
}
// create ssg leaf
- ssgLeaf *leaf =
- new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
+ 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" );
- leaf->setState( mat->get_state() );
- leaf->setCallback( SSG_CALLBACK_PREDRAW, fgLightsPredraw );
- leaf->setCallback( SSG_CALLBACK_POSTDRAW, fgLightsPostdraw );
+ geode->setStateSet(mat->get_state());
- return leaf;
+ return geode;
}
bool FGTileEntry::obj_load( const string& path,
- ssgBranch* geometry,
- ssgBranch* rwy_lights,
- ssgBranch* taxi_lights,
- ssgVertexArray* ground_lights, bool is_base )
+ 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 ( fgBinObjLoad( path, is_base,
- &c, &br, globals->get_matlib(), 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,
- globals->get_matlib(), geometry ) )
- {
- center = c;
- bounding_radius = br;
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "Warning: failed to generate ocean tile!" );
- }
}
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 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();
+ SGPath object_base;
+ vector<const Object*> objects;
- SGPath tile_path = base;
- tile_path.append( tile_bucket.gen_base_path() );
+ 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;
+ }
- SGPath basename = tile_path;
- basename.append( index_str );
- // string path = basename.str();
+ bool has_base = false;
- SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
+ SGPath tile_path = path_list[i];
+ tile_path.append( tile_bucket.gen_base_path() );
-#define FG_MAX_LIGHTS 1000
+ SGPath basename = tile_path;
+ basename.append( index_str );
- // obj_load() will generate ground lighting for us ...
- ssgVertexArray *light_pts = new ssgVertexArray( 100 );
+ SG_LOG( SG_TERRAIN, SG_INFO, " Trying " << basename.str() );
- ssgBranch* new_tile = new ssgBranch;
- // Check for master .stg (scene terra gear) file
- SGPath stg_name = basename;
- stg_name.concat( ".stg" );
+ // 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() ) {
- string token, name;
+ 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 = " << token
- << " name = " << name );
-
- SGPath custom_path = tile_path;
- custom_path.append( name );
-
- ssgBranch *geometry = new ssgBranch;
- if ( obj_load( custom_path.str(),
- geometry, NULL, NULL, light_pts, true ) )
- {
- new_tile -> addKid( geometry );
- } else {
- delete geometry;
- }
+ 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" ) {
- 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 );
- } else {
- delete geometry;
- }
- 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 rwy_lights;
- delete taxi_lights;
+ 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)");
}
- } 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 );
-
- 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( 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 );
+ // 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" ) {
- // 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( 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 );
- } 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 );
+ objects.push_back(new Object(OBJECT_RUNWAY_SIGN, token, tile_path, in));
+
} else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "Unknown token " << token << " in "
- << stg_name.str() );
+ 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 {
- // no .stg file, generate an ocean tile on the fly for this
- // area
- ssgBranch *geometry = new ssgBranch;
+ // ... 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 ( fgGenTile( basename.str(), tile_bucket, &c, &br,
- globals->get_matlib(), geometry ) ) {
+ if ( SGGenTile( path_list[0], tile_bucket, &c, &br,
+ globals->get_matlib(), geometry.get() ) ) {
center = c;
bounding_radius = br;
- new_tile -> addKid( geometry );
+ new_tile -> addChild( geometry.get() );
} 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 );
+
+ 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->addKid( new_tile );
+ terra_range->addChild( new_tile );
}
- terra_transform->addKid( terra_range );
+ terra_transform->addChild( terra_range.get() );
// 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 );
+ 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->getNum() ) {
+ if ( light_pts->size() ) {
SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
- gnd_lights_transform = new ssgTransform;
- gnd_lights_range = new ssgRangeSelector;
- gnd_lights_brightness = new ssgSelector;
- ssgLeaf *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, 4, 0.7 );
- gnd_lights_brightness->addKid( 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, 2, 0.85 );
- gnd_lights_brightness->addKid( 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, 1, 1.0 );
- gnd_lights_brightness->addKid( lights );
+ lights = gen_lights( globals->get_matlib(), light_pts.get(), 1, 1.0 );
+ gnd_lights_brightness->addChild( lights );
- gnd_lights_range->addKid( gnd_lights_brightness );
- gnd_lights_transform->addKid( gnd_lights_range );
- gnd_lights_transform->setTransform( &sgcoord );
+ gnd_lights_range->addChild( gnd_lights_brightness.get() );
+ gnd_lights_transform->addChild( gnd_lights_range.get() );
+ gnd_lights_transform->setTransform( sgdTrans );
}
- // Add runway lights to scene graph if any exist
- if ( rwy_lights_transform->getNumKids() > 0 ) {
- SG_LOG( SG_TERRAIN, SG_DEBUG, "adding runway lights" );
- rwy_lights_transform->setTransform( &sgcoord );
+ // Update vasi lights transform
+ if ( vasi_lights_transform->getNumChildren() > 0 ) {
+ vasi_lights_transform->setTransform( sgdTrans );
}
- // Add taxi lights to scene graph if any exist
- if ( taxi_lights_transform->getNumKids() > 0 ) {
- SG_LOG( SG_TERRAIN, SG_DEBUG, "adding taxi lights" );
- taxi_lights_transform->setTransform( &sgcoord );
+ // 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( ssgBranch* terrain_branch,
- ssgBranch* gnd_lights_branch,
- ssgBranch* rwy_lights_branch,
- ssgBranch* taxi_lights_branch )
+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.
- terra_transform->ref();
- terrain_branch->addKid( terra_transform );
+ terrain_branch->addChild( terra_transform.get() );
+ globals->get_scenery()->register_placement_transform(terra_transform.get());
SG_LOG( SG_TERRAIN, SG_DEBUG,
"connected a tile into scene graph. terra_transform = "
- << terra_transform );
+ << terra_transform.get() );
SG_LOG( SG_TERRAIN, SG_DEBUG, "num parents now = "
<< terra_transform->getNumParents() );
- if ( gnd_lights_transform != NULL ) {
+ 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.
- gnd_lights_transform->ref();
- gnd_lights_branch->addKid( gnd_lights_transform );
+ 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 != NULL ) {
+ 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_transform->ref();
- rwy_lights_branch->addKid( rwy_lights_transform );
+ 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 != NULL ) {
+ 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_transform->ref();
- taxi_lights_branch->addKid( taxi_lights_transform );
+ 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;
if ( ! loaded ) {
SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a not-fully loaded tile!" );
} else {
- SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a fully loaded tile! terra_transform = " << terra_transform );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a fully loaded tile! terra_transform = " << terra_transform.get() );
}
+ // Unregister that one at the scenery manager
+ globals->get_scenery()->unregister_placement_transform(terra_transform.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 ) ;
+ osg::Group *parent = terra_transform->getParent( 0 ) ;
if( parent ) {
// disconnect the tile (we previously ref()'d it so it
// won't get freed now)
- parent->removeKid( terra_transform );
+ parent->removeChild( terra_transform.get() );
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"parent pointer is NULL! Dying" );
}
// find the ground lighting branch
- if ( gnd_lights_transform ) {
+ 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)
- ssgBranch *parent = gnd_lights_transform->getParent( 0 ) ;
+ 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->removeKid( gnd_lights_transform );
+ parent->removeChild( vasi_lights_transform.get() );
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"parent pointer is NULL! Dying" );
}
// find the runway lighting branch
- if ( rwy_lights_transform ) {
+ 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)
- ssgBranch *parent = rwy_lights_transform->getParent( 0 ) ;
+ 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->removeKid( rwy_lights_transform );
+ parent->removeChild( rwy_lights_transform.get() );
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"parent pointer is NULL! Dying" );
}
// find the taxi lighting branch
- if ( taxi_lights_transform ) {
+ 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)
- ssgBranch *parent = taxi_lights_transform->getParent( 0 ) ;
+ 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->removeKid( taxi_lights_transform );
+ parent->removeChild( taxi_lights_transform.get() );
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"parent pointer is NULL! Dying" );