]> git.mxchange.org Git - flightgear.git/blobdiff - src/Scenery/tileentry.cxx
make attribute strings lowercase with hyphen instead of underscore;
[flightgear.git] / src / Scenery / tileentry.cxx
index d6964a24e865a3fbf25dcd58cf30acade2b0b6c2..b87da6b1d6fbca5a418d3c5746004004f23cf905 100644 (file)
@@ -1,8 +1,8 @@
-// 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 <Objects/matlib.hxx>
-#include <Objects/newmat.hxx>
-#include <Objects/obj.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 ( const SGBucket& b )
-    : ncount( 0 ),
-      center( Point3D( 0.0 ) ),
+    : center( Point3D( 0.0 ) ),
       tile_bucket( b ),
-      terra_transform( new ssgTransform ),
-      terra_range( new ssgRangeSelector ),
-      loaded(false)
+      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, 
@@ -79,340 +99,820 @@ FGTileEntry::~FGTileEntry () {
     // 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;
-    SG_LOG( SG_TERRAIN, SG_DEBUG,
-           "FREEING TILE = (" << tile_bucket << ")" );
-
-    SG_LOG( SG_TERRAIN, SG_DEBUG,
-           "  deleting " << nodes.size() << " nodes" );
-    nodes.clear();
-
-    // delete the ssg structures
+bool FGTileEntry::free_tile() {
+    int delete_size = 100;
     SG_LOG( SG_TERRAIN, SG_DEBUG,
-           "  deleting (leaf data) vertex, normal, and "
-           << " texture coordinate arrays" );
-
-    for ( i = 0; i < (int)vec3_ptrs.size(); ++i ) {
-       delete [] vec3_ptrs[i];  //that's the correct version
-    }
-    vec3_ptrs.clear();
-
-    for ( i = 0; i < (int)vec2_ptrs.size(); ++i ) {
-       delete [] vec2_ptrs[i];  //that's the correct version
-    }
-    vec2_ptrs.clear();
-
-    for ( i = 0; i < (int)index_ptrs.size(); ++i ) {
-       delete index_ptrs[i];
-    }
-    index_ptrs.clear();
-
-    // delete the terrain branch
-    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);
-       }
+            "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 {
-       SG_LOG( SG_TERRAIN, SG_ALERT,
-               "Parent count is zero for an ssg tile!  Dying" );
-       exit(-1);
+        return true;
     }
 
-    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_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, float vis) {
+void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
     if ( !loaded ) return;
 
-    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 );
+    // 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 );
     }
-#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);
-       }
+
+    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();
+        }
     }
 }
 
 
-ssgLeaf* FGTileEntry::gen_lights( 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 );
-
-    sgVec4 color;
-    for ( int i = 0; i < lights->getNum(); ++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) );
-
-           // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
-           float factor = sg_random();
-           factor *= factor;
-
-           if ( zombie > 0.5 ) {
-               // 50% chance of yellowish
-               sgSetVec4( color, 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 );
-           } else if ( zombie > 0.05 ) {
-               // 10% chance of orangish
-               sgSetVec4( color, 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 );
-           }
-           cl->add( color );
-       }
+    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
-    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
-    FGNewMat *newmat = material_lib.find( "LIGHTS" );
-    leaf->setState( newmat->get_state() );
+    SGMaterial *mat = matlib->find( "GROUND_LIGHTS" );
+    geode->setStateSet(mat->get_state());
 
-    return leaf;
+    return geode;
 }
 
 
-ssgBranch*
-FGTileEntry::obj_load( const std::string& path,
-                      ssgVertexArray* lights, bool is_base )
+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 )
 {
-    ssgBranch* result = 0;
+    Point3D c;                  // returned center point
+    double br;                  // returned bounding radius
+
+    bool use_random_objects =
+        fgGetBool("/sim/rendering/random-objects", true);
 
     // try loading binary format
-    result = fgBinObjLoad( path, this, lights, is_base );
-    if ( result == NULL ) {
-       // next try the older ascii format
-       result = fgAsciiObjLoad( path, this, lights, is_base );
-       if ( result == NULL ) {
-           // default to an ocean tile
-           result = fgGenTile( path, this );
-       }
+    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 result;
+    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 )
 {
-    // a cheesy hack (to be fixed later)
-    extern ssgBranch *terrain;
-    extern ssgBranch *ground;
+    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;
+            }
+        }
+    }
 
-    SGPath tile_path = base;
-    // Generate name of file to load.
-    tile_path.append( tile_bucket.gen_base_path() );
-    SGPath basename = tile_path;
-    basename.append( index_str );
-    string path = basename.str();
 
-    SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << path );
+    // 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;
 
-    // fgObjLoad will generate ground lighting for us ...
-    ssgVertexArray *light_pts = new ssgVertexArray( 100 );
 
-    ssgBranch* new_tile = obj_load( path, light_pts, is_base );
-    if ( new_tile != NULL ) {
-       terra_range->addKid( new_tile );
+    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!" );
+        }
     }
 
-    // load custom objects
-    SG_LOG( SG_TERRAIN, SG_DEBUG, "CUSTOM OBJECTS" );
 
-    SGPath index_path = tile_path;
-    index_path.append( index_str );
-    index_path.concat( ".ind" );
+    // 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() );
 
-    SG_LOG( SG_TERRAIN, SG_DEBUG, "Looking in " << index_path.str() );
+                if ( taxi_lights -> getNumChildren() > 0 )
+                    taxi_lights_transform -> addChild( taxi_lights.get() );
+            }
 
-    sg_gzifstream in( index_path.str() );
 
-    if ( in.is_open() ) {
-       string token, name;
+        } 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 );
 
-       while ( ! in.eof() ) {
-           in >> token >> name >> ::skipws;
-           SG_LOG( SG_TERRAIN, SG_DEBUG, "token = " << token
-                   << " name = " << name );
+            osg::Matrix obj_pos;
+            WorldCoordinate( obj_pos, center, obj->lat, obj->lon, obj->elev, obj->hdg );
 
-           SGPath custom_path = tile_path;
-           custom_path.append( name );
-           ssgBranch *custom_obj = obj_load( custom_path.str(), NULL, false );
-           if ( (new_tile != NULL) && (custom_obj != NULL) ) {
-               new_tile -> addKid( custom_obj );
-           }
-       }
+            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;
     }
 
-    terra_transform->addKid( terra_range );
+
+    if ( new_tile != NULL ) {
+        terra_range->addChild( new_tile );
+    }
+
+    terra_transform->addChild( terra_range.get() );
 
     // calculate initial tile offset
-    SetOffset( scenery.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 );
-
-    lights_transform = NULL;
-    lights_range = NULL;
-    /* uncomment this section for testing ground lights */
-    if ( light_pts->getNum() ) {
-       SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
-       lights_transform = new ssgTransform;
-       lights_range = new ssgRangeSelector;
-       lights_brightness = new ssgSelector;
-       ssgLeaf *lights;
-
-       lights = gen_lights( light_pts, 4, 0.7 );
-       lights_brightness->addKid( lights );
-
-       lights = gen_lights( light_pts, 2, 0.85 );
-       lights_brightness->addKid( lights );
-
-       lights = gen_lights( light_pts, 1, 1.0 );
-       lights_brightness->addKid( lights );
-
-       lights_range->addKid( lights_brightness );
-       lights_transform->addKid( lights_range );
-       lights_transform->setTransform( &sgcoord );
-       ground->addKid( lights_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->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,
+            "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());
+    }
+
+    if ( vasi_lights_transform.get() != NULL ) {
+        // bump up the ref count so we can remove this later without
+        // having ssg try to free the memory.
+        vasi_lights_selector->addChild( vasi_lights_transform.get() );
+        globals->get_scenery()->register_placement_transform(vasi_lights_transform.get());
+        vasi_lights_branch->addChild( vasi_lights_selector.get() );
+    }
+
+    if ( rwy_lights_transform.get() != NULL ) {
+        // bump up the ref count so we can remove this later without
+        // having ssg try to free the memory.
+        rwy_lights_selector->addChild( rwy_lights_transform.get() );
+        globals->get_scenery()->register_placement_transform(rwy_lights_transform.get());
+        rwy_lights_branch->addChild( rwy_lights_selector.get() );
+    }
+
+    if ( taxi_lights_transform.get() != NULL ) {
+        // bump up the ref count so we can remove this later without
+        // having ssg try to free the memory.
+        taxi_lights_selector->addChild( taxi_lights_transform.get() );
+        globals->get_scenery()->register_placement_transform(taxi_lights_transform.get());
+        taxi_lights_branch->addChild( taxi_lights_selector.get() );
     }
-    /* end of ground light section */
 
     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)
+        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);
+    }
+
+    // find the ground lighting branch
+    if ( gnd_lights_transform.get() ) {
+        // Unregister that one at the scenery manager
+        globals->get_scenery()->unregister_placement_transform(gnd_lights_transform.get());
+        pcount = gnd_lights_transform->getNumParents();
+        if ( pcount > 0 ) {
+            // find the first parent (should only be one)
+            osg::Group *parent = gnd_lights_transform->getParent( 0 ) ;
+            if( parent ) {
+                // disconnect the light branch (we previously ref()'d
+                // it so it won't get freed now)
+                parent->removeChild( gnd_lights_transform.get() );
+            } else {
+                SG_LOG( SG_TERRAIN, SG_ALERT,
+                        "parent pointer is NULL!  Dying" );
+                exit(-1);
+            }
+        } else {
+            SG_LOG( SG_TERRAIN, SG_ALERT,
+                    "Parent count is zero for an ssg light tile!  Dying" );
+            exit(-1);
+        }
+    }
+
+    // find the vasi lighting branch
+    if ( vasi_lights_transform.get() ) {
+        // Unregister that one at the scenery manager
+        globals->get_scenery()->unregister_placement_transform(vasi_lights_transform.get());
+        pcount = vasi_lights_transform->getNumParents();
+        if ( pcount > 0 ) {
+            // find the first parent (should only be one)
+            osg::Group *parent = vasi_lights_transform->getParent( 0 ) ;
+            if( parent ) {
+                // disconnect the light branch (we previously ref()'d
+                // it so it won't get freed now)
+                parent->removeChild( vasi_lights_transform.get() );
+            } else {
+                SG_LOG( SG_TERRAIN, SG_ALERT,
+                        "parent pointer is NULL!  Dying" );
+                exit(-1);
+            }
+        } else {
+            SG_LOG( SG_TERRAIN, SG_ALERT,
+                    "Parent count is zero for an ssg light tile!  Dying" );
+            exit(-1);
+        }
+    }
+
+    // find the runway lighting branch
+    if ( rwy_lights_transform.get() ) {
+        // Unregister that one at the scenery manager
+        globals->get_scenery()->unregister_placement_transform(rwy_lights_transform.get());
+        pcount = rwy_lights_transform->getNumParents();
+        if ( pcount > 0 ) {
+            // find the first parent (should only be one)
+            osg::Group *parent = rwy_lights_transform->getParent( 0 ) ;
+            if( parent ) {
+                // disconnect the light branch (we previously ref()'d
+                // it so it won't get freed now)
+                parent->removeChild( rwy_lights_transform.get() );
+            } else {
+                SG_LOG( SG_TERRAIN, SG_ALERT,
+                        "parent pointer is NULL!  Dying" );
+                exit(-1);
+            }
+        } else {
+            SG_LOG( SG_TERRAIN, SG_ALERT,
+                    "Parent count is zero for an ssg light tile!  Dying" );
+            exit(-1);
+        }
+    }
+
+    // find the taxi lighting branch
+    if ( taxi_lights_transform.get() ) {
+        // Unregister that one at the scenery manager
+        globals->get_scenery()->unregister_placement_transform(taxi_lights_transform.get());
+        pcount = taxi_lights_transform->getNumParents();
+        if ( pcount > 0 ) {
+            // find the first parent (should only be one)
+            osg::Group *parent = taxi_lights_transform->getParent( 0 ) ;
+            if( parent ) {
+                // disconnect the light branch (we previously ref()'d
+                // it so it won't get freed now)
+                parent->removeChild( taxi_lights_transform.get() );
+            } else {
+                SG_LOG( SG_TERRAIN, SG_ALERT,
+                        "parent pointer is NULL!  Dying" );
+                exit(-1);
+            }
+        } else {
+            SG_LOG( SG_TERRAIN, SG_ALERT,
+                    "Parent count is zero for an ssg light tile!  Dying" );
+            exit(-1);
+        }
+    }
+}