-// 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 - curt@flightgear.org
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// $Id$
-#include <Include/compiler.h>
-
-#ifdef FG_MATH_EXCEPTION_CLASH
-# include <math.h>
+#ifdef HAVE_CONFIG_H
+# include <config.h>
#endif
-#include STL_FUNCTIONAL
-#include STL_ALGORITHM
+#include <simgear/compiler.h>
-#include <Debug/logstream.hxx>
-#include <Bucket/newbucket.hxx>
+#include <simgear/bucket/newbucket.hxx>
+#include <simgear/debug/logstream.hxx>
+#include <simgear/math/sg_geodesy.hxx>
+#include <simgear/math/sg_random.h>
+#include <simgear/misc/sgstream.hxx>
-#include "tileentry.hxx"
+#include <Aircraft/aircraft.hxx>
+#include <Include/general.hxx>
+#include <Main/globals.hxx>
+#include <Main/viewer.hxx>
+#include <Scenery/scenery.hxx>
+#include <Time/light.hxx>
+#include <Objects/apt_signs.hxx>
+#include <Objects/matlib.hxx>
+#include <Objects/newmat.hxx>
+#include <Objects/obj.hxx>
-FG_USING_STD(for_each);
-FG_USING_STD(mem_fun_ref);
+#include "tileentry.hxx"
+#include "tilemgr.hxx"
// Constructor
-FGTileEntry::FGTileEntry ( void )
- : ncount(0),
- state(Unused)
+FGTileEntry::FGTileEntry ( const SGBucket& b )
+ : ncount( 0 ),
+ center( Point3D( 0.0 ) ),
+ tile_bucket( b ),
+ terra_transform( new ssgTransform ),
+ terra_range( new ssgRangeSelector ),
+ loaded(false),
+ pending_models(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);
+ // }
}
// Destructor
-FGTileEntry::~FGTileEntry ( void ) {
+FGTileEntry::~FGTileEntry () {
// cout << "nodes = " << nodes.size() << endl;;
// delete[] nodes;
}
+#if 0
+// This is the current method cut and pasted from
+// FGTileEntry::load( const SGPath& base, bool is_base )
+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,
+ 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 ;
+
+ sgSetCoord( obj_pos, mat );
+}
+
+
// recurse an ssg tree and call removeKid() on every node from the
// bottom up. Leaves the original branch in existance, but empty so
// it can be removed by the calling routine.
}
}
+// ADA
+#define TEXRES_X 256
+#define TEXRES_Y 256
+unsigned char env_map[TEXRES_X][TEXRES_Y][4];
+// SetColor & SetColor2 functions were provided by Christian Mayer (26 April 2001) - used without change
+void setColor(float x, float y, float z, float angular_size, float r,
+float g, float b, float a)
+{
+ //normalize
+ float inv_length = 1.0 / sqrt(x*x + y*y + z*z);
+ x *= inv_length; y *= inv_length; z *= inv_length;
+
+ float cos_angular_size = cos(angular_size*(22.0/7.0)/180.0);
+
+ for( int s = 0; s < TEXRES_X; s++) {
+ for( int t = 0; t < TEXRES_Y; t++) {
+
+ float s_2 = (float)s/TEXRES_X - 0.5; // centre of texture 0,0
+ float t_2 = (float)t/TEXRES_Y - 0.5; // elev
+
+ float rx, ry, rz;
+
+ if ((1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2) >= 0.0) {
+ // sphere
+ float m = 4.0 * sqrt(1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2);
+ rx = m * s_2;
+ ry = m * t_2;
+ rz = m*m / 8.0 - 1.0;
+ } else {
+ // singularity
+ rx = 0.0;
+ ry = 0.0;
+ rz = -1.0;
+ }
+
+ float tx = rx; //mirroring on the z=0 plane
+ float ty = ry; //assumes that the normal is allways
+ float tz = -rz; //n(0.0, 0.0, 1.0)
+
+ if ( cos_angular_size < (x*tx + y*ty + z*tz) ) {
+ env_map[s][t][0] = (unsigned char) r * 255;
+ env_map[s][t][1] = (unsigned char) g * 255;
+ env_map[s][t][2] = (unsigned char) b * 255;
+ env_map[s][t][3] = (unsigned char) a * 255;
+ }
+ }
+ }
+}
+
+// elevation_size, float azimuth_size are the *total* angular size of the light
+void setColor2(float elevation_size,float azimuth_size, float r, float g, float b, float a)
+{
+ for( int s = 0; s < TEXRES_X; s++) {
+ for( int t = 0; t < TEXRES_Y; t++) {
+ float s_2 = (float)s/TEXRES_X - 0.5;
+ float t_2 = (float)t/TEXRES_Y - 0.5;
+
+ float rx, ry, rz;
+
+ if ((1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2) >= 0.0) {
+
+ float m = 4.0 * sqrt(1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2);
+ rx = m * s_2;
+ ry = m * t_2;
+ rz = m*m / 8.0 - 1.0;
+ } else {
+ rx = 0.0;
+ ry = 0.0;
+ rz = -1.0;
+ }
+
+ float tx = rx; //mirroring on the z=0 plane to reverse
+ float ty = ry; //OpenGLs automatic mirroring
+ float tz = -rz;
+
+ //get elevation => project t onto the x-z-plane
+ float tz_proj1 = tz / sqrt(tx*tx + tz*tz);
+ float televation = acos( -tz_proj1 ) * 180.0 / 3.1415;
+
+ //get azi => project t onto the y-z-plane
+ float tz_proj2 = tz / sqrt(ty*ty + tz*tz);
+ float tazimuth = acos( -tz_proj2 ) * 180.0 / 3.1415;
+
+ //note televation and tazimuth are the angles *between* the
+ //temporary vector and the normal (0,0,-1). They are *NOT*
+ //the elevation and azimuth angles
+
+ //square:
+ //if (((elevation_size > televation) || (elevation_size < -televation)) &&
+ // ((azimuth_size > tazimuth ) || (azimuth_size < -tazimuth )))
+ //elliptical
+ if (((televation*televation) / (elevation_size*elevation_size / 4.0) +
+ (tazimuth *tazimuth ) / (azimuth_size *azimuth_size / 4.0)) <= 1.0)
+ {
+ env_map[s][t][0] = (unsigned char) r * 255;
+ env_map[s][t][1] = (unsigned char) g * 255;
+ env_map[s][t][2] = (unsigned char) b * 255;
+ env_map[s][t][3] = (unsigned char) a * 255;
+ }
+ }
+ }
+}
+
+// 23 March 2001
+// This function performs billboarding of polygons drawn using the UP and RIGHT vectors obtained
+// from the transpose of the MODEL_VIEW_MATRIX of the ssg_current_context. Each polygon is drawn
+// at the coordinate array and material state as passed thro arguments.
+void *fgBillboard( ssgBranch *lightmaps, ssgVertexArray *light_maps, ssgSimpleState *lightmap_state, float size) {
+ sgMat4 tmat;
+ sgVec3 rt, up, nrt, nup, pt, quads[4], lmaps[4];
+
+ ssgGetModelviewMatrix ( tmat );
+ sgSetVec3 (rt, tmat[0][0], tmat[1][0], tmat[2][0]);
+ sgSetVec3 (up, tmat[0][1], tmat[1][1], tmat[2][1]);
+ sgSetVec3 (nrt, tmat[0][0], tmat[1][0], tmat[2][0]);
+ sgSetVec3 (nup, tmat[0][1], tmat[1][1], tmat[2][1]);
+ sgNegateVec3 (nrt);
+ sgNegateVec3 (nup);
+
+ sgAddVec3 (quads[0], nrt, nup);
+ sgAddVec3 (quads[1], rt, nup);
+ sgAddVec3 (quads[2], rt, up);
+ sgAddVec3 (quads[3], nrt, up);
+
+ sgScaleVec3 (quads[0], size);
+ sgScaleVec3 (quads[1], size);
+ sgScaleVec3 (quads[2], size);
+ sgScaleVec3 (quads[3], size);
+
+ sgVec4 color;
+ sgSetVec4( color, 1.0, 1.0, 0.0, 1.0 );
+
+ sgVec2 texcoords[4];
+ sgSetVec2( texcoords[0], 1.0, 1.0 );
+ sgSetVec2( texcoords[1], 0.0, 1.0 );
+ sgSetVec2( texcoords[2], 0.0, 0.0 );
+ sgSetVec2( texcoords[3], 1.0, 0.0 );
+
+ for (int j = 0; j < 4; j++ ) {
+ sgCopyVec3(lmaps[j] ,quads[j]);
+ }
+
+ for ( int i = 0; i < light_maps->getNum(); ++i ) {
+ // Allocate ssg structure
+ ssgVertexArray *vl = new ssgVertexArray( 1 );
+ ssgTexCoordArray *tl = new ssgTexCoordArray( 1 );
+ ssgColourArray *cl = new ssgColourArray( 1 );
+
+ float *temp = light_maps->get(i);
+ sgSetVec3(pt,temp[0],temp[1],temp[2]);
+
+ for (int k=0; k<4; k++) {
+ sgAddVec3( quads[k],lmaps[k], pt );
+ vl->add(quads[k]);
+ tl->add(texcoords[k]);
+ cl->add(color);
+ }
+
+ ssgLeaf *leaf = NULL;
+ leaf = new ssgVtxTable ( GL_TRIANGLE_FAN, vl, NULL, tl, cl );
+ leaf->setState( lightmap_state );
+ lightmaps->addKid( leaf );
+ }
+
+ return NULL;
+}
+
+ssgBranch* FGTileEntry::gen_runway_lights( ssgVertexArray *points,ssgVertexArray *normal,
+ ssgVertexArray *dir, int type[])
+{
+
+ //************** HARD CODED RUNWAY LIGHT TEXTURES BEGIN ************************
+ GLuint texEdge, texTaxi, texCenter, texTouchdown;
+ GLuint texThreshold, texCrossbar, texUndershoot, texApproach;
+ GLuint texRabbit, texVasi, texWhite, texRed, texGreen, texYellow;
+
+ //VASI lights
+ setColor(0.0,0.0,1.0,360.0, 0, 0, 0, 0);
+ setColor2(10.0, 40.0, 1, 1, 1, 1);
+ setColor2(6.0, 40.0, 1, 0.5, 0.5, 1);
+ setColor2(5.0, 40.0, 1, 0, 0, 1);
+ glGenTextures(1, &texVasi);
+ glBindTexture(GL_TEXTURE_2D, texVasi);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
+ ssgSimpleState *vasi_state;
+ vasi_state = new ssgSimpleState();
+ vasi_state->ref();
+ vasi_state->setTexture( texVasi );
+ vasi_state->disable( GL_LIGHTING );
+ vasi_state->enable( GL_TEXTURE_2D );
+ vasi_state->setShadeModel( GL_SMOOTH );
+
+ //EDGE
+ setColor(0.0,0.0,-1.0,180.0, 1, 1, 0.5, 1);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glGenTextures(1, &texEdge);
+ glBindTexture(GL_TEXTURE_2D, texEdge);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
+ ssgSimpleState *edge_state;
+ edge_state = new ssgSimpleState();
+ edge_state->ref();
+ edge_state->setTexture( texEdge );
+ edge_state->disable( GL_LIGHTING );
+ edge_state->enable( GL_TEXTURE_2D );
+ edge_state->setShadeModel( GL_SMOOTH );
+
+ //TOUCHDOWN
+ setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glGenTextures(1, &texTouchdown);
+ glBindTexture(GL_TEXTURE_2D, texTouchdown);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
+ ssgSimpleState *touchdown_state;
+ touchdown_state = new ssgSimpleState();
+ touchdown_state->ref();
+ touchdown_state->setTexture( texTouchdown );
+ touchdown_state->disable( GL_LIGHTING );
+ touchdown_state->enable( GL_TEXTURE_2D );
+ touchdown_state->setShadeModel( GL_SMOOTH );
+
+ //THRESHOLD
+ setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glGenTextures(1, &texThreshold);
+ glBindTexture(GL_TEXTURE_2D, texThreshold);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
+ ssgSimpleState *threshold_state;
+ threshold_state = new ssgSimpleState();
+ threshold_state->ref();
+ threshold_state->setTexture( texThreshold );
+ threshold_state->disable( GL_LIGHTING );
+ threshold_state->enable( GL_TEXTURE_2D );
+ threshold_state->setShadeModel( GL_SMOOTH );
+
+ //TAXI
+ setColor(0.0,0.0,-1.0,180.0, 0, 0, 1, 1);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glGenTextures(1, &texTaxi);
+ glBindTexture(GL_TEXTURE_2D, texTaxi);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
+ ssgSimpleState *taxi_state;
+ taxi_state = new ssgSimpleState();
+ taxi_state->ref();
+ taxi_state->setTexture( texTaxi );
+ taxi_state->disable( GL_LIGHTING );
+ taxi_state->enable( GL_TEXTURE_2D );
+ taxi_state->setShadeModel( GL_SMOOTH );
+
+ //WHITE
+ setColor(0.0,0.0,-1.0,180.0, 1, 1, 1, 1);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glGenTextures(1, &texWhite);
+ glBindTexture(GL_TEXTURE_2D, texWhite);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
+ ssgSimpleState *white_state;
+ white_state = new ssgSimpleState();
+ white_state->ref();
+ white_state->setTexture( texWhite );
+ white_state->disable( GL_LIGHTING );
+ white_state->enable( GL_TEXTURE_2D );
+ white_state->setShadeModel( GL_SMOOTH );
+
+ //RED
+ setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glGenTextures(1, &texRed);
+ glBindTexture(GL_TEXTURE_2D, texRed);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
+ ssgSimpleState *red_state;
+ red_state = new ssgSimpleState();
+ red_state->ref();
+ red_state->setTexture( texRed );
+ red_state->disable( GL_LIGHTING );
+ red_state->enable( GL_TEXTURE_2D );
+ red_state->setShadeModel( GL_SMOOTH );
+
+ //GREEN
+ setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glGenTextures(1, &texGreen);
+ glBindTexture(GL_TEXTURE_2D, texGreen);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
+ ssgSimpleState *green_state;
+ green_state = new ssgSimpleState();
+ green_state->ref();
+ green_state->setTexture( texGreen );
+ green_state->disable( GL_LIGHTING );
+ green_state->enable( GL_TEXTURE_2D );
+ green_state->setShadeModel( GL_SMOOTH );
-// Step through the fragment list, deleting the display list, then the
-// fragment, until the list is empty. Also delete the arrays used by
+ //YELLOW
+ setColor(0.0,0.0,-1.0,180.0, 1, 1, 0, 1);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glGenTextures(1, &texYellow);
+ glBindTexture(GL_TEXTURE_2D, texYellow);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
+ ssgSimpleState *yellow_state;
+ yellow_state = new ssgSimpleState();
+ yellow_state->ref();
+ yellow_state->setTexture( texYellow );
+ yellow_state->disable( GL_LIGHTING );
+ yellow_state->enable( GL_TEXTURE_2D );
+ yellow_state->setShadeModel( GL_SMOOTH );
+//************** HARD CODED RUNWAY LIGHT TEXTURES END ************************
+
+ ssgBranch *runway_lights = new ssgBranch;
+ sgVec3 v2,v3,inf,side;
+
+ ssgLeaf *leaf1 = NULL;
+ ssgLeaf *leaf2 = NULL;
+ ssgLeaf *leaf7 = NULL;
+ ssgLeaf *leaf8 = NULL;
+ ssgLeaf *leaf9 = NULL;
+
+ ssgVertexArray *vlw = new ssgVertexArray( 1 );
+ ssgNormalArray *nlw = new ssgNormalArray( 1 );
+ ssgVertexArray *vlt = new ssgVertexArray( 1 );
+ ssgNormalArray *nlt = new ssgNormalArray( 1 );
+ ssgVertexArray *vlr = new ssgVertexArray( 1 );
+ ssgNormalArray *nlr = new ssgNormalArray( 1 );
+ ssgVertexArray *vlg = new ssgVertexArray( 1 );
+ ssgNormalArray *nlg = new ssgNormalArray( 1 );
+ ssgVertexArray *vly = new ssgVertexArray( 1 );
+ ssgNormalArray *nly = new ssgNormalArray( 1 );
+
+ for ( int i = 0; i < points->getNum()-1; i=i++ ) {
+
+ // Allocate ssg structure
+ ssgVertexArray *vl = new ssgVertexArray( 1 );
+ ssgNormalArray *nl = new ssgNormalArray( 1 );
+ ssgVertexArray *vl1 = new ssgVertexArray( 1 );
+ ssgNormalArray *nl1 = new ssgNormalArray( 1 );
+
+ float *n1 = normal->get(i);
+ float *d1 = dir->get(i);
+
+ /* TEMPORARY CODE BEGIN
+ // calculate normal using 1st, 2nd & last vertices of the group
+ sgVec3 n1;
+ sgMakeNormal (n1, points->get(0), points->get(1), points->get(points->getNum()-1) );
+ sgVec3 d1;
+ sgSubVec3(d1,points->get(1),points->get(0));
+ printf("%f %f %f\n",n1[0],n1[1],n1[2]);
+ printf("%f %f %f\n",d1[0],d1[1],d1[2]);
+ type[i] = 2;
+ ----TEMPORARY CODE END */
+
+
+ sgNormaliseVec3 ( n1 );
+ sgNormaliseVec3 ( d1 );
+ sgVec3 d2;
+ d2[0] = -d1[0];
+ d2[1] = -d1[1];
+ d2[2] = -d1[2];
+
+ sgVectorProductVec3(side,n1,d1);
+ sgScaleVec3 (inf,n1,-50);
+ sgScaleVec3 (side,5);
+
+ float *v1 = points->get(i);
+ sgAddVec3(v2,v1,inf);
+ sgAddVec3(v3,v2,side);
+
+ if ( type[i] == 1) { //POINT,WHITE
+
+ vlw->add(v1);
+ nlw->add(d1);
+
+ } else if (type[i] == 2) { //POINT,TAXI
+
+ vlt->add(v1);
+ nlt->add(d1);
+
+ } else if (type[i] == 3) { //SINGLE POLYGON,VASI
+
+ vl->add(v1);
+ nl->add(d1);
+ vl->add(v3);
+ nl->add(d1);
+ vl->add(v2);
+ nl->add(d1);
+
+ ssgLeaf *leaf3 = NULL;
+ leaf3 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
+ leaf3->setState( vasi_state );
+ runway_lights->addKid( leaf3 );
+
+ } else if (type[i] == 4) { //BACK-TO-BACK POLYGONS,TOUCHDOWN/THRESHOLD
+
+ vl->add(v1);
+ nl->add(d1);
+ vl->add(v3);
+ nl->add(d1);
+ vl->add(v2);
+ nl->add(d1);
+
+ vl1->add(v3);
+ nl1->add(d2);
+ vl1->add(v1);
+ nl1->add(d2);
+ vl1->add(v2);
+ nl1->add(d2);
+
+ ssgLeaf *leaf41 = NULL;
+ leaf41 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
+ leaf41->setState( touchdown_state );
+ runway_lights->addKid( leaf41 );
+
+ ssgLeaf *leaf42 = NULL;
+ leaf42 = new ssgVtxTable ( GL_POLYGON, vl1, nl1, NULL, NULL );
+ leaf42->setState( threshold_state );
+ runway_lights->addKid( leaf42 );
+
+ } else if ( type[i] == 5) { //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
+
+ vl->add(v1);
+ nl->add(d1);
+ ssgLeaf *leaf5 = NULL;
+ leaf5 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
+ leaf5->setState( white_state );
+ lightmaps_sequence->addKid (leaf5);
+
+ } else if ( type[i] == 6) { //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
+
+ vl->add(v1);
+ nl->add(d1);
+ ssgLeaf *leaf6 = NULL;
+ leaf6 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
+ leaf6->setState( yellow_state );
+ ols_transform->addKid (leaf6);
+ // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
+ // lightmaps_sequence->addKid (leaf6);
+ // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
+
+ } else if (type[i] == 7) { //POINT,RED
+
+ vlr->add(v1);
+ nlr->add(d1);
+
+ } else if (type[i] == 8) { //POINT,GREEN
+
+ vlg->add(v1);
+ nlg->add(d1);
+
+ } else if (type[i] == 9) { //POINT,YELLOW
+
+ vly->add(v1);
+ nly->add(d1);
+
+ }
+
+ }
+
+ leaf1 = new ssgVtxTable ( GL_POINTS, vlw, nlw, NULL, NULL );
+ leaf1->setState( white_state );
+ runway_lights->addKid( leaf1 );
+
+ leaf2 = new ssgVtxTable ( GL_POINTS, vlt, nlt, NULL, NULL );
+ leaf2->setState( taxi_state );
+ runway_lights->addKid( leaf2 );
+
+ leaf7 = new ssgVtxTable ( GL_POINTS, vlr, nlr, NULL, NULL );
+ leaf7->setState( red_state );
+ runway_lights->addKid( leaf7 );
+
+ leaf8 = new ssgVtxTable ( GL_POINTS, vlg, nlg, NULL, NULL );
+ leaf8->setState( green_state );
+ // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
+ ols_transform->ref();
+ lightmaps_sequence->addKid (ols_transform);
+ // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
+ lightmaps_sequence->addKid (leaf8);
+
+ leaf9 = new ssgVtxTable ( GL_POINTS, vly, nly, NULL, NULL );
+ leaf9->setState( yellow_state );
+ runway_lights->addKid( leaf9 );
+
+ lightmaps_sequence->select(0xFFFFFF);
+ return runway_lights;
+}
+// ADA
+
+#ifdef WISH_PLIB_WAS_THREADED // but it isn't
+
+// Schedule tile to be freed/removed
+void FGTileEntry::sched_removal() {
+ global_tile_mgr.ready_to_delete( this );
+}
+
+#endif
+
+
+// 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;
- FG_LOG( FG_TERRAIN, FG_DEBUG,
+ SG_LOG( SG_TERRAIN, SG_INFO,
"FREEING TILE = (" << tile_bucket << ")" );
- // mark tile unused
- mark_unused();
-
- // delete fragment list and node list
- FG_LOG( FG_TERRAIN, FG_DEBUG,
- " deleting " << fragment_list.size() << " fragments" );
- fragment_list.clear();
- FG_LOG( FG_TERRAIN, FG_DEBUG,
+ SG_LOG( SG_TERRAIN, SG_DEBUG,
" deleting " << nodes.size() << " nodes" );
nodes.clear();
// delete the ssg structures
- FG_LOG( FG_TERRAIN, FG_DEBUG,
+ 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];
+ delete [] vec3_ptrs[i];
}
vec3_ptrs.clear();
for ( i = 0; i < (int)vec2_ptrs.size(); ++i ) {
- delete vec2_ptrs[i];
+ delete [] vec2_ptrs[i];
}
vec2_ptrs.clear();
}
index_ptrs.clear();
- // delete the ssg branch
+ // delete the terrain branch (this should already have been
+ // disconnected from the scene graph)
+ ssgDeRefDelete( terra_transform );
+
+ if ( lights_transform ) {
+ // delete the terrain lighting branch (this should already have been
+ // disconnected from the scene graph)
+ ssgDeRefDelete( lights_transform );
+ }
+
+ // ADA
+ if ( lightmaps_transform ) {
+ // delete the terrain lighting branch (this should already have been
+ // disconnected from the scene graph)
+ ssgDeRefDelete( lightmaps_transform );
+ }
+ // ADA
+}
+
+
+// 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) {
+ 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 );
+ }
+#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.get_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 );
- int pcount = select_ptr->getNumParents();
+ // 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);
+ }
+ }
+
+ // ADA
+ // Transform & Render runway lights - 23 Mar 2001
+ sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
+ if ( lightmaps_transform ) {
+ static unsigned int selectnode = 0;
+ // Run-time extension check.
+ if (!glutExtensionSupported("GL_EXT_point_parameters")) {
+ //use lightmaps on billboarded polygons
+ } else {
+ // using GL_EXT_point_parameters
+
+ // This part is same as ground-lights code above by Curt
+ sgVec3 up1;
+ sgCopyVec3( up1, globals->get_current_view()->get_world_up() );
+
+ double agl1;
+ if ( current_aircraft.fdm_state ) {
+ agl1 = current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
+ - scenery.get_cur_elev();
+ } else {
+ agl1 = 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 to1;
+ sgCopyVec3( to1, sgTrans );
+ double dist1 = sgLengthVec3( to1 );
+
+ if ( general.get_glDepthBits() > 16 ) {
+ sgScaleVec3( up1, 0.0 + agl1 / 2000.0 + dist1 / 10000 );
+ } else {
+ sgScaleVec3( up1, 0.0 + agl1 / 20.0 + dist1 / 5000 );
+ }
+ sgAddVec3( sgTrans, up1 );
+ lightmaps_transform->setTransform( sgTrans );
+
+ float sun_angle1 = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
+ if ( (sun_angle1 > 89) ) {
+ lightmaps_brightness->select(0x01);
+ selectnode *=2;
+ selectnode = selectnode | 0x000001;
+ if (selectnode > 0xFFFFFF) selectnode = 1;
+ lightmaps_sequence->select(selectnode);
+ } else {
+ lightmaps_brightness->select(0x00);
+ lightmaps_sequence->select(0x000000);
+ }
+ } // end of GL_EXT_point_parameters section
+
+ } // end of runway lights section
+ // ADA
+
+}
+
+
+ssgLeaf* FGTileEntry::gen_lights( ssgVertexArray *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;
+
+ // 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 );
+ }
+ }
+
+ // create ssg leaf
+ ssgLeaf *leaf =
+ new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
+
+ // assign state
+ FGNewMat *newmat = material_lib.find( "LIGHTS" );
+ leaf->setState( newmat->get_state() );
+
+ return leaf;
+}
+
+
+ssgBranch*
+FGTileEntry::obj_load( const std::string& path,
+ ssgVertexArray* lights, bool is_base )
+{
+ ssgBranch* result = 0;
+
+ // 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 );
+ }
+ }
+
+ return result;
+}
+
+
+void
+FGTileEntry::load( const SGPath& base, bool is_base )
+{
+ cout << "load() base = " << base.str() << endl;
+
+ // Generate names for later use
+ string index_str = tile_bucket.gen_index_str();
+
+ SGPath tile_path = base;
+ tile_path.append( tile_bucket.gen_base_path() );
+
+ SGPath basename = tile_path;
+ basename.append( index_str );
+ // string path = basename.str();
+
+ SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
+
+#define FG_MAX_LIGHTS 1000
+
+ // obj_load() will generate ground lighting for us ...
+ ssgVertexArray *light_pts = new ssgVertexArray( 100 );
+
+ // ADA
+ ssgVertexArray *lights_rway = new ssgVertexArray( 100 );
+ ssgVertexArray *lights_dir = new ssgVertexArray( 100 );
+ ssgVertexArray *lights_normal = new ssgVertexArray( 100 );
+ int lights_type[FG_MAX_LIGHTS];
+ // ADA
+
+ ssgBranch* new_tile = new ssgBranch;
+
+ // 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;
+
+ while ( ! in.eof() ) {
+ in >> token;
+
+ if ( token == "OBJECT_BASE" ) {
+ in >> name >> ::skipws;
+ SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
+ << " name = " << name );
+
+ SGPath custom_path = tile_path;
+ custom_path.append( name );
+
+ ssgBranch *custom_obj
+ = obj_load( custom_path.str(), light_pts, true );
+
+ if ( custom_obj != NULL ) {
+ new_tile -> addKid( custom_obj );
+ }
+ } else if ( token == "OBJECT" ) {
+ in >> name >> ::skipws;
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "token = " << token
+ << " name = " << name );
+
+ SGPath custom_path = tile_path;
+ custom_path.append( name );
+ ssgBranch *custom_obj
+ = obj_load( custom_path.str(), NULL, false );
+ if ( custom_obj != NULL ) {
+ new_tile -> addKid( custom_obj );
+ }
+ } else if ( token == "OBJECT_STATIC" ) {
+ // 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 = 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( custom_path.str(), name );
+
+ // wire the pieces together
+ if ( custom_obj != NULL ) {
+ obj_trans -> addKid( custom_obj );
+ }
+ new_tile->addKid( obj_trans );
+ } else if ( token == "OBJECT_RUNWAY_SIGN" ) {
+ // load object info
+ double lon, lat, elev, hdg;
+ in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
+ SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
+ << " name = " << name
+ << " pos = " << lon << ", " << lat
+ << " elevation = " << elev
+ << " heading = " << hdg );
+
+ // load the object itself
+ SGPath custom_path = tile_path;
+ custom_path.append( name );
+
+ sgCoord obj_pos;
+ WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
+
+ ssgTransform *obj_trans = new ssgTransform;
+ obj_trans->setTransform( &obj_pos );
+
+ ssgBranch *custom_obj
+ = gen_runway_sign( custom_path.str(), name );
+
+ // wire the pieces together
+ if ( custom_obj != NULL ) {
+ obj_trans -> addKid( custom_obj );
+ }
+ new_tile->addKid( obj_trans );
+ } else if ( token == "RWY_LIGHTS" ) {
+ double lon, lat, hdg, len, width;
+ string common, end1, end2;
+ in >> lon >> lat >> hdg >> len >> width
+ >> common >> end1 >> end2;
+ SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
+ << " pos = " << lon << ", " << lat
+ << " hdg = " << hdg
+ << " size = " << len << ", " << width
+ << " codes = " << common << " "
+ << end1 << " " << end2 );
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Unknown token " << token << " in "
+ << stg_name.str() );
+ in >> ::skipws;
+ }
+ }
+ } else {
+ // no .stg file so this must be old scenery
+
+ new_tile = obj_load( basename.str(), light_pts, true );
+
+ // load custom objects
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "Checking for custom objects ..." );
+
+ SGPath index_path = tile_path;
+ index_path.append( index_str );
+ index_path.concat( ".ind" );
+
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "Looking in " << index_path.str() );
+
+ sg_gzifstream in( index_path.str() );
+
+ if ( in.is_open() ) {
+ string token, name;
+
+ while ( ! in.eof() ) {
+ in >> token;
+
+ if ( token == "OBJECT" ) {
+ in >> name >> ::skipws;
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "token = " << token
+ << " name = " << name );
+
+ 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 );
+ }
+ } else if ( token == "OBJECT_STATIC" ) {
+ // 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 = 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( custom_path.str(), name );
+
+ // wire the pieces together
+ if ( (new_tile != NULL) && (custom_obj != NULL) ) {
+ obj_trans -> addKid( custom_obj );
+ }
+ new_tile->addKid( obj_trans );
+ } else if ( token == "OBJECT_RUNWAY_SIGN" ) {
+ // load object info
+ double lon, lat, elev, hdg;
+ in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
+ SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
+ << " name = " << name
+ << " pos = " << lon << ", " << lat
+ << " elevation = " << elev
+ << " heading = " << hdg );
+
+ // load the object itself
+ SGPath custom_path = tile_path;
+ custom_path.append( name );
+
+ sgCoord obj_pos;
+ WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
+
+ ssgTransform *obj_trans = new ssgTransform;
+ obj_trans->setTransform( &obj_pos );
+
+ ssgBranch *custom_obj
+ = gen_runway_sign( custom_path.str(), name );
+
+ // wire the pieces together
+ if ( (new_tile != NULL) && (custom_obj != NULL) ) {
+ obj_trans -> addKid( custom_obj );
+ }
+ new_tile->addKid( obj_trans );
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Unknown token " << token << " in "
+ << index_path.str() );
+ in >> ::skipws;
+ }
+ }
+ }
+ }
+
+ if ( new_tile != NULL ) {
+ terra_range->addKid( new_tile );
+ }
+
+ terra_transform->addKid( terra_range );
+
+ // calculate initial tile offset
+ SetOffset( 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 );
+
+ 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 );
+ }
+ /* end of ground light section */
+
+ // ADA
+ // Create runway lights - 23 Mar 2001
+ lightmaps_transform = NULL;
+ lightmaps_sequence = NULL;
+ ols_transform = NULL;
+ // lightmaps_range = NULL;
+
+ if ( lights_rway->getNum() ) {
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "generating airport lights" );
+ lightmaps_transform = new ssgTransform;
+ // lightmaps_range = new ssgRangeSelector;
+ lightmaps_brightness = new ssgSelector;
+ lightmaps_sequence = new ssgSelector;
+ ols_transform = new ssgTransform;
+ ssgBranch *lightmaps_branch;
+
+ // call function to generate the runway lights
+ lightmaps_branch = gen_runway_lights( lights_rway,
+ lights_normal, lights_dir, lights_type);
+ lightmaps_brightness->addKid( lightmaps_branch );
+
+ // build the runway lights' scene
+ // lightmaps_range->addKid( lightmaps_brightness ); //dont know why this doesnt work !!
+ // lightmaps_transform->addKid( lightmaps_range ); //dont know why this doesnt work !!
+ lightmaps_transform->addKid( lightmaps_brightness );
+ lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
+ lightmaps_transform->addKid( lightmaps_sequence );
+ lightmaps_transform->setTransform( &sgcoord );
+ }
+ // ADA
+}
+
+
+void
+FGTileEntry::add_ssg_nodes( ssgBranch* terrain, ssgBranch* ground )
+{
+ // bump up the ref count so we can remove this later without
+ // having ssg try to free the memory.
+ terra_transform->ref();
+ terrain->addKid( terra_transform );
+
+ SG_LOG( SG_TERRAIN, SG_DEBUG,
+ "connected a tile into scene graph. terra_transform = "
+ << terra_transform );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "num parents now = "
+ << terra_transform->getNumParents() );
+
+ if ( lights_transform != 0 ) {
+ // bump up the ref count so we can remove this later without
+ // having ssg try to free the memory.
+ lights_transform->ref();
+ ground->addKid( lights_transform );
+ }
+
+ // ADA
+ if ( lightmaps_transform != 0 ) {
+ // bump up the ref count so we can remove this later without
+ // having ssg try to free the memory.
+ lightmaps_transform->ref();
+ ground->addKid( lightmaps_transform );
+ }
+ // ADA
+
+ loaded = true;
+}
+
+
+void
+FGTileEntry::disconnect_ssg_nodes()
+{
+ SG_LOG( SG_TERRAIN, SG_INFO, "disconnecting ssg nodes" );
+
+ if ( ! loaded ) {
+ SG_LOG( SG_TERRAIN, SG_INFO, "removing a not-fully loaded tile!" );
+ } else {
+ SG_LOG( SG_TERRAIN, SG_INFO, "removing a fully loaded tile! terra_transform = " << terra_transform );
+ }
+
+ // find the terrain branch parent
+ int pcount = terra_transform->getNumParents();
if ( pcount > 0 ) {
// find the first parent (should only be one)
- ssgBranch *parent = select_ptr->getParent( 0 ) ;
+ ssgBranch *parent = terra_transform->getParent( 0 ) ;
if( parent ) {
- // my_remove_branch( select_ptr );
- parent->removeKid( select_ptr );
+ // disconnect the tile (we previously ref()'d it so it
+ // won't get freed now)
+ parent->removeKid( terra_transform );
} else {
- FG_LOG( FG_TERRAIN, FG_ALERT,
+ SG_LOG( SG_TERRAIN, SG_ALERT,
"parent pointer is NULL! Dying" );
exit(-1);
}
} else {
- FG_LOG( FG_TERRAIN, FG_ALERT,
+ SG_LOG( SG_TERRAIN, SG_ALERT,
"Parent count is zero for an ssg tile! Dying" );
exit(-1);
}
-}
+ // find the terrain lighting branch
+ if ( lights_transform ) {
+ pcount = lights_transform->getNumParents();
+ if ( pcount > 0 ) {
+ // find the first parent (should only be one)
+ ssgBranch *parent = lights_transform->getParent( 0 ) ;
+ if( parent ) {
+ // disconnect the light branch (we previously ref()'d
+ // it so it won't get freed now)
+ parent->removeKid( lights_transform );
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "parent pointer is NULL! Dying" );
+ exit(-1);
+ }
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Parent count is zero for an ssg light tile! Dying" );
+ exit(-1);
+ }
+ }
-// when a tile is still in the cache, but not in the immediate draw
-// list, it can still remain in the scene graph, but we use a range
-// selector to disable it from ever being drawn.
-void
-FGTileEntry::ssg_disable() {
- // cout << "TILE STATE = " << state << endl;
- if ( state == Scheduled_for_use ) {
- state = Scheduled_for_cache;
- } else if ( state == Scheduled_for_cache ) {
- // do nothing
- } else if ( (state == Loaded) || (state == Cached) ) {
- state = Cached;
- // cout << "DISABLING SSG NODE" << endl;
- select_ptr->select(0);
- } else {
- FG_LOG( FG_TERRAIN, FG_ALERT,
- "Trying to disable an unused tile! Dying" );
- exit(-1);
- }
- // cout << "TILE STATE = " << state << endl;
+ // ADA
+ //runway lights - 23 Mar 2001
+ // Delete runway lights and free memory
+ if ( lightmaps_transform ) {
+ // delete the runway lighting branch
+ pcount = lightmaps_transform->getNumParents();
+ if ( pcount > 0 ) {
+ // find the first parent (should only be one)
+ ssgBranch *parent = lightmaps_transform->getParent( 0 ) ;
+ if( parent ) {
+ parent->removeKid( lightmaps_transform );
+ lightmaps_transform = NULL;
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "lightmaps parent pointer is NULL! Dying" );
+ exit(-1);
+ }
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Parent count is zero for an ssg lightmap tile! Dying" );
+ exit(-1);
+ }
+ }
+ // ADA
}