//
// 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.
-//
-// $Id$
-
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#ifdef HAVE_CONFIG_H
# include <config.h>
#include <simgear/compiler.h>
+#include <string>
+#include <sstream>
+#include <istream>
+
+#include <osg/LOD>
+
#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 <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>
#include "tileentry.hxx"
-#include "tilemgr.hxx"
+using std::string;
// Constructor
-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)
+TileEntry::TileEntry ( const SGBucket& b )
+ : tile_bucket( b ),
+ tileFileName(b.gen_index_str()),
+ _node( new osg::LOD ),
+ _priority(-FLT_MAX),
+ _current_view(false),
+ _time_expired(-1.0)
{
- 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);
- // }
+ tileFileName += ".stg";
+ _node->setName(tileFileName);
+ // Give a default LOD range so that traversals that traverse
+ // active children (like the groundcache lookup) will work before
+ // tile manager has had a chance to update this node.
+ _node->setRange(0, 0.0, 10000.0);
}
-
-// Destructor
-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)
+TileEntry::TileEntry( const TileEntry& t )
+: tile_bucket( t.tile_bucket ),
+ tileFileName(t.tileFileName),
+ _node( new osg::LOD ),
+ _priority(t._priority),
+ _current_view(t._current_view),
+ _time_expired(t._time_expired)
{
- // 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 );
+ _node->setName(tileFileName);
+ // Give a default LOD range so that traversals that traverse
+ // active children (like the groundcache lookup) will work before
+ // tile manager has had a chance to update this node.
+ _node->setRange(0, 0.0, 10000.0);
}
-#endif
-
-// Norman's 'fast hack' for above
-static void WorldCoordinate( sgCoord *obj_pos, Point3D center, double lat,
- double lon, double elev, double hdg )
+// Destructor
+TileEntry::~TileEntry ()
{
- 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.
-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 ) ;
- }
- }
-}
-
-
-#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;
- SG_LOG( SG_TERRAIN, SG_INFO,
- "FREEING TILE = (" << tile_bucket << ")" );
-
- SG_LOG( SG_TERRAIN, SG_DEBUG,
- " deleting " << nodes.size() << " nodes" );
- nodes.clear();
-
- // delete the ssg structures
- 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];
- }
- vec3_ptrs.clear();
-
- for ( i = 0; i < (int)vec2_ptrs.size(); ++i ) {
- delete [] vec2_ptrs[i];
- }
- vec2_ptrs.clear();
-
- for ( i = 0; i < (int)index_ptrs.size(); ++i ) {
- delete index_ptrs[i];
- }
- index_ptrs.clear();
-
- // 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 );
- }
}
-
// 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.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);
- }
- }
-}
-
-
-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;
+void TileEntry::prep_ssg_node(float vis) {
+ if (!is_loaded())
+ return;
+ // visibility can change from frame to frame so we update the
+ // range selector cutoff's each time.
+ float bounding_radius = _node->getChild(0)->getBound().radius();
+ _node->setRange( 0, 0, vis + bounding_radius );
}
-
-ssgBranch*
-FGTileEntry::obj_load( const std::string& path,
- ssgVertexArray* lights, bool is_base )
+void
+TileEntry::addToSceneGraph(osg::Group *terrain_branch)
{
- ssgBranch* result = 0;
+ terrain_branch->addChild( _node.get() );
- // 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;
+ SG_LOG( SG_TERRAIN, SG_DEBUG,
+ "connected a tile into scene graph. _node = "
+ << _node.get() );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "num parents now = "
+ << _node->getNumParents() );
}
void
-FGTileEntry::load( const SGPath& base, bool is_base )
+TileEntry::removeFromSceneGraph()
{
- 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() );
-
-
- // obj_load() will generate ground lighting for us ...
- ssgVertexArray *light_pts = new ssgVertexArray( 100 );
- 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 );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "disconnecting TileEntry nodes" );
- // 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;
- }
- }
+ if (! is_loaded()) {
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a not-fully loaded tile!" );
} 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.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 );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a fully loaded tile! _node = " << _node.get() );
}
- /* end of ground light section */
-}
-
-
-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 );
+ // find the nodes branch parent
+ if ( _node->getNumParents() > 0 ) {
+ // find the first parent (should only be one)
+ osg::Group *parent = _node->getParent( 0 ) ;
+ if( parent ) {
+ parent->removeChild( _node.get() );
+ }
}
-
- loaded = true;
}
-
void
-FGTileEntry::disconnect_ssg_nodes()
+TileEntry::refresh()
{
- 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 = 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 );
- } 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 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);
- }
- }
+ osg::Group *parent = NULL;
+ // find the nodes branch parent
+ if ( _node->getNumParents() > 0 ) {
+ // find the first parent (should only be one)
+ parent = _node->getParent( 0 ) ;
+ if( parent ) {
+ parent->removeChild( _node.get() );
+ }
+ }
+ _node = new osg::LOD;
+ if (parent)
+ parent->addChild(_node.get());
}