// 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., 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>
+#include <string>
+#include <sstream>
+#include <istream>
-#include STL_STRING
-
-#include <osg/Array>
-#include <osg/Geometry>
-#include <osg/Geode>
#include <osg/LOD>
-#include <osg/MatrixTransform>
-#include <osg/NodeCallback>
-#include <osg/Switch>
#include <simgear/bucket/newbucket.hxx>
#include <simgear/debug/logstream.hxx>
-#include <simgear/math/polar3d.hxx>
-#include <simgear/math/sg_geodesy.hxx>
-#include <simgear/math/sg_random.h>
-#include <simgear/misc/sgstream.hxx>
-#include <simgear/scene/material/mat.hxx>
-#include <simgear/scene/material/matlib.hxx>
-#include <simgear/scene/tgdb/apt_signs.hxx>
-#include <simgear/scene/tgdb/obj.hxx>
-#include <simgear/scene/model/placementtrans.hxx>
-
-#include <Aircraft/aircraft.hxx>
-#include <Include/general.hxx>
-#include <Main/fg_props.hxx>
-#include <Main/globals.hxx>
-#include <Main/viewer.hxx>
-#include <Scenery/scenery.hxx>
-#include <Time/light.hxx>
#include "tileentry.hxx"
-#include "tilemgr.hxx"
-
-SG_USING_STD(string);
+using std::string;
// Constructor
-FGTileEntry::FGTileEntry ( const SGBucket& b )
- : center( Point3D( 0.0 ) ),
- tile_bucket( b ),
- terra_transform( new SGPlacementTransform ),
- vasi_lights_transform( new SGPlacementTransform ),
- rwy_lights_transform( new SGPlacementTransform ),
- taxi_lights_transform( new SGPlacementTransform ),
- terra_range( new osg::LOD ),
- vasi_lights_selector( new osg::Switch ),
- rwy_lights_selector( new osg::Switch ),
- taxi_lights_selector( new osg::Switch ),
- loaded(false),
- pending_models(0),
- is_inner_ring(false),
- free_tracker(0)
+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)
{
- // 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;
-}
-
-static void WorldCoordinate( osg::Matrix& 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)
{
- 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];
+ _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);
}
-
-// 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( 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
-bool FGTileEntry::free_tile() {
- int delete_size = 100;
- SG_LOG( SG_TERRAIN, SG_DEBUG,
- "FREEING TILE = (" << tile_bucket << ")" );
-
- SG_LOG( SG_TERRAIN, SG_DEBUG, "(start) free_tracker = " << free_tracker );
-
- if ( !(free_tracker & NODES) ) {
- free_tracker |= NODES;
- } else if ( !(free_tracker & VEC_PTRS) ) {
- free_tracker |= VEC_PTRS;
- } else if ( !(free_tracker & TERRA_NODE) ) {
- // delete the terrain branch (this should already have been
- // disconnected from the scene graph)
- SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING terra_transform" );
- if ( fgPartialFreeSSGtree( terra_transform.get(), delete_size ) == 0 ) {
- terra_transform = 0;
- free_tracker |= TERRA_NODE;
- }
- } else if ( !(free_tracker & GROUND_LIGHTS) && gnd_lights_transform.get() ) {
- // delete the terrain lighting branch (this should already have been
- // disconnected from the scene graph)
- SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING gnd_lights_transform" );
- if ( fgPartialFreeSSGtree( gnd_lights_transform.get(), delete_size ) == 0 ) {
- gnd_lights_transform = 0;
- free_tracker |= GROUND_LIGHTS;
- }
- } else if ( !(free_tracker & VASI_LIGHTS) && vasi_lights_selector.get() ) {
- // delete the runway lighting branch (this should already have
- // been disconnected from the scene graph)
- SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING vasi_lights_selector" );
- if ( fgPartialFreeSSGtree( vasi_lights_selector.get(), delete_size ) == 0 ) {
- vasi_lights_selector = 0;
- free_tracker |= VASI_LIGHTS;
- }
- } else if ( !(free_tracker & RWY_LIGHTS) && rwy_lights_selector.get() ) {
- // delete the runway lighting branch (this should already have
- // been disconnected from the scene graph)
- SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING rwy_lights_selector" );
- if ( fgPartialFreeSSGtree( rwy_lights_selector.get(), delete_size ) == 0 ) {
- rwy_lights_selector = 0;
- free_tracker |= RWY_LIGHTS;
- }
- } else if ( !(free_tracker & TAXI_LIGHTS) && taxi_lights_selector.get() ) {
- // delete the taxi lighting branch (this should already have been
- // disconnected from the scene graph)
- SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING taxi_lights_selector" );
- if ( fgPartialFreeSSGtree( taxi_lights_selector.get(), delete_size ) == 0 ) {
- taxi_lights_selector = 0;
- free_tracker |= TAXI_LIGHTS;
- }
- } else if ( !(free_tracker & LIGHTMAPS) ) {
- free_tracker |= LIGHTMAPS;
- } else {
- return true;
- }
-
- SG_LOG( SG_TERRAIN, SG_DEBUG, "(end) free_tracker = " << free_tracker );
-
- // if we fall down to here, we still have work todo, return false
- return false;
+// Destructor
+TileEntry::~TileEntry ()
+{
}
-
// Update the ssg transform node for this tile so it can be
// properly drawn relative to our (0,0,0) point
-void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
- if ( !loaded ) return;
-
+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.
- terra_range->setRange( 0, 0, vis + bounding_radius );
-
- if ( gnd_lights_range.get() ) {
- gnd_lights_range->setRange( 0, 0, vis * 1.5 + bounding_radius );
- }
-
- SGVec3d lt_trans(center.x(), center.y(), center.z());
-
- FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
- if ( gnd_lights_transform.get() ) {
- // we need to lift the lights above the terrain to avoid
- // z-buffer fighting. We do this based on our altitude and
- // the distance this tile is away from scenery center.
-
- // we expect 'up' to be a unit vector coming in, but since we
- // modify the value of lift_vec, we need to create a local
- // copy.
- SGVec3f lift_vec(up);
-
- double agl;
- agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
- - globals->get_current_view()->getSGLocation()->get_cur_elev_m();
-
- // Compute the distance of the scenery center from the view position.
- double dist = center.distance3D(p);
-
- if ( general.get_glDepthBits() > 16 ) {
- lift_vec *= 10.0 + agl / 100.0 + dist / 10000;
- } else {
- lift_vec *= 10.0 + agl / 20.0 + dist / 5000;
- }
-
- gnd_lights_transform->setTransform( lt_trans + toVec3d(lift_vec) );
-
- // select which set of lights based on sun angle
- float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
- if ( sun_angle > 95 ) {
- gnd_lights_brightness->setSingleChildOn(2);
- } else if ( sun_angle > 92 ) {
- gnd_lights_brightness->setSingleChildOn(1);
- } else if ( sun_angle > 89 ) {
- gnd_lights_brightness->setSingleChildOn(0);
- } else {
- gnd_lights_brightness->setAllChildrenOff();
- }
- }
-
- if ( vasi_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.
- SGVec3f lift_vec(up);
-
- // we fudge agl by 30 meters so that the lifting function
- // doesn't phase in until we are > 30m agl.
- double agl;
- agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
- - globals->get_current_view()->getSGLocation()->get_cur_elev_m()
- - 30.0;
- if ( agl < 0.0 ) {
- agl = 0.0;
- }
-
- if ( general.get_glDepthBits() > 16 ) {
- lift_vec *= 0.25 + agl / 400.0 + agl*agl / 5000000.0;
- } else {
- lift_vec *= 0.25 + agl / 150.0;
- }
-
- vasi_lights_transform->setTransform( lt_trans + toVec3d(lift_vec) );
-
- // generally, vasi lights are always on
- vasi_lights_selector->setAllChildrenOn();
- }
-
- if ( rwy_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.
- SGVec3f lift_vec(up);
-
- // we fudge agl by 30 meters so that the lifting function
- // doesn't phase in until we are > 30m agl.
- double agl;
- agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
- - globals->get_current_view()->getSGLocation()->get_cur_elev_m()
- - 30.0;
- if ( agl < 0.0 ) {
- agl = 0.0;
- }
-
- if ( general.get_glDepthBits() > 16 ) {
- lift_vec *= 0.01 + agl / 400.0 + agl*agl / 5000000.0;
- } else {
- lift_vec *= 0.25 + agl / 150.0;
- }
-
- rwy_lights_transform->setTransform( lt_trans + toVec3d(lift_vec) );
-
- // 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() ) {
- // 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.
- SGVec3f lift_vec(up);
-
- // we fudge agl by 30 meters so that the lifting function
- // doesn't phase in until we are > 30m agl.
- double agl;
- agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
- - globals->get_current_view()->getSGLocation()->get_cur_elev_m()
- - 30.0;
- if ( agl < 0.0 ) {
- agl = 0.0;
- }
-
- if ( general.get_glDepthBits() > 16 ) {
- lift_vec *= 0.01 + agl / 400.0 + agl*agl / 5000000.0;
- } else {
- lift_vec *= 0.25 + agl / 150.0;
- }
-
- taxi_lights_transform->setTransform( lt_trans + toVec3d(lift_vec) );
-
- // turn taxi lights on/off based on sun angle and visibility
- float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
- if ( sun_angle > 85 ||
- (fgGetDouble("/environment/visibility-m") < 5000.0) ) {
- taxi_lights_selector->setAllChildrenOn();
- } else {
- taxi_lights_selector->setAllChildrenOff();
- }
- }
-}
-
-
-osg::Node*
-FGTileEntry::gen_lights( SGMaterialLib *matlib, osg::Vec3Array *lights,
- int inc, float bright )
-{
- // generate a repeatable random seed
- sg_srandom( (unsigned)(*lights)[0][0] );
-
- // Allocate ssg structure
- osg::Vec3Array *vl = new osg::Vec3Array;
- osg::Vec4Array *cl = new osg::Vec4Array;
-
- for ( unsigned i = 0; i < lights->size(); ++i ) {
- // this loop is slightly less efficient than it otherwise
- // could be, but we want a red light to always be red, and a
- // yellow light to always be yellow, etc. so we are trying to
- // preserve the random sequence.
- float zombie = sg_random();
- if ( i % inc == 0 ) {
- vl->push_back( (*lights)[i] );
-
- // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
- float factor = sg_random();
- factor *= factor;
-
- osg::Vec4 color;
- if ( zombie > 0.5 ) {
- // 50% chance of yellowish
- color = osg::Vec4( 0.9, 0.9, 0.3, bright - factor * 0.2 );
- } else if ( zombie > 0.15 ) {
- // 35% chance of whitish
- color = osg::Vec4( 0.9, 0.9, 0.8, bright - factor * 0.2 );
- } else if ( zombie > 0.05 ) {
- // 10% chance of orangish
- color = osg::Vec4( 0.9, 0.6, 0.2, bright - factor * 0.2 );
- } else {
- // 5% chance of redish
- color = osg::Vec4( 0.9, 0.2, 0.2, bright - factor * 0.2 );
- }
- cl->push_back( color );
- }
- }
-
- // create ssg leaf
- osg::Geometry* geometry = new osg::Geometry;
- geometry->setVertexArray(vl);
- geometry->setColorArray(cl);
- geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
- geometry->addPrimitiveSet(new osg::DrawArrays(GL_POINTS, 0, vl->size()));
- osg::Geode* geode = new osg::Geode;
- geode->addDrawable(geometry);
-
- // assign state
- SGMaterial *mat = matlib->find( "GROUND_LIGHTS" );
- geode->setStateSet(mat->get_state());
-
- return geode;
-}
-
-
-bool FGTileEntry::obj_load( const string& path,
- osg::Group *geometry,
- osg::Group *vasi_lights,
- osg::Group *rwy_lights,
- osg::Group *taxi_lights,
- osg::Vec3Array *ground_lights, bool is_base )
-{
- Point3D c; // returned center point
- double br; // returned bounding radius
-
- bool use_random_objects =
- fgGetBool("/sim/rendering/random-objects", true);
-
- // try loading binary format
- if ( SGBinObjLoad( path, is_base,
- &c, &br, globals->get_matlib(), use_random_objects,
- geometry, vasi_lights, rwy_lights, taxi_lights,
- ground_lights ) )
- {
- if ( is_base ) {
- center = c;
- bounding_radius = br;
- }
- }
-
- return (geometry != NULL);
+ float bounding_radius = _node->getChild(0)->getBound().radius();
+ _node->setRange( 0, 0, vis + bounding_radius );
}
-
-typedef enum {
- OBJECT,
- OBJECT_SHARED,
- OBJECT_STATIC,
- OBJECT_SIGN,
- OBJECT_RUNWAY_SIGN
-} object_type;
-
-
-// storage class for deferred object processing in FGTileEntry::load()
-struct Object {
- Object(object_type t, const string& token, const SGPath& p, istream& in)
- : type(t), path(p)
- {
- in >> name;
- if (type != OBJECT)
- in >> lon >> lat >> elev >> hdg;
- in >> ::skipeol;
-
- if (type == OBJECT)
- SG_LOG(SG_TERRAIN, SG_INFO, " " << token << " " << name);
- else
- SG_LOG(SG_TERRAIN, SG_INFO, " " << token << " " << name << " lon=" <<
- lon << " lat=" << lat << " elev=" << elev << " hdg=" << hdg);
- }
- object_type type;
- string name;
- SGPath path;
- double lon, lat, elev, hdg;
-};
-
-
void
-FGTileEntry::load( const string_list &path_list, bool is_base )
+TileEntry::addToSceneGraph(osg::Group *terrain_branch)
{
- bool found_tile_base = false;
-
- SGPath object_base;
- vector<const Object*> objects;
-
- string index_str = tile_bucket.gen_index_str();
- SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << index_str );
-
- // scan and parse all files and store information
- for (unsigned int i = 0; i < path_list.size(); i++) {
- // If we found a terrain tile in Terrain/, we have to process the
- // Objects/ dir in the same group, too, before we can stop scanning.
- // FGGlobals::set_fg_scenery() inserts an empty string to path_list
- // as marker.
- if (path_list[i].empty()) {
- if (found_tile_base)
- break;
- else
- continue;
- }
-
- bool has_base = false;
-
- SGPath tile_path = path_list[i];
- tile_path.append( tile_bucket.gen_base_path() );
-
- SGPath basename = tile_path;
- basename.append( index_str );
-
- SG_LOG( SG_TERRAIN, SG_INFO, " Trying " << basename.str() );
-
-
- // Check for master .stg (scene terra gear) file
- SGPath stg_name = basename;
- stg_name.concat( ".stg" );
-
- sg_gzifstream in( stg_name.str() );
- if ( !in.is_open() )
- continue;
-
- while ( ! in.eof() ) {
- string token;
- in >> token;
-
- if ( token[0] == '#' ) {
- in >> ::skipeol;
- continue;
- }
- // Load only once (first found)
- if ( token == "OBJECT_BASE" ) {
- string name;
- in >> name >> ::skipws;
- SG_LOG( SG_TERRAIN, SG_INFO, " " << token << " " << name );
-
- if (!found_tile_base) {
- found_tile_base = true;
- has_base = true;
-
- object_base = tile_path;
- object_base.append(name);
-
- } else
- SG_LOG(SG_TERRAIN, SG_INFO, " (skipped)");
-
- // Load only if base is not in another file
- } else if ( token == "OBJECT" ) {
- if (!found_tile_base || has_base)
- objects.push_back(new Object(OBJECT, token, tile_path, in));
- else {
- string name;
- in >> name >> ::skipeol;
- SG_LOG(SG_TERRAIN, SG_INFO, " " << token << " "
- << name << " (skipped)");
- }
-
- // Always OK to load
- } else if ( token == "OBJECT_STATIC" ) {
- objects.push_back(new Object(OBJECT_STATIC, token, tile_path, in));
-
- } else if ( token == "OBJECT_SHARED" ) {
- objects.push_back(new Object(OBJECT_SHARED, token, tile_path, in));
-
- } else if ( token == "OBJECT_SIGN" ) {
- objects.push_back(new Object(OBJECT_SIGN, token, tile_path, in));
-
- } else if ( token == "OBJECT_RUNWAY_SIGN" ) {
- objects.push_back(new Object(OBJECT_RUNWAY_SIGN, token, tile_path, in));
-
- } else {
- SG_LOG( SG_TERRAIN, SG_DEBUG,
- "Unknown token '" << token << "' in " << stg_name.str() );
- in >> ::skipws;
- }
- }
- }
-
-
- // obj_load() will generate ground lighting for us ...
- osg::ref_ptr<osg::Vec3Array> light_pts = new osg::Vec3Array;
- osg::Group* new_tile = new osg::Group;
-
-
- if (found_tile_base) {
- // load tile if found ...
- osg::ref_ptr<osg::Group> geometry = new osg::Group;
- if ( obj_load( object_base.str(), geometry.get(),
- NULL, NULL, NULL, light_pts.get(), true ) ) {
- new_tile -> addChild( geometry.get() );
- }
-
- } else {
- // ... or generate an ocean tile on the fly
- SG_LOG(SG_TERRAIN, SG_INFO, " Generating ocean tile");
- osg::ref_ptr<osg::Group> geometry = new osg::Group;
- Point3D c;
- double br;
- if ( SGGenTile( path_list[0], tile_bucket, &c, &br,
- globals->get_matlib(), geometry.get() ) ) {
- center = c;
- bounding_radius = br;
- new_tile -> addChild( geometry.get() );
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "Warning: failed to generate ocean tile!" );
- }
- }
-
-
- // now that we have a valid center, process all the objects
- for (unsigned int j = 0; j < objects.size(); j++) {
- const Object *obj = objects[j];
-
- if (obj->type == OBJECT) {
- SGPath custom_path = obj->path;
- custom_path.append( obj->name );
-
- osg::ref_ptr<osg::Group> geometry = new osg::Group;
- osg::ref_ptr<osg::Group> vasi_lights = new osg::Group;
- osg::ref_ptr<osg::Group> rwy_lights = new osg::Group;
- osg::ref_ptr<osg::Group> taxi_lights = new osg::Group;
-
- if ( obj_load( custom_path.str(),
- geometry.get(), vasi_lights.get(), rwy_lights.get(),
- taxi_lights.get(), NULL, false ) ) {
-
- if ( geometry -> getNumChildren() > 0 ) {
- new_tile -> addChild( geometry.get() );
- }
-
- if ( vasi_lights -> getNumChildren() > 0 )
- vasi_lights_transform -> addChild( vasi_lights.get() );
-
- if ( rwy_lights -> getNumChildren() > 0 )
- rwy_lights_transform -> addChild( rwy_lights.get() );
-
- if ( taxi_lights -> getNumChildren() > 0 )
- taxi_lights_transform -> addChild( taxi_lights.get() );
- }
-
-
- } else if (obj->type == OBJECT_SHARED || obj->type == OBJECT_STATIC) {
- // object loading is deferred to main render thread,
- // but lets figure out the paths right now.
- SGPath custom_path;
- if ( obj->type == OBJECT_STATIC ) {
- custom_path = obj->path;
- } else {
- custom_path = globals->get_fg_root();
- }
- custom_path.append( obj->name );
-
- osg::Matrix obj_pos;
- WorldCoordinate( obj_pos, center, obj->lat, obj->lon, obj->elev, obj->hdg );
-
- osg::MatrixTransform *obj_trans = new osg::MatrixTransform;
- obj_trans->setMatrix( obj_pos );
-
- // wire as much of the scene graph together as we can
- new_tile->addChild( obj_trans );
- pending_models++;
-
- // push an entry onto the model load queue
- FGDeferredModel *dm
- = new FGDeferredModel( custom_path.str(),
- obj->path.str(),
- tile_bucket,
- this, obj_trans,
- obj->type == OBJECT_SHARED );
- FGTileMgr::model_ready( dm );
-
-
- } else if (obj->type == OBJECT_SIGN || obj->type == OBJECT_RUNWAY_SIGN) {
- // load the object itself
- SGPath custom_path = obj->path;
- custom_path.append( obj->name );
-
- osg::Matrix obj_pos;
- WorldCoordinate( obj_pos, center, obj->lat, obj->lon, obj->elev, obj->hdg );
-
- osg::MatrixTransform *obj_trans = new osg::MatrixTransform;
- obj_trans->setMatrix( obj_pos );
-
- osg::Node *custom_obj = 0;
- if (obj->type == OBJECT_SIGN)
- custom_obj = SGMakeSign(globals->get_matlib(), custom_path.str(), obj->name);
- else
- custom_obj = SGMakeRunwaySign(globals->get_matlib(), custom_path.str(), obj->name);
-
- // wire the pieces together
- if ( custom_obj != NULL ) {
- obj_trans -> addChild( custom_obj );
- }
- new_tile->addChild( obj_trans );
-
- }
- delete obj;
- }
-
-
- if ( new_tile != NULL ) {
- terra_range->addChild( new_tile );
- }
-
- terra_transform->addChild( terra_range.get() );
-
- // calculate initial tile offset
- SGVec3d sgdTrans(center.x(), center.y(), center.z());
- terra_transform->setTransform( sgdTrans );
-
- // Add ground lights to scene graph if any exist
- gnd_lights_transform = NULL;
- gnd_lights_range = NULL;
- if ( light_pts->size() ) {
- SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
- gnd_lights_transform = new SGPlacementTransform;
- gnd_lights_range = new osg::LOD;
- gnd_lights_brightness = new osg::Switch;
- osg::Node *lights;
-
- lights = gen_lights( globals->get_matlib(), light_pts.get(), 4, 0.7 );
- gnd_lights_brightness->addChild( lights );
-
- lights = gen_lights( globals->get_matlib(), light_pts.get(), 2, 0.85 );
- gnd_lights_brightness->addChild( lights );
-
- lights = gen_lights( globals->get_matlib(), light_pts.get(), 1, 1.0 );
- gnd_lights_brightness->addChild( lights );
-
- gnd_lights_range->addChild( gnd_lights_brightness.get() );
- gnd_lights_transform->addChild( gnd_lights_range.get() );
- gnd_lights_transform->setTransform( sgdTrans );
- }
-
- // Update vasi lights transform
- if ( vasi_lights_transform->getNumChildren() > 0 ) {
- vasi_lights_transform->setTransform( sgdTrans );
- }
-
- // Update runway lights transform
- if ( rwy_lights_transform->getNumChildren() > 0 ) {
- rwy_lights_transform->setTransform( sgdTrans );
- }
-
- // Update taxi lights transform
- if ( taxi_lights_transform->getNumChildren() > 0 ) {
- taxi_lights_transform->setTransform( sgdTrans );
- }
-}
-
-void
-FGTileEntry::add_ssg_nodes( osg::Group *terrain_branch,
- osg::Group *gnd_lights_branch,
- osg::Group *vasi_lights_branch,
- osg::Group *rwy_lights_branch,
- osg::Group *taxi_lights_branch )
-{
- // bump up the ref count so we can remove this later without
- // having ssg try to free the memory.
- terrain_branch->addChild( terra_transform.get() );
- globals->get_scenery()->register_placement_transform(terra_transform.get());
+ terrain_branch->addChild( _node.get() );
SG_LOG( SG_TERRAIN, SG_DEBUG,
- "connected a tile into scene graph. terra_transform = "
- << terra_transform.get() );
+ "connected a tile into scene graph. _node = "
+ << _node.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() );
- }
-
- loaded = true;
+ << _node->getNumParents() );
}
void
-FGTileEntry::disconnect_ssg_nodes()
+TileEntry::removeFromSceneGraph()
{
- SG_LOG( SG_TERRAIN, SG_DEBUG, "disconnecting ssg nodes" );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "disconnecting TileEntry nodes" );
- if ( ! loaded ) {
+ if (! is_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() );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a fully loaded tile! _node = " << _node.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 nodes branch parent
+ if ( _node->getNumParents() > 0 ) {
// find the first parent (should only be one)
- osg::Group *parent = terra_transform->getParent( 0 ) ;
+ osg::Group *parent = _node->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);
+ parent->removeChild( _node.get() );
}
}
+}
- // 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);
+void
+TileEntry::refresh()
+{
+ 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());
}