]> git.mxchange.org Git - flightgear.git/blobdiff - src/Scenery/tileentry.cxx
Fix native protocol crashes.
[flightgear.git] / src / Scenery / tileentry.cxx
index 793694dcf8ef859c56308e7c151d88838f979e5c..d85c73926a11e2c72ccd336ccc8497a694a58e25 100644 (file)
@@ -2,7 +2,7 @@
 //
 // 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 <Main/main.hxx>
+#include <string>
+#include <sstream>
+#include <istream>
 
-
-#include STL_STRING
+#include <osg/LOD>
 
 #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/tgdb/vasi.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 ssgTransform ),
-      vasi_lights_transform( new ssgTransform ),
-      rwy_lights_transform( new ssgTransform ),
-      taxi_lights_transform( new ssgTransform ),
-      terra_range( new ssgRangeSelector ),
-      vasi_lights_selector( new ssgSelector ),
-      rwy_lights_selector( new ssgSelector ),
-      taxi_lights_selector( new ssgSelector ),
-      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;
-}
-
-
-#if 0
-// Please keep this for reference.  We use Norman's optimized routine,
-// but here is what the routine really is doing.
-void
-FGTileEntry::WorldCoordinate( sgCoord *obj_pos, Point3D center,
-                              double lat, double lon, double elev, double hdg)
+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 ) ;
-        }
-    }
-}
-
-
-// Free "n" leaf elements of an ssg tree.  returns the number of
-// elements freed.  An empty branch node is considered a leaf.  This
-// is intended to spread the load of freeing a complex tile out over
-// several frames.
-static int fgPartialFreeSSGtree( ssgBranch *b, int n ) {
-
-#if 0
-    // for testing: we could call the following two lines and replace
-    // the functionality of this entire function and everything will
-    // get properly freed, but it will happen all at once and could
-    // cause a huge frame rate hit.
-    ssgDeRefDelete( b );
-    return 0;
-#endif
-
-    int num_deletes = 0;
-
-    if ( n > 0 ) {
-        // we still have some delete budget left
-        // if ( b->getNumKids() > 100 ) {
-        //     cout << "large family = " << b->getNumKids() << endl;
-        // }
-        // deleting in reverse would help if my plib patch get's
-        // applied, but for now it will make things slower.
-        // for ( int i = b->getNumKids() - 1; i >= 0 ; --i ) {
-        for ( int i = 0; i < b->getNumKids(); ++i ) {
-            ssgEntity *kid = b->getKid(i);
-            if ( kid->isAKindOf( ssgTypeBranch() ) && kid->getRef() <= 1 ) {
-                int result = fgPartialFreeSSGtree( (ssgBranch *)kid, n );
-                num_deletes += result;
-                n -= result;
-                if ( n < 0 ) {
-                    break;
-                }
-            }
-            // remove the kid if (a) it is now empty -or- (b) it's ref
-            // count is > zero at which point we don't care if it's
-            // empty, we don't want to touch it's contents.
-            if ( kid->getNumKids() == 0 || kid->getRef() > 1 ) {
-                b->removeKid( kid );
-                num_deletes++;
-                n--;
-            }
-        }
-    }
-
-    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, delete_size ) == 0 ) {
-            ssgDeRefDelete( terra_transform );
-            free_tracker |= TERRA_NODE;
-        }
-    } else if ( !(free_tracker & GROUND_LIGHTS) && gnd_lights_transform ) {
-        // delete the terrain lighting branch (this should already have been
-        // disconnected from the scene graph)
-        SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING gnd_lights_transform" );
-        if ( fgPartialFreeSSGtree( gnd_lights_transform, delete_size ) == 0 ) {
-            ssgDeRefDelete( gnd_lights_transform );
-            free_tracker |= GROUND_LIGHTS;
-        }
-    } else if ( !(free_tracker & VASI_LIGHTS) && vasi_lights_selector ) {
-        // 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, delete_size ) == 0 ) {
-            ssgDeRefDelete( vasi_lights_selector );
-            free_tracker |= VASI_LIGHTS;
-        }
-    } else if ( !(free_tracker & RWY_LIGHTS) && rwy_lights_selector ) {
-        // 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, delete_size ) == 0 ) {
-            ssgDeRefDelete( rwy_lights_selector );
-            free_tracker |= RWY_LIGHTS;
-        }
-    } else if ( !(free_tracker & TAXI_LIGHTS) && taxi_lights_selector ) {
-        // 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, delete_size ) == 0 ) {
-            ssgDeRefDelete( taxi_lights_selector );
-            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;
 }
 
-
 // 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;
-
-    SetOffset( p );
-
+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, SG_ZERO );
-    terra_range->setRange( 1, vis + bounding_radius );
-
-    if ( gnd_lights_range ) {
-        gnd_lights_range->setRange( 0, SG_ZERO );
-        gnd_lights_range->setRange( 1, vis * 1.5 + bounding_radius );
-    }
-
-    sgVec3 sgTrans;
-    sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
-    terra_transform->setTransform( sgTrans );
-
-    FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
-    if ( gnd_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.
-
-        // we expect 'up' to be a unit vector coming in, but since we
-        // modify the value of lift_vec, we need to create a local
-        // copy.
-        sgVec3 lift_vec;
-        sgCopyVec3( lift_vec, up );
-
-        double agl;
-        agl = globals->get_current_view()->getAltitudeASL_ft()
-            * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
-
-        // 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( lift_vec, 10.0 + agl / 100.0 + dist / 10000 );
-        } else {
-            sgScaleVec3( lift_vec, 10.0 + agl / 20.0 + dist / 5000 );
-        }
-
-        sgVec3 lt_trans;
-        sgCopyVec3( lt_trans, sgTrans );
-
-        sgAddVec3( lt_trans, lift_vec );
-        gnd_lights_transform->setTransform( lt_trans );
-
-        // 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->select(0x04);
-        } else if ( sun_angle > 92 ) {
-            gnd_lights_brightness->select(0x02);
-        } else if ( sun_angle > 89 ) {
-            gnd_lights_brightness->select(0x01);
-        } else {
-            gnd_lights_brightness->select(0x00);
-        }
-    }
-
-    if ( vasi_lights_transform ) {
-        // we need to lift the lights above the terrain to avoid
-        // z-buffer fighting.  We do this based on our altitude and
-        // the distance this tile is away from scenery center.
-
-        sgVec3 lift_vec;
-        sgCopyVec3( lift_vec, up );
-
-        // we fudge agl by 30 meters so that the lifting function
-        // doesn't phase in until we are > 30m agl.
-        double agl;
-        agl = globals->get_current_view()->getAltitudeASL_ft()
-            * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev()
-            - 30.0;
-        if ( agl < 0.0 ) {
-            agl = 0.0;
-        }
-        
-        if ( general.get_glDepthBits() > 16 ) {
-            sgScaleVec3( lift_vec, 0.25 + agl / 400.0 + agl*agl / 5000000.0 );
-        } else {
-            sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
-        }
-
-        sgVec3 lt_trans;
-        sgCopyVec3( lt_trans, sgTrans );
-
-        sgAddVec3( lt_trans, lift_vec );
-        vasi_lights_transform->setTransform( lt_trans );
-
-        // generally, vasi lights are always on
-        vasi_lights_selector->select(0x01);
-    }
-
-    if ( rwy_lights_transform ) {
-        // we need to lift the lights above the terrain to avoid
-        // z-buffer fighting.  We do this based on our altitude and
-        // the distance this tile is away from scenery center.
-
-        sgVec3 lift_vec;
-        sgCopyVec3( lift_vec, up );
-
-        // we fudge agl by 30 meters so that the lifting function
-        // doesn't phase in until we are > 30m agl.
-        double agl;
-        agl = globals->get_current_view()->getAltitudeASL_ft()
-            * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev()
-            - 30.0;
-        if ( agl < 0.0 ) {
-            agl = 0.0;
-        }
-        
-        if ( general.get_glDepthBits() > 16 ) {
-            sgScaleVec3( lift_vec, 0.01 + agl / 400.0 + agl*agl / 5000000.0 );
-        } else {
-            sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
-        }
-
-        sgVec3 lt_trans;
-        sgCopyVec3( lt_trans, sgTrans );
-
-        sgAddVec3( lt_trans, lift_vec );
-        rwy_lights_transform->setTransform( lt_trans );
-
-        // 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->select(0x01);
-        } else {
-            rwy_lights_selector->select(0x00);
-        }
-    }
-
-    if ( taxi_lights_transform ) {
-        // we need to lift the lights above the terrain to avoid
-        // z-buffer fighting.  We do this based on our altitude and
-        // the distance this tile is away from scenery center.
-
-        sgVec3 lift_vec;
-        sgCopyVec3( lift_vec, up );
-
-        // we fudge agl by 30 meters so that the lifting function
-        // doesn't phase in until we are > 30m agl.
-        double agl;
-        agl = globals->get_current_view()->getAltitudeASL_ft()
-            * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev()
-            - 30.0;
-        if ( agl < 0.0 ) {
-            agl = 0.0;
-        }
-        
-        if ( general.get_glDepthBits() > 16 ) {
-            sgScaleVec3( lift_vec, 0.01 + agl / 400.0 + agl*agl / 5000000.0 );
-        } else {
-            sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
-        }
-
-        sgVec3 lt_trans;
-        sgCopyVec3( lt_trans, sgTrans );
-
-        sgAddVec3( lt_trans, lift_vec );
-        taxi_lights_transform->setTransform( lt_trans );
-
-        // 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->select(0x01);
-        } else {
-            taxi_lights_selector->select(0x00);
-        }
-    }
-
-    if ( vasi_lights_transform && is_inner_ring ) {
-        // now we need to traverse the list of vasi lights and update
-        // their coloring (but only for the inner ring, no point in
-        // doing this extra work for tiles that are relatively far
-        // away.)
-        for ( int i = 0; i < vasi_lights_transform->getNumKids(); ++i ) {
-            // cout << "vasi root = " << i << endl;
-            ssgBranch *v = (ssgBranch *)vasi_lights_transform->getKid(i);
-            for ( int j = 0; j < v->getNumKids(); ++j ) {
-                // cout << "  vasi branch = " << j << endl;
-                ssgTransform *kid = (ssgTransform *)v->getKid(j);
-                SGVASIUserData *vasi = (SGVASIUserData *)kid->getUserData();
-
-                if ( vasi != NULL ) {
-                    sgdVec3 s;
-                    sgdCopyVec3( s, vasi->get_abs_pos() );
-                    Point3D start(s[0], s[1], s[2]);
-
-                    sgdVec3 d;
-                    sgdCopyVec3( d, globals->get_current_view()->get_absolute_view_pos() );
-
-                    double dist = sgdDistanceVec3( s, d );
-
-                    if ( dist < 10000 ) {
-                        double cur_alt
-                            = globals->get_current_view()->getAltitudeASL_ft()
-                            * SG_FEET_TO_METER;
-
-                        double y = cur_alt - vasi->get_alt_m();
-
-                        double angle;
-                        if ( dist != 0 ) {
-                            angle = asin( y / dist );
-                        } else {
-                            angle = 0.0;
-                        }
-
-                        vasi->set_color(angle * SG_RADIANS_TO_DEGREES);
-                    }
-                    // cout << "    dist = " << dist
-                    //      << " angle = " << angle * SG_RADIANS_TO_DEGREES
-                    //      << endl;
-                } else {
-                    SG_LOG( SG_TERRAIN, SG_ALERT, "no vasi data!" );
-                }
-            }
-        }
-    }
-}
-
-
-// Set up lights rendering call backs
-static int fgLightsPredraw( ssgEntity *e ) {
-#if 0
-    if (glPointParameterIsSupported) {
-        static float quadratic[3] = {1.0, 0.01, 0.0001};
-        glPointParameterfvProc(GL_DISTANCE_ATTENUATION_EXT, quadratic);
-        glPointParameterfProc(GL_POINT_SIZE_MIN_EXT, 1.0); 
-        glPointSize(4.0);
-    }
-#endif
-    return true;
+    float bounding_radius = _node->getChild(0)->getBound().radius();
+    _node->setRange( 0, 0, vis + bounding_radius );
 }
 
-static int fgLightsPostdraw( ssgEntity *e ) {
-#if 0
-    if (glPointParameterIsSupported) {
-        static float default_attenuation[3] = {1.0, 0.0, 0.0};
-        glPointParameterfvProc(GL_DISTANCE_ATTENUATION_EXT,
-                              default_attenuation);
-        glPointSize(1.0);
-    }
-#endif
-    return true;
-}
-
-
-ssgLeaf* FGTileEntry::gen_lights( SGMaterialLib *matlib, 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
-    SGMaterial *mat = matlib->find( "GROUND_LIGHTS" );
-    leaf->setState( mat->get_state() );
-    leaf->setCallback( SSG_CALLBACK_PREDRAW, fgLightsPredraw );
-    leaf->setCallback( SSG_CALLBACK_POSTDRAW, fgLightsPostdraw );
-
-    return leaf;
-}
-
-
-bool FGTileEntry::obj_load( const string& path,
-                            ssgBranch *geometry,
-                            ssgBranch *vasi_lights,
-                            ssgBranch *rwy_lights,
-                            ssgBranch *taxi_lights,
-                            ssgVertexArray *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);
-}
-
-
-void
-FGTileEntry::load( const string &base_path, bool is_base )
-{
-    SG_LOG( SG_TERRAIN, SG_INFO, "load() base search path = "
-            << base_path );
-
-    bool found_tile_base = false;
-
-    string_list search = sgPathSplit( base_path );
-
-    // obj_load() will generate ground lighting for us ...
-    ssgVertexArray *light_pts = new ssgVertexArray( 100 );
-
-    ssgBranch* new_tile = new ssgBranch;
-
-    unsigned int i = 0;
-    while ( i < search.size() ) {
-
-        bool has_base = false;
-
-        // Generate names for later use
-        string index_str = tile_bucket.gen_index_str();
-
-        SGPath tile_path = search[i];
-        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
-
-        // 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;
-
-                                // Load only once (first found)
-                if ( token == "OBJECT_BASE" ) {
-                    in >> name >> ::skipws;
-                    SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
-                            << " name = " << name );
-
-                    if (!found_tile_base) {
-                        found_tile_base = true;
-                        has_base = true;
-
-                        SGPath custom_path = tile_path;
-                        custom_path.append( name );
-
-                        ssgBranch *geometry = new ssgBranch;
-                        if ( obj_load( custom_path.str(),
-                                       geometry, NULL, NULL, NULL, light_pts,
-                                       true ) )
-                            {
-                                new_tile -> addKid( geometry );
-                            } else {
-                                delete geometry;
-                            }
-                    } 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) {
-                        in >> name >> ::skipws;
-                        SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
-                                << " name = " << name );
-
-                        SGPath custom_path = tile_path;
-                        custom_path.append( name );
-
-                        ssgBranch *geometry = new ssgBranch;
-                        ssgBranch *vasi_lights = new ssgBranch;
-                        ssgBranch *rwy_lights = new ssgBranch;
-                        ssgBranch *taxi_lights = new ssgBranch;
-                        if ( obj_load( custom_path.str(),
-                                       geometry, vasi_lights, rwy_lights,
-                                       taxi_lights, NULL, false ) )
-                            {
-                                if ( geometry -> getNumKids() > 0 ) {
-                                    new_tile -> addKid( geometry );
-                                } else {
-                                    delete geometry;
-                                }
-                                if ( vasi_lights -> getNumKids() > 0 ) {
-                                    vasi_lights_transform -> addKid( vasi_lights );
-                                } else {
-                                    delete vasi_lights;
-                                }
-                                if ( rwy_lights -> getNumKids() > 0 ) {
-                                    rwy_lights_transform -> addKid( rwy_lights );
-                                } else {
-                                    delete rwy_lights;
-                                }
-                                if ( taxi_lights -> getNumKids() > 0 ) {
-                                    taxi_lights_transform -> addKid( taxi_lights );
-                                } else {
-                                    delete taxi_lights;
-                                }
-                            } else {
-                                delete geometry;
-                                delete vasi_lights;
-                                delete rwy_lights;
-                                delete taxi_lights;
-                            }
-                    }
-
-                                // Always OK to load
-                } else if ( token == "OBJECT_STATIC" ||
-                            token == "OBJECT_SHARED" ) {
-                    // load object info
-                    double lon, lat, elev, hdg;
-                    in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
-                    SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
-                            << " name = " << name 
-                            << " pos = " << lon << ", " << lat
-                            << " elevation = " << elev
-                            << " heading = " << hdg );
-
-                    // object loading is deferred to main render thread,
-                    // but lets figure out the paths right now.
-                    SGPath custom_path;
-                    if ( token == "OBJECT_STATIC" ) {
-                        custom_path= tile_path;
-                    } else {
-                        custom_path = globals->get_fg_root();
-                    }
-                    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 );
-
-                                // Do we even use this one?
-                } 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
-                        = sgMakeTaxiSign( globals->get_matlib(),
-                                          custom_path.str(), name );
-
-                    // wire the pieces together
-                    if ( custom_obj != NULL ) {
-                        obj_trans -> addKid( custom_obj );
-                    }
-                    new_tile->addKid( obj_trans );
-
-                                // Do we even use this one?
-                } 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
-                        = sgMakeRunwaySign( globals->get_matlib(),
-                                            custom_path.str(), name );
-
-                    // wire the pieces together
-                    if ( custom_obj != NULL ) {
-                        obj_trans -> addKid( custom_obj );
-                    }
-                    new_tile->addKid( obj_trans );
-
-                                // I don't think we use this, either
-                } 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_DEBUG,
-                            "Unknown token " << token << " in "
-                            << stg_name.str() );
-                    in >> ::skipws;
-                }
-            }
-        }
-
-        i++;
-    }
-
-    if ( !found_tile_base ) {
-        // no tile base found, generate an ocean tile on the fly for
-        // this area
-        ssgBranch *geometry = new ssgBranch;
-        Point3D c;
-        double br;
-        if ( sgGenTile( search[0], tile_bucket, &c, &br,
-                        globals->get_matlib(), geometry ) )
-        {
-            center = c;
-            bounding_radius = br;
-            new_tile -> addKid( geometry );
-        } else {
-            delete geometry;
-            SG_LOG( SG_TERRAIN, SG_ALERT,
-                    "Warning: failed to generate ocean tile!" );
-        }
-    }
-
-    if ( new_tile != NULL ) {
-        terra_range->addKid( new_tile );
-    }
-
-    terra_transform->addKid( terra_range );
-
-    // calculate initial tile offset
-    SetOffset( globals->get_scenery()->get_center() );
-    sgCoord sgcoord;
-    sgSetCoord( &sgcoord,
-                offset.x(), offset.y(), offset.z(),
-                0.0, 0.0, 0.0 );
-    terra_transform->setTransform( &sgcoord );
-    // terrain->addKid( terra_transform );
-
-    // Add ground lights to scene graph if any exist
-    gnd_lights_transform = NULL;
-    gnd_lights_range = NULL;
-    if ( light_pts->getNum() ) {
-        SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
-        gnd_lights_transform = new ssgTransform;
-        gnd_lights_range = new ssgRangeSelector;
-        gnd_lights_brightness = new ssgSelector;
-        ssgLeaf *lights;
-
-        lights = gen_lights( globals->get_matlib(), light_pts, 4, 0.7 );
-        gnd_lights_brightness->addKid( lights );
-
-        lights = gen_lights( globals->get_matlib(), light_pts, 2, 0.85 );
-        gnd_lights_brightness->addKid( lights );
-
-        lights = gen_lights( globals->get_matlib(), light_pts, 1, 1.0 );
-        gnd_lights_brightness->addKid( lights );
-
-        gnd_lights_range->addKid( gnd_lights_brightness );
-        gnd_lights_transform->addKid( gnd_lights_range );
-        gnd_lights_transform->setTransform( &sgcoord );
-    }
-
-    // Update vasi lights transform
-    if ( vasi_lights_transform->getNumKids() > 0 ) {
-        vasi_lights_transform->setTransform( &sgcoord );
-    }
-
-    // Update runway lights transform
-    if ( rwy_lights_transform->getNumKids() > 0 ) {
-        rwy_lights_transform->setTransform( &sgcoord );
-    }
-
-     // Update taxi lights transform
-    if ( taxi_lights_transform->getNumKids() > 0 ) {
-        taxi_lights_transform->setTransform( &sgcoord );
-    }
-}
-
-
 void
-FGTileEntry::add_ssg_nodes( ssgBranch *terrain_branch,
-                            ssgBranch *gnd_lights_branch,
-                            ssgBranch *vasi_lights_branch,
-                            ssgBranch *rwy_lights_branch,
-                            ssgBranch *taxi_lights_branch )
+TileEntry::addToSceneGraph(osg::Group *terrain_branch)
 {
-    // bump up the ref count so we can remove this later without
-    // having ssg try to free the memory.
-    terra_transform->ref();
-    terrain_branch->addKid( terra_transform );
+    terrain_branch->addChild( _node.get() );
 
     SG_LOG( SG_TERRAIN, SG_DEBUG,
-            "connected a tile into scene graph.  terra_transform = "
-            << terra_transform );
+            "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 != NULL ) {
-        // bump up the ref count so we can remove this later without
-        // having ssg try to free the memory.
-        gnd_lights_transform->ref();
-        gnd_lights_branch->addKid( gnd_lights_transform );
-    }
-
-    if ( vasi_lights_transform != NULL ) {
-        // bump up the ref count so we can remove this later without
-        // having ssg try to free the memory.
-        vasi_lights_selector->ref();
-        vasi_lights_selector->addKid( vasi_lights_transform );
-        vasi_lights_branch->addKid( vasi_lights_selector );
-    }
-
-    if ( rwy_lights_transform != NULL ) {
-        // bump up the ref count so we can remove this later without
-        // having ssg try to free the memory.
-        rwy_lights_selector->ref();
-        rwy_lights_selector->addKid( rwy_lights_transform );
-        rwy_lights_branch->addKid( rwy_lights_selector );
-    }
-
-    if ( taxi_lights_transform != NULL ) {
-        // bump up the ref count so we can remove this later without
-        // having ssg try to free the memory.
-        taxi_lights_selector->ref();
-        taxi_lights_selector->addKid( taxi_lights_transform );
-        taxi_lights_branch->addKid( taxi_lights_selector );
-    }
-
-    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 );
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a fully loaded tile!  _node = " << _node.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)
-        ssgBranch *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->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 ground lighting branch
-    if ( gnd_lights_transform ) {
-        pcount = gnd_lights_transform->getNumParents();
-        if ( pcount > 0 ) {
-            // find the first parent (should only be one)
-            ssgBranch *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->removeKid( gnd_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);
-        }
-    }
-
-    // find the vasi lighting branch
-    if ( vasi_lights_transform ) {
-        pcount = vasi_lights_transform->getNumParents();
-        if ( pcount > 0 ) {
-            // find the first parent (should only be one)
-            ssgBranch *parent = vasi_lights_transform->getParent( 0 ) ;
-            if( parent ) {
-                // disconnect the light branch (we previously ref()'d
-                // it so it won't get freed now)
-                parent->removeKid( vasi_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);
-        }
-    }
-
-    // find the runway lighting branch
-    if ( rwy_lights_transform ) {
-        pcount = rwy_lights_transform->getNumParents();
-        if ( pcount > 0 ) {
-            // find the first parent (should only be one)
-            ssgBranch *parent = rwy_lights_transform->getParent( 0 ) ;
-            if( parent ) {
-                // disconnect the light branch (we previously ref()'d
-                // it so it won't get freed now)
-                parent->removeKid( rwy_lights_transform );
-            } 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 ) {
-        pcount = taxi_lights_transform->getNumParents();
-        if ( pcount > 0 ) {
-            // find the first parent (should only be one)
-            ssgBranch *parent = taxi_lights_transform->getParent( 0 ) ;
-            if( parent ) {
-                // disconnect the light branch (we previously ref()'d
-                // it so it won't get freed now)
-                parent->removeKid( taxi_lights_transform );
-            } 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());
 }