// pointer to ssg transform for this tile
ssgTransform *terra_transform;
+ ssgTransform *vasi_lights_transform;
ssgTransform *rwy_lights_transform;
ssgTransform *taxi_lights_transform;
ssgTransform *gnd_lights_transform;
// want based on lighting conditions.
ssgSelector *gnd_lights_brightness;
+ // we need to be able to turn runway lights on or off (doing this
+ // via a call back would be nifty, but then the call back needs to
+ // know about the higher level application's global state which is
+ // a problem if we move the code into simgear.)
+ ssgSelector *vasi_lights_selector;
+ ssgSelector *rwy_lights_selector;
+ ssgSelector *taxi_lights_selector;
+
/**
* Indicates this tile has been loaded from a file and connected
* into the scene graph. Note that this may be set asynchronously
bool obj_load( const string& path,
ssgBranch* geometry,
+ ssgBranch* vasi_lights,
ssgBranch* rwy_lights,
ssgBranch* taxi_lights,
ssgVertexArray* gound_lights,
VEC_PTRS = 0x02,
TERRA_NODE = 0x04,
GROUND_LIGHTS = 0x08,
- RWY_LIGHTS = 0x10,
- TAXI_LIGHTS = 0x20,
- LIGHTMAPS = 0x40
+ VASI_LIGHTS = 0x10,
+ RWY_LIGHTS = 0x20,
+ TAXI_LIGHTS = 0x40,
+ LIGHTMAPS = 0x80
};
int free_tracker;
* @param base name of directory containing tile data file.
* @param is_base is this a base terrain object for which we should generate
* random ground light points */
- void load( const SGPath& base, bool is_base );
+ void load( const string &base_path, bool is_base );
/**
* Return true if the tile entry is loaded, otherwise return false
/**
* Add terrain mesh and ground lighting to scene graph.
*/
- void add_ssg_nodes( ssgBranch* terrain_branch,
- ssgBranch* gnd_lights_branch,
- ssgBranch* rwy_lights_branch,
- ssgBranch* taxi_lights_branch );
+ void add_ssg_nodes( ssgBranch *terrain_branch,
+ ssgBranch *gnd_lights_branch,
+ ssgBranch *vasi_lights_branch,
+ ssgBranch *rwy_lights_branch,
+ ssgBranch *taxi_lights_branch );
/**
* disconnect terrain mesh and ground lighting nodes from scene