//
// 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.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#define _TILEENTRY_HXX
-#ifndef __cplusplus
+#ifndef __cplusplus
# error This library requires C++
-#endif
+#endif
#ifdef HAVE_CONFIG_H
# include <config.h>
#include <vector>
#include STL_STRING
-#include <plib/ssg.h> // plib includes
-
#include <simgear/bucket/newbucket.hxx>
#include <simgear/math/point3d.hxx>
#include <simgear/misc/sg_path.hxx>
+#include <simgear/scene/model/placementtrans.hxx>
+
+#include <osg/ref_ptr>
+#include <osg/Array>
+#include <osg/Group>
+#include <osg/LOD>
+#include <osg/MatrixTransform>
+#include <osg/Switch>
#if defined( sgi )
#include <strings.h>
typedef point_list::iterator point_list_iterator;
typedef point_list::const_iterator const_point_list_iterator;
+
class FGTileEntry;
string model_path;
string texture_path;
FGTileEntry *tile;
- ssgTransform *obj_trans;
+ osg::ref_ptr<osg::MatrixTransform> obj_trans;
SGBucket bucket;
+ bool cache_obj;
public:
inline FGDeferredModel() { }
- inline FGDeferredModel( const string mp, const string tp, SGBucket b,
- FGTileEntry *t, ssgTransform *ot )
+ inline FGDeferredModel( const string& mp, const string& tp, SGBucket b,
+ FGTileEntry *t, osg::MatrixTransform *ot, bool co )
{
model_path = mp;
texture_path = tp;
bucket = b;
tile = t;
obj_trans = ot;
+ cache_obj = co;
}
inline ~FGDeferredModel() { }
- inline string get_model_path() const { return model_path; }
- inline string get_texture_path() const { return texture_path; }
- inline SGBucket get_bucket() const { return bucket; }
+ inline const string& get_model_path() const { return model_path; }
+ inline const string& get_texture_path() const { return texture_path; }
+ inline const SGBucket& get_bucket() const { return bucket; }
+ inline const bool get_cache_state() const { return cache_obj; }
inline FGTileEntry *get_tile() const { return tile; }
- inline ssgTransform *get_obj_trans() const { return obj_trans; }
+ inline osg::MatrixTransform *get_obj_trans() const { return obj_trans.get(); }
};
// global tile culling data
Point3D center;
double bounding_radius;
- Point3D offset;
// this tile's official location in the world
SGBucket tile_bucket;
private:
// ssg tree structure for this tile is as follows:
- // ssgRoot(scene)
- // - ssgBranch(terrain)
- // - ssgTransform(tile)
- // - ssgRangeSelector(tile)
+ // osg::Group(scene)
+ // - osg::Group(terrain)
+ // - SGPlacementTransform(tile)
+ // - osg::LOD(tile)
// - ssgEntity(tile)
// - kid1(fan)
// - kid2(fan)
// - kidn(fan)
// 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;
+ osg::ref_ptr<SGPlacementTransform> terra_transform;
+ osg::ref_ptr<SGPlacementTransform> vasi_lights_transform;
+ osg::ref_ptr<SGPlacementTransform> rwy_lights_transform;
+ osg::ref_ptr<SGPlacementTransform> taxi_lights_transform;
+ osg::ref_ptr<SGPlacementTransform> gnd_lights_transform;
// pointer to ssg range selector for this tile
- ssgRangeSelector *terra_range;
- ssgRangeSelector *gnd_lights_range;
+ osg::ref_ptr<osg::LOD> terra_range;
+ osg::ref_ptr<osg::LOD> gnd_lights_range;
// we create several preset brightness and can choose which one we
// want based on lighting conditions.
- ssgSelector *gnd_lights_brightness;
+ osg::ref_ptr<osg::Switch> 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;
+ osg::ref_ptr<osg::Switch> vasi_lights_selector;
+ osg::ref_ptr<osg::Switch> rwy_lights_selector;
+ osg::ref_ptr<osg::Switch> taxi_lights_selector;
/**
* Indicates this tile has been loaded from a file and connected
volatile int pending_models;
bool obj_load( const string& path,
- ssgBranch* geometry,
- ssgBranch* vasi_lights,
- ssgBranch* rwy_lights,
- ssgBranch* taxi_lights,
- ssgVertexArray* gound_lights,
+ osg::Group* geometry,
+ osg::Group* vasi_lights,
+ osg::Group* rwy_lights,
+ osg::Group* taxi_lights,
+ osg::Vec3Array* gound_lights,
bool is_base );
- ssgLeaf* gen_lights( SGMaterialLib *matlib, ssgVertexArray *lights,
- int inc, float bright );
+ osg::Node* gen_lights( SGMaterialLib *matlib, osg::Vec3Array *lights,
+ int inc, float bright );
double timestamp;
// completely freed.
bool free_tile();
- // Calculate this tile's offset
- void SetOffset( const Point3D& p)
- {
- offset = center - p;
- }
-
- // Return this tile's offset
- inline Point3D get_offset() const { return offset; }
-
// Update the ssg transform node for this tile so it can be
// properly drawn relative to our (0,0,0) point
void prep_ssg_node( const Point3D& p, sgVec3 up, float vis);
/**
* Return the "bucket" for this tile
*/
- inline SGBucket get_tile_bucket() const { return tile_bucket; }
+ inline const SGBucket& get_tile_bucket() const { return tile_bucket; }
/**
* Add terrain mesh and ground lighting to scene graph.
*/
- void add_ssg_nodes( ssgBranch *terrain_branch,
- ssgBranch *gnd_lights_branch,
- ssgBranch *vasi_lights_branch,
- ssgBranch *rwy_lights_branch,
- ssgBranch *taxi_lights_branch );
+ void 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 );
/**
* disconnect terrain mesh and ground lighting nodes from scene
/**
* return the SSG Transform node for the terrain
*/
- inline ssgTransform *get_terra_transform() { return terra_transform; }
+ inline SGPlacementTransform *get_terra_transform() const { return terra_transform.get(); }
inline double get_timestamp() const { return timestamp; }
inline void set_timestamp( double time_ms ) { timestamp = time_ms; }