void
FGTileEntry::load( const SGPath& base, bool is_base )
{
+ cout << "load() base = " << base.str() << endl;
+
+ // Generate names for later use
string index_str = tile_bucket.gen_index_str();
SGPath tile_path = base;
- // Generate name of file to load.
tile_path.append( tile_bucket.gen_base_path() );
+
SGPath basename = tile_path;
basename.append( index_str );
- string path = basename.str();
+ // string path = basename.str();
- SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << path );
-
- // fgObjLoad will generate ground lighting for us ...
- ssgVertexArray *light_pts = new ssgVertexArray( 100 );
-
- ssgBranch* new_tile = obj_load( path, light_pts, is_base );
- if ( new_tile != NULL ) {
- terra_range->addKid( new_tile );
- }
+ SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
- // 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" );
+ // obj_load() will generate ground lighting for us ...
+ ssgVertexArray *light_pts = new ssgVertexArray( 100 );
+ ssgBranch* new_tile = new ssgBranch;
- SG_LOG( SG_TERRAIN, SG_DEBUG, "Looking in " << index_path.str() );
+ // Check for master .stg (scene terra gear) file
+ SGPath stg_name = basename;
+ stg_name.concat( ".stg" );
- sg_gzifstream in( index_path.str() );
+ sg_gzifstream in( stg_name.str() );
if ( in.is_open() ) {
string token, name;
while ( ! in.eof() ) {
in >> token;
- if ( token == "OBJECT" ) {
+ 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 );
custom_path.append( name );
ssgBranch *custom_obj
= obj_load( custom_path.str(), NULL, false );
- if ( (new_tile != NULL) && (custom_obj != NULL) ) {
+ if ( custom_obj != NULL ) {
new_tile -> addKid( custom_obj );
}
} else if ( token == "OBJECT_STATIC" ) {
= gen_taxi_sign( custom_path.str(), name );
// wire the pieces together
- if ( (new_tile != NULL) && (custom_obj != NULL) ) {
+ if ( custom_obj != NULL ) {
obj_trans -> addKid( custom_obj );
}
new_tile->addKid( obj_trans );
= gen_runway_sign( custom_path.str(), name );
// wire the pieces together
- if ( (new_tile != NULL) && (custom_obj != NULL) ) {
+ if ( 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() );
+ << stg_name.str() );
in >> ::skipws;
}
}
+ } else {
+ // no .stg file so this must be old scenery
+
+ // fgObjLoad will generate ground lighting for us ...
+ ssgVertexArray *light_pts = new ssgVertexArray( 100 );
+
+ new_tile = obj_load( basename.str(), light_pts, is_base );
+
+ // 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 );