noinst_LIBRARIES = libObjects.a
libObjects_a_SOURCES = \
- obj.cxx obj.hxx
+ obj.cxx obj.hxx \
+ userdata.cxx userdata.hxx
INCLUDES = -I$(top_srcdir) -I$(top_srcdir)/src
// $Id$
-#ifdef HAVE_CONFIG_H
-# include <config.h>
-#endif
-
-#ifdef SG_MATH_EXCEPTION_CLASH
-# include <math.h>
-#endif
-
-#include <stdio.h>
-#include <string.h>
+// #ifdef HAVE_CONFIG_H
+// # include <config.h>
+// #endif
#include <simgear/compiler.h>
#include STL_STRING
-#include <map> // STL
-#include <vector> // STL
-#include <ctype.h> // isdigit()
-#include <simgear/constants.h>
-#include <simgear/sg_inlines.h>
-#include <simgear/debug/logstream.hxx>
+#include <simgear/bucket/newbucket.hxx>
#include <simgear/io/sg_binobj.hxx>
-#include <simgear/math/point3d.hxx>
-#include <simgear/math/polar3d.hxx>
#include <simgear/math/sg_geodesy.hxx>
-#include <simgear/math/sg_random.h>
-#include <simgear/math/vector.hxx>
-#include <simgear/misc/sgstream.hxx>
-#include <simgear/misc/stopwatch.hxx>
+#include <simgear/math/sg_types.hxx>
#include <simgear/misc/texcoord.hxx>
#include <simgear/scene/material/mat.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/tgdb/leaf.hxx>
#include <simgear/scene/tgdb/pt_lights.hxx>
-#include <Main/globals.hxx>
+#include "userdata.hxx"
#include "obj.hxx"
SG_USING_STD(string);
-SG_USING_STD(vector);
-
-
-typedef vector < int > int_list;
-typedef int_list::iterator int_list_iterator;
-typedef int_list::const_iterator int_point_list_iterator;
// Generate an ocean tile
}
-static void random_pt_inside_tri( float *res,
- float *n1, float *n2, float *n3 )
-{
- double a = sg_random();
- double b = sg_random();
- if ( a + b > 1.0 ) {
- a = 1.0 - a;
- b = 1.0 - b;
- }
- double c = 1 - a - b;
-
- res[0] = n1[0]*a + n2[0]*b + n3[0]*c;
- res[1] = n1[1]*a + n2[1]*b + n3[1]*c;
- res[2] = n1[2]*a + n2[2]*b + n3[2]*c;
-}
-
-
-/**
- * User data for populating leaves when they come in range.
- */
-class LeafUserData : public ssgBase
-{
-public:
- bool is_filled_in;
- ssgLeaf *leaf;
- SGMaterial *mat;
- ssgBranch *branch;
- float sin_lat;
- float cos_lat;
- float sin_lon;
- float cos_lon;
-
- void setup_triangle( int i );
-};
-
-
-/**
- * User data for populating triangles when they come in range.
- */
-class TriUserData : public ssgBase
-{
-public:
- bool is_filled_in;
- float * p1;
- float * p2;
- float * p3;
- sgVec3 center;
- double area;
- SGMatObjectGroup * object_group;
- ssgBranch * branch;
- LeafUserData * leafData;
- unsigned int seed;
-
- void fill_in_triangle();
- void add_object_to_triangle(SGMatObject * object);
- void makeWorldMatrix (sgMat4 ROT, double hdg_deg );
-};
-
-
-/**
- * Fill in a triangle with randomly-placed objects.
- *
- * This method is invoked by a callback when the triangle is in range
- * but not yet populated.
- *
- */
-
-void TriUserData::fill_in_triangle ()
-{
- // generate a repeatable random seed
- sg_srandom(seed);
-
- int nObjects = object_group->get_object_count();
-
- for (int i = 0; i < nObjects; i++) {
- SGMatObject * object = object_group->get_object(i);
- double num = area / object->get_coverage_m2();
-
- // place an object each unit of area
- while ( num > 1.0 ) {
- add_object_to_triangle(object);
- num -= 1.0;
- }
- // for partial units of area, use a zombie door method to
- // create the proper random chance of an object being created
- // for this triangle
- if ( num > 0.0 ) {
- if ( sg_random() <= num ) {
- // a zombie made it through our door
- add_object_to_triangle(object);
- }
- }
- }
-}
-
-void TriUserData::add_object_to_triangle (SGMatObject * object)
-{
- // Set up the random heading if required.
- double hdg_deg = 0;
- if (object->get_heading_type() == SGMatObject::HEADING_RANDOM)
- hdg_deg = sg_random() * 360;
-
- sgMat4 mat;
- makeWorldMatrix(mat, hdg_deg);
-
- ssgTransform * pos = new ssgTransform;
- pos->setTransform(mat);
- pos->addKid( object->get_random_model( globals->get_model_loader(),
- globals->get_fg_root(),
- globals->get_props(),
- globals->get_sim_time_sec() ) );
- branch->addKid(pos);
-}
-
-void TriUserData::makeWorldMatrix (sgMat4 mat, double hdg_deg )
-{
- if (hdg_deg == 0) {
- mat[0][0] = leafData->sin_lat * leafData->cos_lon;
- mat[0][1] = leafData->sin_lat * leafData->sin_lon;
- mat[0][2] = -leafData->cos_lat;
- mat[0][3] = SG_ZERO;
-
- mat[1][0] = -leafData->sin_lon;
- mat[1][1] = leafData->cos_lon;
- mat[1][2] = SG_ZERO;
- mat[1][3] = SG_ZERO;
- } else {
- float sin_hdg = sin( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
- float cos_hdg = cos( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
- mat[0][0] = cos_hdg * leafData->sin_lat * leafData->cos_lon - sin_hdg * leafData->sin_lon;
- mat[0][1] = cos_hdg * leafData->sin_lat * leafData->sin_lon + sin_hdg * leafData->cos_lon;
- mat[0][2] = -cos_hdg * leafData->cos_lat;
- mat[0][3] = SG_ZERO;
-
- mat[1][0] = -sin_hdg * leafData->sin_lat * leafData->cos_lon - cos_hdg * leafData->sin_lon;
- mat[1][1] = -sin_hdg * leafData->sin_lat * leafData->sin_lon + cos_hdg * leafData->cos_lon;
- mat[1][2] = sin_hdg * leafData->cos_lat;
- mat[1][3] = SG_ZERO;
- }
-
- mat[2][0] = leafData->cos_lat * leafData->cos_lon;
- mat[2][1] = leafData->cos_lat * leafData->sin_lon;
- mat[2][2] = leafData->sin_lat;
- mat[2][3] = SG_ZERO;
-
- // translate to random point in triangle
- sgVec3 result;
- random_pt_inside_tri(result, p1, p2, p3);
- sgSubVec3(mat[3], result, center);
-
- mat[3][3] = SG_ONE ;
-}
-
-/**
- * SSG callback for an in-range triangle of randomly-placed objects.
- *
- * This pretraversal callback is attached to a branch that is traversed
- * only when a triangle is in range. If the triangle is not currently
- * populated with randomly-placed objects, this callback will populate
- * it.
- *
- * @param entity The entity to which the callback is attached (not used).
- * @param mask The entity's traversal mask (not used).
- * @return Always 1, to allow traversal and culling to continue.
- */
-static int
-tri_in_range_callback (ssgEntity * entity, int mask)
-{
- TriUserData * data = (TriUserData *)entity->getUserData();
- if (!data->is_filled_in) {
- data->fill_in_triangle();
- data->is_filled_in = true;
- }
- return 1;
-}
-
-
-/**
- * SSG callback for an out-of-range triangle of randomly-placed objects.
- *
- * This pretraversal callback is attached to a branch that is traversed
- * only when a triangle is out of range. If the triangle is currently
- * populated with randomly-placed objects, the objects will be removed.
- *
- *
- * @param entity The entity to which the callback is attached (not used).
- * @param mask The entity's traversal mask (not used).
- * @return Always 0, to prevent any further traversal or culling.
- */
-static int
-tri_out_of_range_callback (ssgEntity * entity, int mask)
-{
- TriUserData * data = (TriUserData *)entity->getUserData();
- if (data->is_filled_in) {
- data->branch->removeAllKids();
- data->is_filled_in = false;
- }
- return 0;
-}
-
-
-/**
- * ssgEntity with a dummy bounding sphere, to fool culling.
- *
- * This forces the in-range and out-of-range branches to be visited
- * when appropriate, even if they have no children. It's ugly, but
- * it works and seems fairly efficient (since branches can still
- * be culled when they're out of the view frustum).
- */
-class DummyBSphereEntity : public ssgBranch
-{
-public:
- DummyBSphereEntity (float radius)
- {
- bsphere.setCenter(0, 0, 0);
- bsphere.setRadius(radius);
- }
- virtual ~DummyBSphereEntity () {}
- virtual void recalcBSphere () { bsphere_is_invalid = false; }
-};
-
-
-/**
- * Calculate the bounding radius of a triangle from its center.
- *
- * @param center The triangle center.
- * @param p1 The first point in the triangle.
- * @param p2 The second point in the triangle.
- * @param p3 The third point in the triangle.
- * @return The greatest distance any point lies from the center.
- */
-static inline float
-get_bounding_radius( sgVec3 center, float *p1, float *p2, float *p3)
-{
- return sqrt( SG_MAX3( sgDistanceSquaredVec3(center, p1),
- sgDistanceSquaredVec3(center, p2),
- sgDistanceSquaredVec3(center, p3) ) );
-}
-
-
-/**
- * Set up a triangle for randomly-placed objects.
- *
- * No objects will be added unless the triangle comes into range.
- *
- */
-
-void LeafUserData::setup_triangle (int i )
-{
- short n1, n2, n3;
- leaf->getTriangle(i, &n1, &n2, &n3);
-
- float * p1 = leaf->getVertex(n1);
- float * p2 = leaf->getVertex(n2);
- float * p3 = leaf->getVertex(n3);
-
- // Set up a single center point for LOD
- sgVec3 center;
- sgSetVec3(center,
- (p1[0] + p2[0] + p3[0]) / 3.0,
- (p1[1] + p2[1] + p3[1]) / 3.0,
- (p1[2] + p2[2] + p3[2]) / 3.0);
- double area = sgTriArea(p1, p2, p3);
-
- // maximum radius of an object from center.
- double bounding_radius = get_bounding_radius(center, p1, p2, p3);
-
- // Set up a transformation to the center
- // point, so that everything else can
- // be specified relative to it.
- ssgTransform * location = new ssgTransform;
- sgMat4 TRANS;
- sgMakeTransMat4(TRANS, center);
- location->setTransform(TRANS);
- branch->addKid(location);
-
- // Iterate through all the object types.
- int num_groups = mat->get_object_group_count();
- for (int j = 0; j < num_groups; j++) {
- // Look up the random object.
- SGMatObjectGroup * group = mat->get_object_group(j);
-
- // Set up the range selector for the entire
- // triangle; note that we use the object
- // range plus the bounding radius here, to
- // allow for objects far from the center.
- float ranges[] = { 0,
- group->get_range_m() + bounding_radius,
- SG_MAX };
- ssgRangeSelector * lod = new ssgRangeSelector;
- lod->setRanges(ranges, 3);
- location->addKid(lod);
-
- // Create the in-range and out-of-range
- // branches.
- ssgBranch * in_range = new ssgBranch;
- ssgBranch * out_of_range = new ssgBranch;
-
- // Set up the user data for if/when
- // the random objects in this triangle
- // are filled in.
- TriUserData * data = new TriUserData;
- data->is_filled_in = false;
- data->p1 = p1;
- data->p2 = p2;
- data->p3 = p3;
- sgCopyVec3 (data->center, center);
- data->area = area;
- data->object_group = group;
- data->branch = in_range;
- data->leafData = this;
- data->seed = (unsigned int)(p1[0] * j);
-
- // Set up the in-range node.
- in_range->setUserData(data);
- in_range->setTravCallback(SSG_CALLBACK_PRETRAV,
- tri_in_range_callback);
- lod->addKid(in_range);
-
- // Set up the out-of-range node.
- out_of_range->setUserData(data);
- out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
- tri_out_of_range_callback);
- out_of_range->addKid(new DummyBSphereEntity(bounding_radius));
- lod->addKid(out_of_range);
- }
-}
-
/**
* SSG callback for an in-range leaf of randomly-placed objects.
*
#include <plib/ssg.h> // plib include
-#include <simgear/math/sg_types.hxx>
+#include <simgear/math/point3d.hxx>
SG_USING_STD(string);
--- /dev/null
+// userdata.hxx -- two classes for populating ssg user data slots in association
+// with our implimenation of random surface objects.
+//
+// Written by David Megginson, started December 2001.
+//
+// Copyright (C) 2001 - 2003 Curtis L. Olson - curt@flightgear.org
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of the
+// License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful, but
+// WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// General Public License for more details.
+//
+// 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.
+//
+// $Id$
+
+
+#include <plib/sg.h>
+#include <plib/ssg.h>
+
+#include <simgear/sg_inlines.h>
+#include <simgear/math/point3d.hxx>
+#include <simgear/math/sg_geodesy.hxx>
+#include <simgear/math/sg_random.h>
+#include <simgear/scene/material/mat.hxx>
+#include <simgear/scene/material/matmodel.hxx>
+
+#include <Main/globals.hxx>
+
+#include "userdata.hxx"
+
+
+static void random_pt_inside_tri( float *res,
+ float *n1, float *n2, float *n3 )
+{
+ double a = sg_random();
+ double b = sg_random();
+ if ( a + b > 1.0 ) {
+ a = 1.0 - a;
+ b = 1.0 - b;
+ }
+ double c = 1 - a - b;
+
+ res[0] = n1[0]*a + n2[0]*b + n3[0]*c;
+ res[1] = n1[1]*a + n2[1]*b + n3[1]*c;
+ res[2] = n1[2]*a + n2[2]*b + n3[2]*c;
+}
+
+
+/**
+ * Fill in a triangle with randomly-placed objects.
+ *
+ * This method is invoked by a callback when the triangle is in range
+ * but not yet populated.
+ *
+ */
+
+void TriUserData::fill_in_triangle ()
+{
+ // generate a repeatable random seed
+ sg_srandom(seed);
+
+ int nObjects = object_group->get_object_count();
+
+ for (int i = 0; i < nObjects; i++) {
+ SGMatModel * object = object_group->get_object(i);
+ double num = area / object->get_coverage_m2();
+
+ // place an object each unit of area
+ while ( num > 1.0 ) {
+ add_object_to_triangle(object);
+ num -= 1.0;
+ }
+ // for partial units of area, use a zombie door method to
+ // create the proper random chance of an object being created
+ // for this triangle
+ if ( num > 0.0 ) {
+ if ( sg_random() <= num ) {
+ // a zombie made it through our door
+ add_object_to_triangle(object);
+ }
+ }
+ }
+}
+
+void TriUserData::add_object_to_triangle (SGMatModel * object)
+{
+ // Set up the random heading if required.
+ double hdg_deg = 0;
+ if (object->get_heading_type() == SGMatModel::HEADING_RANDOM)
+ hdg_deg = sg_random() * 360;
+
+ sgMat4 mat;
+ makeWorldMatrix(mat, hdg_deg);
+
+ ssgTransform * pos = new ssgTransform;
+ pos->setTransform(mat);
+ pos->addKid( object->get_random_model( globals->get_model_loader(),
+ globals->get_fg_root(),
+ globals->get_props(),
+ globals->get_sim_time_sec() ) );
+ branch->addKid(pos);
+}
+
+void TriUserData::makeWorldMatrix (sgMat4 mat, double hdg_deg )
+{
+ if (hdg_deg == 0) {
+ mat[0][0] = leafData->sin_lat * leafData->cos_lon;
+ mat[0][1] = leafData->sin_lat * leafData->sin_lon;
+ mat[0][2] = -leafData->cos_lat;
+ mat[0][3] = SG_ZERO;
+
+ mat[1][0] = -leafData->sin_lon;
+ mat[1][1] = leafData->cos_lon;
+ mat[1][2] = SG_ZERO;
+ mat[1][3] = SG_ZERO;
+ } else {
+ float sin_hdg = sin( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
+ float cos_hdg = cos( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
+ mat[0][0] = cos_hdg * leafData->sin_lat * leafData->cos_lon - sin_hdg * leafData->sin_lon;
+ mat[0][1] = cos_hdg * leafData->sin_lat * leafData->sin_lon + sin_hdg * leafData->cos_lon;
+ mat[0][2] = -cos_hdg * leafData->cos_lat;
+ mat[0][3] = SG_ZERO;
+
+ mat[1][0] = -sin_hdg * leafData->sin_lat * leafData->cos_lon - cos_hdg * leafData->sin_lon;
+ mat[1][1] = -sin_hdg * leafData->sin_lat * leafData->sin_lon + cos_hdg * leafData->cos_lon;
+ mat[1][2] = sin_hdg * leafData->cos_lat;
+ mat[1][3] = SG_ZERO;
+ }
+
+ mat[2][0] = leafData->cos_lat * leafData->cos_lon;
+ mat[2][1] = leafData->cos_lat * leafData->sin_lon;
+ mat[2][2] = leafData->sin_lat;
+ mat[2][3] = SG_ZERO;
+
+ // translate to random point in triangle
+ sgVec3 result;
+ random_pt_inside_tri(result, p1, p2, p3);
+ sgSubVec3(mat[3], result, center);
+
+ mat[3][3] = SG_ONE ;
+}
+
+/**
+ * SSG callback for an in-range triangle of randomly-placed objects.
+ *
+ * This pretraversal callback is attached to a branch that is traversed
+ * only when a triangle is in range. If the triangle is not currently
+ * populated with randomly-placed objects, this callback will populate
+ * it.
+ *
+ * @param entity The entity to which the callback is attached (not used).
+ * @param mask The entity's traversal mask (not used).
+ * @return Always 1, to allow traversal and culling to continue.
+ */
+static int
+tri_in_range_callback (ssgEntity * entity, int mask)
+{
+ TriUserData * data = (TriUserData *)entity->getUserData();
+ if (!data->is_filled_in) {
+ data->fill_in_triangle();
+ data->is_filled_in = true;
+ }
+ return 1;
+}
+
+
+/**
+ * SSG callback for an out-of-range triangle of randomly-placed objects.
+ *
+ * This pretraversal callback is attached to a branch that is traversed
+ * only when a triangle is out of range. If the triangle is currently
+ * populated with randomly-placed objects, the objects will be removed.
+ *
+ *
+ * @param entity The entity to which the callback is attached (not used).
+ * @param mask The entity's traversal mask (not used).
+ * @return Always 0, to prevent any further traversal or culling.
+ */
+static int
+tri_out_of_range_callback (ssgEntity * entity, int mask)
+{
+ TriUserData * data = (TriUserData *)entity->getUserData();
+ if (data->is_filled_in) {
+ data->branch->removeAllKids();
+ data->is_filled_in = false;
+ }
+ return 0;
+}
+
+
+/**
+ * Calculate the bounding radius of a triangle from its center.
+ *
+ * @param center The triangle center.
+ * @param p1 The first point in the triangle.
+ * @param p2 The second point in the triangle.
+ * @param p3 The third point in the triangle.
+ * @return The greatest distance any point lies from the center.
+ */
+static inline float
+get_bounding_radius( sgVec3 center, float *p1, float *p2, float *p3)
+{
+ return sqrt( SG_MAX3( sgDistanceSquaredVec3(center, p1),
+ sgDistanceSquaredVec3(center, p2),
+ sgDistanceSquaredVec3(center, p3) ) );
+}
+
+
+/**
+ * Set up a triangle for randomly-placed objects.
+ *
+ * No objects will be added unless the triangle comes into range.
+ *
+ */
+
+void LeafUserData::setup_triangle (int i )
+{
+ short n1, n2, n3;
+ leaf->getTriangle(i, &n1, &n2, &n3);
+
+ float * p1 = leaf->getVertex(n1);
+ float * p2 = leaf->getVertex(n2);
+ float * p3 = leaf->getVertex(n3);
+
+ // Set up a single center point for LOD
+ sgVec3 center;
+ sgSetVec3(center,
+ (p1[0] + p2[0] + p3[0]) / 3.0,
+ (p1[1] + p2[1] + p3[1]) / 3.0,
+ (p1[2] + p2[2] + p3[2]) / 3.0);
+ double area = sgTriArea(p1, p2, p3);
+
+ // maximum radius of an object from center.
+ double bounding_radius = get_bounding_radius(center, p1, p2, p3);
+
+ // Set up a transformation to the center
+ // point, so that everything else can
+ // be specified relative to it.
+ ssgTransform * location = new ssgTransform;
+ sgMat4 TRANS;
+ sgMakeTransMat4(TRANS, center);
+ location->setTransform(TRANS);
+ branch->addKid(location);
+
+ // Iterate through all the object types.
+ int num_groups = mat->get_object_group_count();
+ for (int j = 0; j < num_groups; j++) {
+ // Look up the random object.
+ SGMatModelGroup * group = mat->get_object_group(j);
+
+ // Set up the range selector for the entire
+ // triangle; note that we use the object
+ // range plus the bounding radius here, to
+ // allow for objects far from the center.
+ float ranges[] = { 0,
+ group->get_range_m() + bounding_radius,
+ SG_MAX };
+ ssgRangeSelector * lod = new ssgRangeSelector;
+ lod->setRanges(ranges, 3);
+ location->addKid(lod);
+
+ // Create the in-range and out-of-range
+ // branches.
+ ssgBranch * in_range = new ssgBranch;
+ ssgBranch * out_of_range = new ssgBranch;
+
+ // Set up the user data for if/when
+ // the random objects in this triangle
+ // are filled in.
+ TriUserData * data = new TriUserData;
+ data->is_filled_in = false;
+ data->p1 = p1;
+ data->p2 = p2;
+ data->p3 = p3;
+ sgCopyVec3 (data->center, center);
+ data->area = area;
+ data->object_group = group;
+ data->branch = in_range;
+ data->leafData = this;
+ data->seed = (unsigned int)(p1[0] * j);
+
+ // Set up the in-range node.
+ in_range->setUserData(data);
+ in_range->setTravCallback(SSG_CALLBACK_PRETRAV,
+ tri_in_range_callback);
+ lod->addKid(in_range);
+
+ // Set up the out-of-range node.
+ out_of_range->setUserData(data);
+ out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
+ tri_out_of_range_callback);
+ out_of_range->addKid(new DummyBSphereEntity(bounding_radius));
+ lod->addKid(out_of_range);
+ }
+}
--- /dev/null
+// userdata.hxx -- two classes for populating ssg user data slots in association
+// with our implimenation of random surface objects.
+//
+// Written by David Megginson, started December 2001.
+//
+// Copyright (C) 2001 - 2003 Curtis L. Olson - curt@flightgear.org
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of the
+// License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful, but
+// WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// General Public License for more details.
+//
+// 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.
+//
+// $Id$
+
+
+#include <plib/ssg.h>
+
+class SGMaterial;
+class SGMatModel;
+class SGMatModelGroup;
+
+
+/**
+ * User data for populating leaves when they come in range.
+ */
+class LeafUserData : public ssgBase
+{
+public:
+ bool is_filled_in;
+ ssgLeaf *leaf;
+ SGMaterial *mat;
+ ssgBranch *branch;
+ float sin_lat;
+ float cos_lat;
+ float sin_lon;
+ float cos_lon;
+
+ void setup_triangle( int i );
+};
+
+
+/**
+ * User data for populating triangles when they come in range.
+ */
+class TriUserData : public ssgBase
+{
+public:
+ bool is_filled_in;
+ float * p1;
+ float * p2;
+ float * p3;
+ sgVec3 center;
+ double area;
+ SGMatModelGroup * object_group;
+ ssgBranch * branch;
+ LeafUserData * leafData;
+ unsigned int seed;
+
+ void fill_in_triangle();
+ void add_object_to_triangle(SGMatModel * object);
+ void makeWorldMatrix (sgMat4 ROT, double hdg_deg );
+};
+
+
+/**
+ * ssgEntity with a dummy bounding sphere, to fool culling.
+ *
+ * This forces the in-range and out-of-range branches to be visited
+ * when appropriate, even if they have no children. It's ugly, but
+ * it works and seems fairly efficient (since branches can still
+ * be culled when they're out of the view frustum).
+ */
+class DummyBSphereEntity : public ssgBranch
+{
+public:
+ DummyBSphereEntity (float radius)
+ {
+ bsphere.setCenter(0, 0, 0);
+ bsphere.setRadius(radius);
+ }
+ virtual ~DummyBSphereEntity () {}
+ virtual void recalcBSphere () { bsphere_is_invalid = false; }
+};
+
+