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() );
// setup transforms
Point3D geod( lon_rad, lat_rad, elev );
-
+
Point3D world_pos = sgGeodToCart( geod );
Point3D offset = world_pos - center;
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[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[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][2] = (SGfloat)sin_lat;
mat[2][3] = SG_ZERO;
mat[3][0] = offset.x();
// 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() )
+ 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 ) ;
- }
+ if ( k -> isAKindOf ( ssgTypeBranch() ) ) {
+ my_remove_branch( (ssgBranch *)k );
+ branch -> removeKid ( k );
+ } else if ( k -> isAKindOf ( ssgTypeLeaf() ) ) {
+ branch -> removeKid ( k ) ;
+ }
}
}
sgSetVec2( texcoords[3], 1.0, 0.0 );
for (int j = 0; j < 4; j++ ) {
- sgCopyVec3(lmaps[j] ,quads[j]);
+ sgCopyVec3(lmaps[j] ,quads[j]);
}
for ( int i = 0; i < light_maps->getNum(); ++i ) {
sgSetVec3(pt,temp[0],temp[1],temp[2]);
for (int k=0; k<4; k++) {
- sgAddVec3( quads[k],lmaps[k], pt );
+ sgAddVec3( quads[k],lmaps[k], pt );
vl->add(quads[k]);
tl->add(texcoords[k]);
cl->add(color);
touchdown_state->disable( GL_LIGHTING );
touchdown_state->enable( GL_TEXTURE_2D );
touchdown_state->setShadeModel( GL_SMOOTH );
-
+
//THRESHOLD
setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
runway_lights->addKid( leaf3 );
} else if (type[i] == 4) { //BACK-TO-BACK POLYGONS,TOUCHDOWN/THRESHOLD
-
+
vl->add(v1);
nl->add(d1);
vl->add(v3);
leaf6->setState( yellow_state );
ols_transform->addKid (leaf6);
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
- // lightmaps_sequence->addKid (leaf6);
+ // lightmaps_sequence->addKid (leaf6);
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
} else if (type[i] == 7) { //POINT,RED
leaf2 = new ssgVtxTable ( GL_POINTS, vlt, nlt, NULL, NULL );
leaf2->setState( taxi_state );
runway_lights->addKid( leaf2 );
-
+
leaf7 = new ssgVtxTable ( GL_POINTS, vlr, nlr, NULL, NULL );
leaf7->setState( red_state );
runway_lights->addKid( leaf7 );
leaf9->setState( yellow_state );
runway_lights->addKid( leaf9 );
- lightmaps_sequence->select(0xFFFFFF);
+ lightmaps_sequence->select(0xFFFFFF);
return runway_lights;
}
// ADA
-
+
// Free "n" leaf elements of an ssg tree. returns the number of
// elements freed. An empty branch node is considered a leaf. This
int i;
int delete_size = 100;
SG_LOG( SG_TERRAIN, SG_DEBUG,
- "FREEING TILE = (" << tile_bucket << ")" );
+ "FREEING TILE = (" << tile_bucket << ")" );
SG_LOG( SG_TERRAIN, SG_DEBUG, "(start) free_tracker = " << free_tracker );
free_tracker |= GROUND_LIGHTS;
}
} else if ( !(free_tracker & RWY_LIGHTS) && rwy_lights_transform ) {
- // delete the terrain lighting branch (this should already have been
- // disconnected from the scene graph)
+ // delete the terrain lighting branch (this should already have been
+ // disconnected from the scene graph)
SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING rwy_lights_transform" );
- if ( fgPartialFreeSSGtree( rwy_lights_transform, delete_size ) == 0 ) {
+ if ( fgPartialFreeSSGtree( rwy_lights_transform, delete_size ) == 0 ) {
ssgDeRefDelete( rwy_lights_transform );
free_tracker |= RWY_LIGHTS;
}
} else if ( !(free_tracker & LIGHTMAPS) && lightmaps_transform ) {
// ADA
- // delete the terrain lighting branch (this should already have been
+ // delete the terrain lighting branch (this should already have been
// disconnected from the scene graph)
SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING lightmaps_transform" );
- if ( fgPartialFreeSSGtree( lightmaps_transform, delete_size ) == 0 ) {
+ if ( fgPartialFreeSSGtree( lightmaps_transform, delete_size ) == 0 ) {
ssgDeRefDelete( lightmaps_transform );
free_tracker |= LIGHTMAPS;
}
ranges[1] = vis + bounding_radius;
terra_range->setRanges( ranges, 2 );
if ( gnd_lights_range ) {
- ranges[1] = vis * 1.5 + bounding_radius;
- gnd_lights_range->setRanges( ranges, 2 );
+ ranges[1] = vis * 1.5 + bounding_radius;
+ gnd_lights_range->setRanges( ranges, 2 );
}
if ( rwy_lights_range ) {
- ranges[1] = vis * 1.5 + bounding_radius;
- rwy_lights_range->setRanges( ranges, 2 );
+ ranges[1] = vis * 1.5 + bounding_radius;
+ rwy_lights_range->setRanges( ranges, 2 );
}
#endif
sgVec3 sgTrans;
terra_transform->setTransform( sgTrans );
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 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 );
+ sgVec3 lift_vec;
+ sgCopyVec3( lift_vec, up );
- double agl;
+ 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 = cur_light_params.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);
- }
+ // 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 = cur_light_params.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 ( 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.
+ // 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 );
+ sgVec3 lift_vec;
+ sgCopyVec3( lift_vec, up );
- double agl;
+ 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, 0.0 + agl / 100.0 + dist / 10000 );
- } else {
- sgScaleVec3( lift_vec, 1.0 + agl / 20.0 + dist / 5000 );
- }
-
- sgVec3 lt_trans;
- sgCopyVec3( lt_trans, sgTrans );
-
- sgAddVec3( lt_trans, lift_vec );
- rwy_lights_transform->setTransform( lt_trans );
-
- // select which set of lights based on sun angle
- // float sun_angle = cur_light_params.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);
- // }
+ // 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, 0.0 + agl / 100.0 + dist / 10000 );
+ } else {
+ sgScaleVec3( lift_vec, 1.0 + agl / 20.0 + dist / 5000 );
+ }
+
+ sgVec3 lt_trans;
+ sgCopyVec3( lt_trans, sgTrans );
+
+ sgAddVec3( lt_trans, lift_vec );
+ rwy_lights_transform->setTransform( lt_trans );
+
+ // select which set of lights based on sun angle
+ // float sun_angle = cur_light_params.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);
+ // }
}
// ADA
sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
if ( lightmaps_transform ) {
static unsigned int selectnode = 0;
- // Run-time extension check.
- if (!glutExtensionSupported("GL_EXT_point_parameters")) {
+ // Run-time extension check.
+ if (!glutExtensionSupported("GL_EXT_point_parameters")) {
//use lightmaps on billboarded polygons
} else {
// using GL_EXT_point_parameters
-
+
// This part is same as ground-lights code above by Curt
sgVec3 lift_vec;
sgCopyVec3( lift_vec, up );
lightmaps_brightness->select(0x00);
lightmaps_sequence->select(0x000000);
}
- } // end of GL_EXT_point_parameters section
+ } // end of GL_EXT_point_parameters section
} // end of runway lights section
// ADA
#if 0
#ifdef GL_EXT_point_parameters
if (glutExtensionSupported("GL_EXT_point_parameters")) {
- static float quadratic[3] = {1.0, 0.01, 0.0001};
- glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
- glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0);
- glPointSize(4.0);
+ static float quadratic[3] = {1.0, 0.01, 0.0001};
+ glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
+ glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0);
+ glPointSize(4.0);
}
#endif
#endif
#if 0
#ifdef GL_EXT_point_parameters
if (glutExtensionSupported("GL_EXT_point_parameters")) {
- static float default_attenuation[3] = {1.0, 0.0, 0.0};
- glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
- default_attenuation);
- glPointSize(1.0);
+ static float default_attenuation[3] = {1.0, 0.0, 0.0};
+ glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
+ default_attenuation);
+ glPointSize(1.0);
}
#endif
#endif
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 );
- }
+ // 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 );
+ new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
// assign state
FGNewMat *newmat = material_lib.find( "LIGHTS" );
bool FGTileEntry::obj_load( const std::string& path,
- ssgBranch* geometry,
- ssgBranch* rwy_lights,
- ssgVertexArray* ground_lights, bool is_base )
+ ssgBranch* geometry,
+ ssgBranch* rwy_lights,
+ ssgVertexArray* ground_lights, bool is_base )
{
- Point3D c; // returned center point
- double br; // returned bounding radius
+ Point3D c; // returned center point
+ double br; // returned bounding radius
// try loading binary format
if ( fgBinObjLoad( path, is_base,
- &c, &br, geometry, rwy_lights, ground_lights ) )
+ &c, &br, geometry, rwy_lights, ground_lights ) )
{
- if ( is_base ) {
- center = c;
- bounding_radius = br;
- }
+ if ( is_base ) {
+ center = c;
+ bounding_radius = br;
+ }
} else {
- // next try the older ascii format, this is some ugly
- // weirdness because the ascii loader is *old* and hasn't been
- // updated, but hopefully we can can the ascii format soon.
- ssgBranch *tmp = fgAsciiObjLoad( path, this, ground_lights, is_base );
- if ( tmp ) {
- return (NULL != tmp);
- } else {
- // default to an ocean tile
- if ( fgGenTile( path, tile_bucket, &c, &br, geometry ) ) {
- center = c;
- bounding_radius = br;
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "Warning: failed to generate ocean tile!" );
- }
- }
+ // next try the older ascii format, this is some ugly
+ // weirdness because the ascii loader is *old* and hasn't been
+ // updated, but hopefully we can can the ascii format soon.
+ ssgBranch *tmp = fgAsciiObjLoad( path, this, ground_lights, is_base );
+ if ( tmp ) {
+ return (NULL != tmp);
+ } else {
+ // default to an ocean tile
+ if ( fgGenTile( path, tile_bucket, &c, &br, geometry ) ) {
+ center = c;
+ bounding_radius = br;
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Warning: failed to generate ocean tile!" );
+ }
+ }
}
return (NULL != geometry);
sg_gzifstream in( stg_name.str() );
if ( in.is_open() ) {
- string token, name;
-
- while ( ! in.eof() ) {
- in >> token;
-
- 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 *geometry = new ssgBranch;
- if ( obj_load( custom_path.str(),
- geometry, NULL, light_pts, true ) )
- {
- new_tile -> addKid( geometry );
- } else {
- delete geometry;
- }
- } else 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 *geometry = new ssgBranch;
- ssgBranch *rwy_lights = new ssgBranch;
- if ( obj_load( custom_path.str(),
- geometry, rwy_lights, NULL, false ) )
- {
- if ( geometry -> getNumKids() > 0 ) {
- new_tile -> addKid( geometry );
- } else {
- delete geometry;
- }
- if ( rwy_lights -> getNumKids() > 0 ) {
- rwy_lights_range -> addKid( rwy_lights );
- } else {
- delete rwy_lights;
- }
- } else {
- delete geometry;
- delete rwy_lights;
- }
-
- } else if ( token == "OBJECT_STATIC" ||
+ string token, name;
+
+ while ( ! in.eof() ) {
+ in >> token;
+
+ 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 *geometry = new ssgBranch;
+ if ( obj_load( custom_path.str(),
+ geometry, NULL, light_pts, true ) )
+ {
+ new_tile -> addKid( geometry );
+ } else {
+ delete geometry;
+ }
+ } else 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 *geometry = new ssgBranch;
+ ssgBranch *rwy_lights = new ssgBranch;
+ if ( obj_load( custom_path.str(),
+ geometry, rwy_lights, NULL, false ) )
+ {
+ if ( geometry -> getNumKids() > 0 ) {
+ new_tile -> addKid( geometry );
+ } else {
+ delete geometry;
+ }
+ if ( rwy_lights -> getNumKids() > 0 ) {
+ rwy_lights_range -> addKid( rwy_lights );
+ } else {
+ delete rwy_lights;
+ }
+ } else {
+ delete geometry;
+ delete rwy_lights;
+ }
+
+ } 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;
+ // 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;
- 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 ( 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 ( custom_obj != NULL ) {
- obj_trans -> addKid( custom_obj );
- }
- new_tile->addKid( obj_trans );
- } 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_ALERT,
- "Unknown token " << token << " in "
- << stg_name.str() );
- in >> ::skipws;
- }
- }
+ 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 ( 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 ( custom_obj != NULL ) {
+ obj_trans -> addKid( custom_obj );
+ }
+ new_tile->addKid( obj_trans );
+ } 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_ALERT,
+ "Unknown token " << token << " in "
+ << stg_name.str() );
+ in >> ::skipws;
+ }
+ }
} else {
// no .stg file, generate an ocean tile on the fly for this
// area
SetOffset( globals->get_scenery()->get_center() );
sgCoord sgcoord;
sgSetCoord( &sgcoord,
- offset.x(), offset.y(), offset.z(),
- 0.0, 0.0, 0.0 );
+ offset.x(), offset.y(), offset.z(),
+ 0.0, 0.0, 0.0 );
terra_transform->setTransform( &sgcoord );
// terrain->addKid( terra_transform );
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;
+ 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( light_pts, 4, 0.7 );
- gnd_lights_brightness->addKid( lights );
+ lights = gen_lights( light_pts, 4, 0.7 );
+ gnd_lights_brightness->addKid( lights );
- lights = gen_lights( light_pts, 2, 0.85 );
- gnd_lights_brightness->addKid( lights );
+ lights = gen_lights( light_pts, 2, 0.85 );
+ gnd_lights_brightness->addKid( lights );
- lights = gen_lights( light_pts, 1, 1.0 );
- gnd_lights_brightness->addKid( lights );
+ lights = gen_lights( 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 );
+ gnd_lights_range->addKid( gnd_lights_brightness );
+ gnd_lights_transform->addKid( gnd_lights_range );
+ gnd_lights_transform->setTransform( &sgcoord );
}
// Add runway lights to scene graph if any exist
if ( rwy_lights_range->getNumKids() > 0 ) {
- SG_LOG( SG_TERRAIN, SG_INFO, "adding runway lights" );
- rwy_lights_transform->addKid( rwy_lights_range );
- rwy_lights_transform->setTransform( &sgcoord );
+ SG_LOG( SG_TERRAIN, SG_INFO, "adding runway lights" );
+ rwy_lights_transform->addKid( rwy_lights_range );
+ rwy_lights_transform->setTransform( &sgcoord );
}
// ADA
// lightmaps_range = NULL;
if ( lights_rway->getNum() ) {
- SG_LOG( SG_TERRAIN, SG_DEBUG, "generating airport lights" );
- lightmaps_transform = new ssgTransform;
- // lightmaps_range = new ssgRangeSelector;
- lightmaps_brightness = new ssgSelector;
- lightmaps_sequence = new ssgSelector;
- ols_transform = new ssgTransform;
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "generating airport lights" );
+ lightmaps_transform = new ssgTransform;
+ // lightmaps_range = new ssgRangeSelector;
+ lightmaps_brightness = new ssgSelector;
+ lightmaps_sequence = new ssgSelector;
+ ols_transform = new ssgTransform;
ssgBranch *lightmaps_branch;
// call function to generate the runway lights
lightmaps_branch = gen_runway_lights( lights_rway,
lights_normal, lights_dir, lights_type);
- lightmaps_brightness->addKid( lightmaps_branch );
-
- // build the runway lights' scene
+ lightmaps_brightness->addKid( lightmaps_branch );
+
+ // build the runway lights' scene
// lightmaps_range->addKid( lightmaps_brightness ); //dont know why this doesnt work !!
- // lightmaps_transform->addKid( lightmaps_range ); //dont know why this doesnt work !!
- lightmaps_transform->addKid( lightmaps_brightness );
+ // lightmaps_transform->addKid( lightmaps_range ); //dont know why this doesnt work !!
+ lightmaps_transform->addKid( lightmaps_brightness );
lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
- lightmaps_transform->addKid( lightmaps_sequence );
- lightmaps_transform->setTransform( &sgcoord );
+ lightmaps_transform->addKid( lightmaps_sequence );
+ lightmaps_transform->setTransform( &sgcoord );
}
// ADA
}
void
FGTileEntry::add_ssg_nodes( ssgBranch* terrain_branch,
- ssgBranch* gnd_lights_branch,
- ssgBranch* rwy_lights_branch )
+ ssgBranch* gnd_lights_branch,
+ ssgBranch* rwy_lights_branch )
{
// bump up the ref count so we can remove this later without
// having ssg try to free the memory.
<< 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 );
+ // 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 ( 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_transform->ref();
- rwy_lights_branch->addKid( rwy_lights_transform );
+ // bump up the ref count so we can remove this later without
+ // having ssg try to free the memory.
+ rwy_lights_transform->ref();
+ rwy_lights_branch->addKid( rwy_lights_transform );
}
// ADA
if ( lightmaps_transform != 0 ) {
- // bump up the ref count so we can remove this later without
- // having ssg try to free the memory.
- lightmaps_transform->ref();
- gnd_lights_branch->addKid( lightmaps_transform );
+ // bump up the ref count so we can remove this later without
+ // having ssg try to free the memory.
+ lightmaps_transform->ref();
+ gnd_lights_branch->addKid( lightmaps_transform );
}
// ADA
// find the terrain branch parent
int pcount = terra_transform->getNumParents();
if ( pcount > 0 ) {
- // find the first parent (should only be one)
- ssgBranch *parent = terra_transform->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);
- }
+ // find the first parent (should only be one)
+ ssgBranch *parent = terra_transform->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);
+ 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);
- }
+ 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 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);
- }
+ 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);
+ }
}
// ADA
//runway lights - 23 Mar 2001
// Delete runway lights and free memory
if ( lightmaps_transform ) {
- // delete the runway lighting branch
- pcount = lightmaps_transform->getNumParents();
- if ( pcount > 0 ) {
- // find the first parent (should only be one)
- ssgBranch *parent = lightmaps_transform->getParent( 0 ) ;
- if( parent ) {
- parent->removeKid( lightmaps_transform );
- lightmaps_transform = NULL;
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "lightmaps parent pointer is NULL! Dying" );
- exit(-1);
- }
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "Parent count is zero for an ssg lightmap tile! Dying" );
- exit(-1);
- }
+ // delete the runway lighting branch
+ pcount = lightmaps_transform->getNumParents();
+ if ( pcount > 0 ) {
+ // find the first parent (should only be one)
+ ssgBranch *parent = lightmaps_transform->getParent( 0 ) ;
+ if( parent ) {
+ parent->removeKid( lightmaps_transform );
+ lightmaps_transform = NULL;
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "lightmaps parent pointer is NULL! Dying" );
+ exit(-1);
+ }
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Parent count is zero for an ssg lightmap tile! Dying" );
+ exit(-1);
+ }
}
// ADA
}