Document additional STG Verbs
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@ -12,9 +12,13 @@ Contents ----------------------------------------------------------------------
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3 stg files
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3.1 OBJECT_BASE
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3.2 OBJECT
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3.4 OBJECT_SHARED
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3.3 OBJECT_STATIC
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3.5 OBJECT_SIGN
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3.4 OBJECT_SHARED / OBJECT_SHARED_AGL
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3.3 OBJECT_STATIC / OBJECT_STATIC_AGL
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3.5 OBJECT_SIGN /OBJECT_SIGN_AGL
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3.6 BUILDING_ROUGH / BUILDING_DETAILED
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3.7 ROAD_ROUGH / ROAD_DETAILED
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3.8 RAILWAY_ROUGH / RAILWAY_DETAILED
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3.9 BUILDING_LIST
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4 model manager ("/models/model")
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4.1 static objects
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@ -194,8 +198,8 @@ so you'll find that file stored as KSFO.btg.gz.
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3.3 OBJECT_SHARED
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------------------
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3.3 OBJECT_SHARED / OBJECT_SHARED_AGL
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--------------------------------------
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add static object to the tile.
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@ -216,11 +220,11 @@ the /orientation/heading-deg entry in the property system, which is clockwise.
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OBJECT_SHARED models are cached and reused. They are only once in memory
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and never freed. (See also the next section.)
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OBJECT_SHARED_AGL places the object relative to the ground elevation. Note that
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this is an expensive operation and is strongly discouraged.
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3.4 OBJECT_STATIC
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------------------
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3.4 OBJECT_STATIC / OBJECT_STATIC_AGL
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--------------------------------------
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add static objects to the tile, just like OBJECT_SHARED. There are three
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differences to OBJECT_SHARED (apart from the name):
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@ -241,10 +245,12 @@ Example:
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OBJECT_STATIC ggb-fb.xml -122.4760494 37.81876042 0 105 0.00 0.00
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OBJECT_STATIC_AGL places the object relative to the ground elevation. Note that
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this is an expensive operation and is strongly discouraged.
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3.5 OBJECT_SIGN
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---------------
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3.5 OBJECT_SIGN / OBJECT_SIGN_AGL
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---------------------------------
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defines taxiway or runway sign. The syntax is much like that of OBJECT_SHARED
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entries, except that the path is replaced with a sign contents specification
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@ -333,9 +339,82 @@ group. You can use this command line to filter out such messages:
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$ fgfs --log-level=debug 2>&1|grep OBJECT_SIGN
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OBJECT_SIGN_AGL places the sign relative to the ground elevation. Note that
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this is an expensive operation and is strongly discouraged.
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3.6 BUILDING_ROUGH / BUILDING_DETAILED
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---------------------------------------
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defines building meshes, typically based on OSM data.
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Example:
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BUILDING_ROUGH buildings.ac -122.501090 37.514830 15.5 0.00 0.00 0.00
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Syntax:
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BUILDING_ROUGH <object-path> <lon> <lat> <elev-m> <hdg-deg> <pitch-deg> <roll-deg>
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Note that only bare .ac files should be referenced. The material definition for
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"OSM_Building" will be used to determine the texture and Effects.
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BUILDING_ROUGH uses the "rough" LOD range, while BUILDING_DETAILED uses the
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"detailed" LOD range. Some randomness is applied so that building meshes
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gradually fade in
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3.7 ROAD_ROUGH / ROAD_DETAILED
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-------------------------------
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Identical to BUILDING_ROUGH / BIULDING_DETAILED above, except used for roads.
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the material definition "OSM_Road" is applied.
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3.8 RAILWAY_ROUGH / RAILWAY_DETAILED
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-------------------------------
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Identical to BUILDING_ROUGH / BIULDING_DETAILED above, except used for roads.
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the material definition "OSM_Railway" is applied.
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3.9 BUILDING_LIST
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------------------
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Defines a file containing building coordinates that should be rendered using
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the building shader (aka Random Buildings).
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Example:
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BUILDING_LIST buildings.txt OSM_Building -2.72943543 56.00080606 36.1
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Syntax
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BUILDING_LIST <filename> <material name> <lon> <lat> <elev>
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Where:
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- <filename> is the name of a file containing building positions
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- <material name> is the name of the material that will be referenced to find
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random building parameters.
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- <lat>, <lon>, <elev> defines the center of the set of buildings, and also
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the point at which the material definition will be evaluated (for regional
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materials).
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See README.materials for details on configuring the random building parameters.
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The referenced <filename> (in the example buildings.txt) contains lines of the form
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<x> <y> <z> <rot> <type>
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where :
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- (<x>,<y>,<z>) define the bottom left corner of the building in cartesian space (+X is North, +Y is East, +Z is up), with (0,0,0) being the position referenced above
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- <rot> is the clockwise rotation around the Z-axis in degrees, rotating around the bottom left (SW) corner of the building
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- <type> is {0,1,2} which map to small, medium and large buildings respectively, as per random buildings.
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For example, the following entries generates 3 small, 2 medium and 2 large buildings in an easterly line:
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0 0 0 0 0
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0 100 0 0 0
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0 200 0 0 0
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0 300 0 0 1
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0 400 0 0 1
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0 500 0 0 2
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4 model manager ("/models/model") --------------------------------------------
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@ -575,6 +654,3 @@ are:
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<load>print("my data are under ", cmdarg().getPath())</load>
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<unload>print("Currently I'm only called at fgfs exit!")</unload>
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</nasal>
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