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Document additional STG Verbs

This commit is contained in:
Stuart Buchanan 2018-11-19 19:50:57 +00:00
parent d3a080ef29
commit b83e930736

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