81af0f37c2
This commit implements shader-based scenery lights with support for efficient rendering of a large number of lights, animations and directionality. Detailed commit log can be found at [1]. Detailed discussions can be found on the mailing list [2][3][4]. [1] https://sourceforge.net/u/fahimdalvi/fgdata/ci/feat/scenery-shader-lights/~/tree/ [2] (Timed animation stops working in certain configurations) https://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/4A7AC359-63B3-4D8A-815B-09823BCEFF27%40gmail.com/#msg37095923 [3] (Shader-based scenery lights) https://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/63E3C131-7662-4F59-B2E6-03208C78EF96%40gmail.com/#msg37190517 [4] (Shader-based scenery lights Part 2) https://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/74F18179-CA34-4901-A44E-15498ECC230A%40gmail.com/#msg37331695
849 lines
32 KiB
Text
849 lines
32 KiB
Text
This document describes how FlightGear searches and loads scenery, how to
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add static objects to the scenery as well as the syntax of *.stg files.
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Contents ----------------------------------------------------------------------
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1 scenery path
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2 terrasync
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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 / 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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3.10 TREE_LIST
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3.11 LINEAR_FEATURE_LIST
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3.12 OBJECT_LIGHT
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3.13 LIGHT_LIST
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4 model manager ("/models/model")
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4.1 static objects
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4.2 dynamic objects
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4.3 loading/unloading at runtime
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5 tools for object placing
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5.1 calc-tile.pl
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5.2 ufo scenery object editor
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6 embedded Nasal
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6.1 static models
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6.2 AI models
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1 scenery path ----------------------------------------------------------------
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FlightGear loads scenery by default from the Scenery/ subdirectory of its
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data directory. The path to this data directory can be set via environment
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variable FG_ROOT or the --fg-root option. The scenery path can be set
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independently via environment variable FG_SCENERY or option --fg-scenery.
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The order of precedence is as follows:
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--fg-scenery=/some/dir ... highest priority
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$FG_SCENERY
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$FG_ROOT/Scenery/ ... lowest priority
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A scenery specification may be a list of paths, separated by the OS-specific
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path separator (colon on Unix/OSX, semicolon on MS Windows). The paths are
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searched in the order from left to right:
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FG_SCENERY=/first/dir:/second/dir:/third/dir
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(likewise with --fg-scenery option)
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Each of the scenery paths normally contains a set of directories, each containing
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a particular scenery type :
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Terrain/ containing the terrain mesh and airport data
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Objects/ containing placed scenery objects such as large landmarks, bridges
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Pylons/ containing electricity pylon Models
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Roads/ containing detailed road and railways
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Buildings/ containing osm2city-generated buildings
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The user can control at runtime which of these directories is actually loaded
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via the property tree:
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/sim/rendering/scenery-path-suffix[n]/name defines the name of the sub-directory
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/sim/rendering/scenery-path-suffix[n]/enabled indicates whether it is loaded.
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hese properties are typically set in the Rendering Options menu.
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In turn each of these contains a tree of directories breaking down the world into
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10x10 degree and then 1x1 degree chunks. E.g. Terrain/w130n30/w123n37/
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For backwards compatibility reasons, the top level can alternatively just
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contain 10x10 degree directories. E.g. w130n30/w123n37/
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Note that as soon as any of the scenery-path-suffix directories is found, any
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10x10 directory on the same hierarchy level will be ignored!
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This example shows which directories are used to search for scenery:
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$ ls /first/dir
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w130n30/ searched
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$ ls /second/dir
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Objects/ searched
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Terrain/ searched
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w130n30/ *not* searched
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$ ls /third/dir
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Terrain/ searched
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w130n30/ *not* searched
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Within the 1x1 degree chunks, the ground is further broken up into "tiles" of
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approx 20x20km. If FlightGear searches for a particular "tile" file, let's say for
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"w130n30/w123n37/942050.stg", then (using the above examples) it looks
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into
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/first/dir/w130n30/w123n37/942050.stg (A)
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/second/dir/Terrain/w130n30/w123n37/942050.stg (B)\__ same path element
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/second/dir/Objects/w130n30/w123n37/942050.stg (C)/ /second/dir
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/second/dir/Pylons/w130n30/w123n37/942050.stg (D)/
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/second/dir/Roads/w130n30/w123n37/942050.stg (E)/
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/second/dir/Buildings/w130n30/w123n37/942050.stg (F)/
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/third/dir/Terrain/w130n30/w123n37/942050.stg (G)
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As soon as it finds an OBJECT_BASE entry it only finishes this
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path element and then stops scanning. So, if (B) contains an entry
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"OBJECT_BASE 942050.btg, then the other directories in /second/dir (C, D, E, F)
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will be read. But (G) will *not*!
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This searching behavior is usually used to collect user-downloaded scenery first,
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then to read automatically downloaded scenery (see terrasync
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below), then standard scenery and objects that came with the distribution.
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So a typical scenery path specification could look like this:
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FG_SCENERY=$HOME/.fgfs/Scenery:$HOME/.fgfs/TerraSync:$FG_ROOT/Scenery
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The first path would then be populated by the user with unpacked scenery
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archives downloaded various sources.
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Using a private directory for downloaded add-on scenery and adding
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that path to FG_SCENERY is the preferred way. This separates default
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data from locally added data, and makes administration and later updates
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easier.
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HINT: if you want to see where FlightGear is searching and finding
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terrain/objects, start it with the --log-level=info option.
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2 terrasync -------------------------------------------------------------------
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FlightGear can download scenery on-the-fly. Simply select "Download scenery
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automatically" from the launcher, or use --enable-terrasync from the commandline.
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By default this will add $HOME/.fgfs/TerraSync to the scenery path.
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Note, however, that if it downloads scenery for the area around your
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starting location, then you'll only see that after the next start, or
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after you flew or teleported to a distant location and then back.
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2.1 .dirindex -----------------------------------------------------------------
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To save having to download scenery every time, while allowing updates to
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propagate, terrasync checks for a .dirindex file each time it downloads a
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directory from the server. This lists files, directories and tarballs that
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should be present in the local directory, along with their size and a sha1sum
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of their contents. This sha1sum is checked against the local files to
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determine which files are to be downloaded.
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The format of the .dirindex is as follows:
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version:<version>
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path:<scenery_path>
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<type>:<filename>:<sha1sum>:<size>
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<type>:<filename>:<sha1sum>:<size>
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<type>:<filename>:<sha1sum>:<size>
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.
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.
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.
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Where:
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<version> is the .dirindex version number
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<scenery_path> is the path of the current file, e.g. Objects/w010n50/w009n57
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<type> is the file type - "f" for file, "d" for directory, "t" for tarball
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<filename> is the file name (e.g. 2811121.stg)
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<sha1sum> is the sha1sum of the file named (e.g. 9da6ebc1695ed1c3b151cd34263e9c931ee309ea)
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<size> is the size of the file
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Tarballs (labelled with a "t" in the .dirindex) must be <name>.tgz files which
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unpack into a <name>/ sub-directory. This enables terrasync to clean up
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out of date files by simply deleting the <name>/ subdirectory before unpacking
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the updated file.
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See also https://sourceforge.net/p/flightgear/flightgear/ci/next/tree/scripts/python/TerraSync/tests/data/dirindex/
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3 stg files -------------------------------------------------------------------
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stg files ("static terragear") define the static elements of a scenery
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"tile", including the terrain elevation data, airport geometry, and all
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static objects placed on this tile. (See section 5 for how to find out which
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geo coordinates belong to which tile.) Four of the available key words
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are followed by a string and four numbers. The meaning of these numbers
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is always the same and described in section 3.3.
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3.1 OBJECT_BASE
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----------------
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specifies the terrain elevation data file. These files are generated with
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the TerraGear tools (http://wiki.flightgear.org/TerraGear) and have file
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extension ".btg" ("binary terragear"; there used to be an "*.atg" file, too,
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where the 'a' stood for ASCII).
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Example:
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OBJECT_BASE 942050.btg
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The entry may be anywhere in the 942050.stg file, on a separate line.
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3.2 OBJECT
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-----------
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specifies an airport geometry 'drop-in' file. The scenery elevation file
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has cut out holes for airports, that are filled with such objects. They
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are usually called after the airport ICAO id:
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Example:
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OBJECT KSFO.btg
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These files are, again, created by TerraGear tools and are usually gzipped,
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so you'll find that file stored as KSFO.btg.gz.
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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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Example:
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OBJECT_SHARED Models/Airport/tower.xml -122.501090 37.514830 15.5 0.00 0.00 0.00 0.00
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Syntax:
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OBJECT_SHARED <object-path> <lon> <lat> <elev-m> <hdg-deg> <pitch-deg> <roll-deg> <radius>
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The <object-path> is relative to the data directory (FG_ROOT).
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<elev-m> is in meter and relative to mean sea-level (in the fgfs world).
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<hdg-deg> is in degree, counter-clockwise with North being 0.0. Note
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that this differs from about every other place in FlightGear, most notably
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the /orientation/heading-deg entry in the property system, which is clockwise.
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<pitch-deg> and <roll-deg> are in degree and optional.
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<radius> is the (optional) radius of the model. This is added to the LOD range
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to help ensure that very large meshes (typical from osm2city) are drawn at the
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correct distance from the model edge. I can safely be ignored for any model
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<1km in size.
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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 / 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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(A) the path is relative to the tile directory where the *.stg file with
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this entry is located. For example, relative to 130n30/w123n37/. This
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usually means that all 3D object files, textures, and XML animation
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files are in this tile directory, too.
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(B) these objects are *not* cached and kept loaded, but rather freed with
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the tile (that is, when you leave that area).
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(C) the animation XML files may contain Nasal blocks <nasal><load> and
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<nasal><unload> which are executed on loading/unloading.
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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 / 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 <object-path> is replaced with a sign contents specification
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and that <radius> is replaced with a size value at the end of the line.
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Example:
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OBJECT_SIGN {@R}10L-28R{@L}C -122.35797457 37.61276290 -0.5398 74.0 2
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The sign specification defines the sign contents. We try to resemble the
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apt.dat 850 specifications in our implementation.
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In the simplest form it contains just 'normal' text, for example:
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EXIT
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This will create a black panel of 1m height with "EXIT" written on it
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in white versal letters. Actually, each of those characters are
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single-letter glyph names that are looked up in the <glyph> map of a
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texture font <material> entry in $FG_ROOT/materials.xml. It just
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happens that the <glyph> entry for <name> 'E' maps to a drawn 'E' in
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the font texture. This isn't true for all ASCII characters. Many aren't
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mapped at all (and thus not available), others are mapped to non-standard
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drawings. The '_', for example, is mapped to an empty black area and can
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therefore be used as a space. (The sign specification must not contain
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real spaces.) The '*' is mapped to a raised period.
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Some glyph names consist of more than one character, and can't, thus, be
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used directly. They have to be put in a pair of curly braces:
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{^rd}
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This creates an arrow that points to the right and down. Braces can really
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contain a list of glyph names, separated by commas (no space!).
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Single-letter glyph names can be used that way, too, or in any mixture
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of both methods:
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EXIT
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{E,X,I,T}
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{E}{X}{I}{T}
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EX{I,T}
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E{X,I}T{^lu,^rd}
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{^u}EXIT{^u}
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Multi-letter glyph names are usually used for symbols. Arrow symbol names
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always start with a caret ("arrow head") and the left or right direction
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always comes first (like the x in a Cartesian coordinate system). Here's
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a list of some of the available names (see $FG_ROOT/materials.xml for
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more):
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^l left arrow
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^r right arrow
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^u up arrow
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^d down arrow
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^lu left-up arrow
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^ld left-down arrow
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^ru right-up arrow
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^rd right-down arrow
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no-entry "no entry" symbol
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critical runway critical area
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safety ils safety area
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hazard end of taxiway
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There are commands for pre-defined sign types according to the FAA
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specification (5345-44; see http://www.google.com/search?q=5345-44g).
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@Y "Direction, Destination, Boundary" sign (black on yellow)
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@R "Mandatory Instruction" sign (white on red with black outline)
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@L "Location" sign (yellow text and frame on black)
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@B "Runway Distance Remaining" sign (white on black)
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Examples:
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{@R}10L-28R{@L}C
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{@Y,^l}P|{^lu}N{@L}F{@Y}F{^ru}
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{@Y,^ld}C ... same as any of {@Y}{@ld}C {@Y,@ld,C}
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{@B}17
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Syntax errors are reported in --log-level=debug, in the SG_TERRAIN
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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 / BUILDING_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. May be a .gz file
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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 R B W D H P S O F WT RT
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Where:
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- X,Y,Z are the cartesian coordinates of the center of the front face. +X is East, +Y is North
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- R is the building rotation in degrees centered on the middle of the front face.
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- B is the building type [0, 1, 2] for SMALL, MEDIUM, LARGE
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- W is the building width in meters
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- D is the building depth in meters
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- H is the building height in meters, excluding any pitched roof
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- P is the pitch height in meters. 0 for a flat roof
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- S is the roof shape (only 0, 2, 4, 6 are implemented, others are approximated to those) :
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0=flat 1=skillion 2=gabled 3=half-hipped 4=hipped 5=pyramidal 6=gambrel
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7=mansard 8=dome 9=onion 10=round 11=saltbox
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- O is the roof ridge orientation :
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0 = parallel to the front face of the building
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1 = orthogonal to the front face of the building
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- F is the number of floors (integer)
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- WT is the texture index to use for walls (integer). Buildings with the same WT value will have the same wall texture assigned. There are 6 small, 6 medium and 4 large textures.
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- RT is the texture index to use for roofs (integer). Buildings with the same RT value will have the same roof texture assigned. There are 6 small, 6 medium and 4 large textures.
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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:
|
|
|
|
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
|
|
|
|
3.10 TREE_LIST
|
|
------------------
|
|
|
|
Defines a file containing tree coordinates that should be rendered using
|
|
the tree shader (aka Random vegetation).
|
|
|
|
Example:
|
|
|
|
TREE_LIST trees.txt.gz DeciduousBroadCover -3.36074090 55.95297494 30.3822
|
|
|
|
Syntax
|
|
|
|
TREE_LIST <filename> <material name> <lon> <lat> <elev>
|
|
|
|
Where:
|
|
- <filename> is the name of a file containing tree positions, may be a .gz file
|
|
- <material name> is the name of the material that will be referenced to find
|
|
random vegetation parameters such as size, texture.
|
|
- <lat>, <lon>, <elev> defines the center of the set of trees, and also
|
|
the point at which the material definition will be evaluated (for regional
|
|
materials).
|
|
|
|
See README.materials for details on configuring the random vegetation parameters.
|
|
|
|
The referenced <filename> (in the example trees.txt.gz) contains lines of the form
|
|
|
|
X Y Z A B C
|
|
|
|
Where:
|
|
- X,Y,Z are the cartesian coordinates of the tree. +X is East, +Y is North
|
|
- A,B,C is optional and represents the normal of the underlying terrain. Used for shadows. Defaults to (0,0,1)
|
|
|
|
3.11 LINEAR_FEATURE_LIST
|
|
-------------------------
|
|
|
|
Defines a file containing a set of linear feature that should be rendered using a
|
|
particular Material. E.g. Road, Waterways
|
|
|
|
Example:
|
|
|
|
LINEAR_FEATURE_LIST roads.txt.gz Road
|
|
|
|
Syntax
|
|
|
|
LINEAR_FEATURE_LIST <filename> <material name>
|
|
|
|
Where:
|
|
- <filename> is the name of a file containing linear feature positions, may be a .gz file
|
|
- <material name> is the name of the material that will be used to render.
|
|
|
|
See README.materials for details on configuring the random vegetation parameters.
|
|
|
|
The referenced <filename> (in the example road.txt.gz) contains lines of the form
|
|
|
|
W ATTR A B C D lon0 lat0 lon1 lat1 lon2 lat2 lon3 lat4
|
|
|
|
Where:
|
|
|
|
- W is the feature width in meters.
|
|
- ATTR is an integer value used to store packed attributes (e.g. lighting, currenty unused)
|
|
- A,B,C,D are float values used to store attributes (currently unused)
|
|
- lonN, latN are lon/lat pairs on the center of the line feature. There must be at least two pairs
|
|
|
|
3.12 OBJECT_LIGHT
|
|
------------------
|
|
|
|
Add a light to the tile.
|
|
|
|
Example:
|
|
|
|
OBJECT_LIGHT sample-light -129.00074514 -9.00490134 5 10.0 100.0 0 1.0 1.0 1.0 1.0 0.0 0.0 0.0 360.0 360.0 -1 1.0 1.0 0.0
|
|
|
|
Syntax:
|
|
|
|
OBJECT_LIGHT <light-name> <lon> <lat> <elev-m> <size-cm> <intensity-cd> <on-period> <color-r> <color-g> <color-b> <color-a> <normal-x> <normal-y> <normal-z> <horizontal-angle> <vertical-angle> <animation-param-1> <animation-param-2> <animation-param-3> <animation-param-4>
|
|
|
|
Where:
|
|
- <light-name> is a name for the light. Multiple lights may have the same name.
|
|
- <lon> and <lat> are positions in longitude and latitude of the light.
|
|
- <elev-m> is in meter and relative to mean sea-level (in the fgfs world).
|
|
- <size-cm> is the size in centimeters of the light.
|
|
- <intensity-cd> is the intensity of the light in candelas.
|
|
- <on-period> defines what part of the day the light is turned on at:
|
|
0 means the light will be on all the time
|
|
1 means the light will turn on at sunset (sun angle ~89 degrees)
|
|
2 means the light will turn on around sunset with some variability
|
|
3 means the light will turn on at sunset or when visibility is less than 5000nm
|
|
- <color-r>, <color-g>, <color-b> and <color-a> define the color of the light.
|
|
- <normal-x>, <normal-y>, <normal-z>, <horizontal-angle> and <vertical-angle> define the directionality of the light:
|
|
If both <horizonal/vertical-angle> are 360, the light is considered omnidirectional and the normals have no effect.
|
|
If not, <normal-x> points to north, <normal-y> points to east and <normal-z> points up.
|
|
- <animation-param-1>, <animation-param-2>, <animation-param-3> and <animation-param-4> define animations:
|
|
If <animation-param-1> is less than 0, light is not animated.
|
|
If <animation-param-1> is greater than 0, then its value is used as the total time interval of a single loop of the animation
|
|
<animation-param-2> defines the portion of the loop the light is working (its switched off completely for the remaining portion)
|
|
<animation-param-3> defines the strobe rate of the light w.r.t. to the full loop interval (i.e. <animation-param-1>).
|
|
A value less than equal to zero turns off strobing completely.
|
|
<animation-param-4> defines the offset (so two lights with the same animation can start at different real-world times)
|
|
|
|
Examples:
|
|
- On for half a second, off for half a second
|
|
1.0 0.5 0.0 0.0
|
|
- Alternatively,
|
|
1.0 1.0 1.0 0.0
|
|
- On for half a second, off for half a second, offset by 0.2 seconds
|
|
1.0 0.5 0.0 0.2
|
|
- Blink twice for half a second, and then remain off for half a second
|
|
1.0 0.5 4.0 0.0
|
|
|
|
3.13 LIGHT_LIST
|
|
----------------
|
|
Defines a file containing multiple light coordinates and properties.
|
|
|
|
Example:
|
|
|
|
LIGHT_LIST light_list.txt -129.00074514 -9.00490134 5
|
|
|
|
Syntax
|
|
|
|
LIGHT_LIST <filename> <lon> <lat> <elev>
|
|
|
|
Where:
|
|
- <filename> is the name of a file containing light positions and properties
|
|
- <lat>, <lon>, <elev> defines the center of the set of lights
|
|
|
|
The referenced <filename> (in the example light_list.txt) contains lines defining lights of various types
|
|
|
|
- "omnidirectional":
|
|
X Y Z <size-cm> <intensity-cd> <on-period> <color-r> <color-g> <color-b> <color-a>
|
|
- "omnidirectional-animated":
|
|
X Y Z <size-cm> <intensity-cd> <on-period> <color-r> <color-g> <color-b> <color-a> <animation-param-1> <animation-param-2> <animation-param-3> <animation-param-4>
|
|
- "directional":
|
|
X Y Z <size-cm> <intensity-cd> <on-period> <color-r> <color-g> <color-b> <color-a> <normal-x> <normal-y> <normal-z> <horizontal-angle> <vertical-angle>
|
|
- "directional-animated":
|
|
X Y Z <size-cm> <intensity-cd> <on-period> <color-r> <color-g> <color-b> <color-a> <normal-x> <normal-y> <normal-z> <horizontal-angle> <vertical-angle> <animation-param-1> <animation-param-2> <animation-param-3> <animation-param-4>
|
|
|
|
The type of the light is automatically detected based on the number of parameters specified for each light.
|
|
|
|
Where:
|
|
- X,Y,Z are the cartesian coordinates of the tree. +X is South and +Y is East.
|
|
- The rest of the parameters are the same as OBJECT_LIGHT (Section 3.12)
|
|
|
|
4 model manager ("/models/model") --------------------------------------------
|
|
|
|
|
|
4.1 static objects
|
|
-------------------
|
|
|
|
Another way to add objects to the scenery is via the "model manager".
|
|
It reads all /models/model entries at startup and places these objects
|
|
in the scenery. Just load a definition like the following into the
|
|
property tree, for example by putting it into $FG_ROOT/preferences.xml, or
|
|
better: an XML file that you load with e.g. --config=$HOME/.fgfs/stuff.xml:
|
|
|
|
<models>
|
|
<model n="0">
|
|
<name>pony</name>
|
|
<path>Local/pony.ac</path>
|
|
<longitude-deg>-115.8352869</longitude-deg>
|
|
<latitude-deg>37.24302849</latitude-deg>
|
|
<elevation-ft>4534.691321</elevation-ft>
|
|
<heading-deg>0</heading-deg>
|
|
<pitch-deg>0</pitch-deg>
|
|
<roll-deg>0</roll-deg>
|
|
</model>
|
|
</models>
|
|
|
|
The <path> is relative to $FG_ROOT, the <name> is optional. One can leave the
|
|
heading/pitch/roll entries away, in which case they are set to zero. The values
|
|
are fixed and unchangeable at runtime.
|
|
|
|
|
|
|
|
|
|
4.2 dynamic objects
|
|
--------------------
|
|
|
|
Any of the model properties can be made changeable at runtime by appending
|
|
"-prop" and using a property path name instead of the fixed value:
|
|
|
|
<local>
|
|
<pony>
|
|
<longitude-deg>-115.8352869/<longitude-deg>
|
|
<latitude-deg>37.24302849</latitude-deg>
|
|
<elevation-ft>4534.691321</elevation-ft>
|
|
<heading-deg>0</heading-deg>
|
|
</pony>
|
|
</local>
|
|
|
|
<models>
|
|
<model n="1">
|
|
<name>pony</name>
|
|
<path>Local/pony.ac</path>
|
|
<longitude-deg-prop>/local/pony/longitude-deg</longitude-deg-prop>
|
|
<latitude-deg-prop>/local/pony/latitude-deg</latitude-deg-prop>
|
|
<elevation-ft-prop>/local/pony/elevation-ft</elevation-ft-prop>
|
|
<heading-deg-prop>/local/pony/heading-deg</heading-deg-prop>
|
|
<pitch-deg>1.234</pitch-deg> <!-- static, just for fun -->
|
|
</model>
|
|
</models>
|
|
|
|
Then one can move the pony around by changing the values in /local/pony/ in
|
|
the property system. One can, of course, use other animals, too.
|
|
|
|
|
|
|
|
|
|
4.3 loading/unloading at runtime
|
|
--------------------------------
|
|
|
|
Both dynamic and static model-manager-models can be loaded and unloaded
|
|
at runtime. For loading you first create a new <model> entry under <models>,
|
|
initialize all properties there (<longitude-deg> or <longitude-deg-prop>,
|
|
etc.), and finally you create a child <load> of any type in this group.
|
|
This is the signal for the model manager to load the object. You can
|
|
remove the <load> property after that. It has no further meaning.
|
|
|
|
To remove a model-manager model at runtime, you simply delete the whole
|
|
<model> group.
|
|
|
|
|
|
|
|
|
|
|
|
5 tools for object placing ----------------------------------------------------
|
|
|
|
|
|
5.1 calc-tile.pl
|
|
----------------
|
|
|
|
For finding out the tile number for a given geo coordinate pair there's
|
|
a script "scripts/perl/scenery/calc-tile.pl" in the FlightGear sources.
|
|
You feed longitude and latitude to it and it returns the path to the
|
|
*.stg file where you have to add the object entry.
|
|
|
|
$ perl calc-tile.pl 16.1234 48.5678
|
|
Longitude: 16.1234
|
|
Latitude: 48.5678
|
|
Tile: 3220128
|
|
Path: "e010n40/e016n48/3220128.stg"
|
|
|
|
|
|
|
|
|
|
5.2 ufo scenery object editor
|
|
-----------------------------
|
|
|
|
The ufo has a scenery object editor built-in. It uses the model manager
|
|
described in section 4. To place objects with it, start fgfs, optionally
|
|
with specifying an initial model type ("cursor") and a list of subdirectories
|
|
of $FG_ROOT where the ufo should search for available 3D models ("source"):
|
|
|
|
$ fgfs --aircraft=ufo --prop:cursor=Models/Airport/radar.xml \
|
|
--prop:source=Models,Scenery/Objects
|
|
|
|
Then click anywhere on the terrain to add a model (left mouse button).
|
|
You can open the adjustment dialog (Tab-key) to make adjustments to
|
|
position and orientation. Click as often as you like, choose further
|
|
models from the space-key dialog. You can select an already placed object
|
|
by Ctrl-clicking at its base (not at the object itself, but the surface
|
|
point where it's located!). By also holding the Shift key down, you
|
|
can select several objects or add them to a selection. You can remove
|
|
the selected object(s) with the Backspace-key. (See the ?-key dialog
|
|
for futher available keys.) After clicking on the input field right
|
|
over the status line (invisible if there's no text in it) you can enter
|
|
a comment/legend for the selected object.
|
|
|
|
And finally, you dump the object data to the terminal (d-key) or export
|
|
them to a file $HOME/.fgfs/ufo-model-export.xml (Unix) or
|
|
%APPDATA%\flightgear.org\ufo-model-export.xml (MS Windows).
|
|
|
|
You can now put the generated object entries into the specified *.stg
|
|
file to make them permanent. Or load the whole exported *.xml file
|
|
via --config option:
|
|
|
|
$ fgfs --config=$HOME/.fgfs/ufo-model-export.xml
|
|
|
|
If you choose the sign placeholder object from the m-key dialog (first
|
|
entry; "Aircraft/ufo/Models/sign.ac"), then an OBJEC_SIGN *.stg line
|
|
will be generated with the legend used as sign contents. If you didn't
|
|
insert any legend, then the sign text will be: NO CONTENTS and a 4 digits
|
|
random number for later identification in the *.stg file.
|
|
|
|
Unfortunately, objects added with this method are kept in memory, no
|
|
matter where you are actually flying, so the *.stg method is preferable.
|
|
|
|
|
|
|
|
|
|
|
|
6 embedded Nasal in XML files (static objects and AI) -------------------------
|
|
|
|
|
|
6.1 static models
|
|
-----------------
|
|
|
|
Objects loaded via OBJECT_STATIC in *.stg files as well as AI models loaded
|
|
via scenarios may contain embedded Nasal code. This can be used to drive
|
|
more advanced animations. An example is a lighthouse with specific light
|
|
signals, or hangar doors that open when the "player"'s aircraft is nearby.
|
|
The Nasal code is added to the object's XML wrapper/animation file, anywhere
|
|
on the top level, for example:
|
|
|
|
|
|
<PropertyList>
|
|
<path>lighthouse.ac</path>
|
|
|
|
<nasal>
|
|
<load>
|
|
var loop_id = 0;
|
|
var light = aircraft.light.new("
|
|
"/models/static/w120n30/w118n35/lighthouse/light",
|
|
[2, 1, 2, 1, 2, 1, 2, 5]);
|
|
|
|
var loop = func(id) {
|
|
id == loop_id or return;
|
|
light.switch(getprop("/sim/time/sun-angle-rad") > 1.37);
|
|
settimer(func { loop(id) }, 30);
|
|
}
|
|
loop(loop_id += 1);
|
|
</load>
|
|
|
|
<unload>loop_id += 1</unload>
|
|
</nasal>
|
|
|
|
<animation>
|
|
<type>select</type>
|
|
<object-name>light-halo</object-name>
|
|
<property>/models/static/w120n30/w118n35/lighthouse/light/state</property>
|
|
</animation>
|
|
|
|
...
|
|
</PropertyList>
|
|
|
|
|
|
The <load> part is executed when the scenery tile on which the model is placed
|
|
is loaded into memory. It can start timers or listeners that modify properties,
|
|
which are then queried by the <animation>. As a convention developers are requested
|
|
to use "/models/static/" + <tile-path> + <file-basename>. So, in the above example
|
|
file "$FG_ROOT/Scenery/Objects/w120n30/w118n35/lighthouse.xml" all properties
|
|
are stored under "/models/static/w120n30/w118n35/lighthouse/". That way collisions
|
|
with other models are quite unlikely.
|
|
|
|
An optional <unload> part is executed when the tile and model is removed from
|
|
memory. Note that this is only when the "player" is already far away! To
|
|
cause minimal impact on the framerate it is recommended to do as few
|
|
calculations as possible, to use as large timer intervals as possible, and to
|
|
stop all timers and listeners in the <unload> part, as shown in the example.
|
|
|
|
All Nasal variables/functions are in a separate namespace, which is named
|
|
after the file name. It's recommended not to access this namespace from
|
|
outside for other than development purposes.
|
|
|
|
What the above code does: as soon as the model is loaded, an aircraft.light
|
|
is created with a specific light sequence. Then, in half-minute intervals,
|
|
the light is turned on or off depending on the sun angle. On <unload> the
|
|
loop identifier is increased, which makes the loop terminate itself. For
|
|
more info about this technique, see the Nasal wiki.
|
|
|
|
|
|
|
|
|
|
6.2 AI models
|
|
-------------
|
|
|
|
Here the syntax is the same like for static models. The only two differences
|
|
are:
|
|
|
|
- these models are currently only removed at program end, so it's more
|
|
important to consider effects on performance.
|
|
|
|
- AI models don't need to store their properties in /models/static/...,
|
|
but get a separate node under /ai/models/, for example /ai/models/carrier[1].
|
|
The embedded Nasal code can access this dynamically assigned property
|
|
via cmdarg() function, which returns a props.Node hash. Example:
|
|
|
|
<nasal>
|
|
<load>print("my data are under ", cmdarg().getPath())</load>
|
|
<unload>print("Currently I'm only called at fgfs exit!")</unload>
|
|
</nasal>
|