2001-05-19 16:59:43 +00:00
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// tileentry.cxx -- routines to handle a scenery tile
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1999-06-12 21:15:27 +00:00
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//
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// Written by Curtis Olson, started May 1998.
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//
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2001-05-19 16:59:43 +00:00
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// Copyright (C) 1998 - 2001 Curtis L. Olson - curt@flightgear.org
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1999-06-12 21:15:27 +00:00
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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2001-05-15 22:30:39 +00:00
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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2000-02-15 03:30:01 +00:00
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#include <simgear/compiler.h>
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2004-10-10 19:19:23 +00:00
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#include <plib/ul.h>
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2003-08-29 16:46:21 +00:00
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#include <Main/main.hxx>
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2003-05-14 18:33:56 +00:00
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#include STL_STRING
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2000-02-16 23:01:03 +00:00
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#include <simgear/bucket/newbucket.hxx>
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#include <simgear/debug/logstream.hxx>
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2003-12-30 05:57:25 +00:00
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#include <simgear/math/polar3d.hxx>
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2001-05-16 06:00:02 +00:00
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#include <simgear/math/sg_geodesy.hxx>
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2001-03-29 01:42:31 +00:00
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#include <simgear/math/sg_random.h>
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#include <simgear/misc/sgstream.hxx>
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2003-05-12 21:34:29 +00:00
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#include <simgear/scene/material/mat.hxx>
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#include <simgear/scene/material/matlib.hxx>
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2003-05-14 19:22:24 +00:00
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#include <simgear/scene/tgdb/apt_signs.hxx>
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2003-05-28 21:01:55 +00:00
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#include <simgear/scene/tgdb/obj.hxx>
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2003-12-30 05:57:25 +00:00
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#include <simgear/scene/tgdb/vasi.hxx>
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1999-06-12 21:15:27 +00:00
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2000-12-04 05:24:38 +00:00
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#include <Aircraft/aircraft.hxx>
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2000-12-05 14:27:27 +00:00
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#include <Include/general.hxx>
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2003-05-14 20:48:31 +00:00
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#include <Main/fg_props.hxx>
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2000-12-04 05:24:38 +00:00
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#include <Main/globals.hxx>
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2001-07-22 19:51:16 +00:00
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#include <Main/viewer.hxx>
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2000-12-04 05:24:38 +00:00
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#include <Scenery/scenery.hxx>
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2000-12-04 23:25:05 +00:00
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#include <Time/light.hxx>
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2000-12-04 05:24:38 +00:00
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1999-06-12 21:15:27 +00:00
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#include "tileentry.hxx"
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2001-05-19 16:59:43 +00:00
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#include "tilemgr.hxx"
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1999-06-12 21:15:27 +00:00
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2003-05-14 18:33:56 +00:00
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SG_USING_STD(string);
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1999-06-12 21:15:27 +00:00
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// Constructor
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2001-03-29 01:42:31 +00:00
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FGTileEntry::FGTileEntry ( const SGBucket& b )
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2003-05-14 20:48:31 +00:00
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: center( Point3D( 0.0 ) ),
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2001-03-29 01:42:31 +00:00
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tile_bucket( b ),
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terra_transform( new ssgTransform ),
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2003-09-24 19:59:25 +00:00
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vasi_lights_transform( new ssgTransform ),
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2002-03-04 02:36:06 +00:00
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rwy_lights_transform( new ssgTransform ),
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2002-11-01 21:56:48 +00:00
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taxi_lights_transform( new ssgTransform ),
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2001-04-06 18:30:07 +00:00
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terra_range( new ssgRangeSelector ),
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2003-09-24 19:59:25 +00:00
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vasi_lights_selector( new ssgSelector ),
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2003-05-14 20:48:31 +00:00
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rwy_lights_selector( new ssgSelector ),
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taxi_lights_selector( new ssgSelector ),
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2001-05-19 16:59:43 +00:00
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loaded(false),
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2002-07-25 23:59:04 +00:00
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pending_models(0),
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2003-12-30 15:12:04 +00:00
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is_inner_ring(false),
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2002-07-25 23:59:04 +00:00
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free_tracker(0)
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1999-06-12 21:15:27 +00:00
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{
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2001-03-29 01:42:31 +00:00
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// update the contents
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// if ( vec3_ptrs.size() || vec2_ptrs.size() || index_ptrs.size() ) {
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// SG_LOG( SG_TERRAIN, SG_ALERT,
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// "Attempting to overwrite existing or"
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// << " not properly freed leaf data." );
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// exit(-1);
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// }
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1999-06-12 21:15:27 +00:00
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}
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// Destructor
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2000-12-03 20:15:46 +00:00
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FGTileEntry::~FGTileEntry () {
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1999-06-12 21:15:27 +00:00
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// cout << "nodes = " << nodes.size() << endl;;
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// delete[] nodes;
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}
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2001-05-23 22:28:38 +00:00
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#if 0
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2002-02-19 04:34:18 +00:00
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// Please keep this for reference. We use Norman's optimized routine,
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// but here is what the routine really is doing.
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2001-05-23 22:28:38 +00:00
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void
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FGTileEntry::WorldCoordinate( sgCoord *obj_pos, Point3D center,
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double lat, double lon, double elev, double hdg)
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{
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// setup transforms
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Point3D geod( lon * SGD_DEGREES_TO_RADIANS,
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lat * SGD_DEGREES_TO_RADIANS,
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elev );
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2002-09-23 15:27:46 +00:00
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2001-05-23 22:28:38 +00:00
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Point3D world_pos = sgGeodToCart( geod );
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Point3D offset = world_pos - center;
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2002-09-23 15:27:46 +00:00
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2001-05-23 22:28:38 +00:00
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sgMat4 POS;
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sgMakeTransMat4( POS, offset.x(), offset.y(), offset.z() );
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sgVec3 obj_rt, obj_up;
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sgSetVec3( obj_rt, 0.0, 1.0, 0.0); // Y axis
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sgSetVec3( obj_up, 0.0, 0.0, 1.0); // Z axis
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sgMat4 ROT_lon, ROT_lat, ROT_hdg;
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sgMakeRotMat4( ROT_lon, lon, obj_up );
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sgMakeRotMat4( ROT_lat, 90 - lat, obj_rt );
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sgMakeRotMat4( ROT_hdg, hdg, obj_up );
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sgMat4 TUX;
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sgCopyMat4( TUX, ROT_hdg );
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sgPostMultMat4( TUX, ROT_lat );
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sgPostMultMat4( TUX, ROT_lon );
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sgPostMultMat4( TUX, POS );
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sgSetCoord( obj_pos, TUX );
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}
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#endif
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// Norman's 'fast hack' for above
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static void WorldCoordinate( sgCoord *obj_pos, Point3D center, double lat,
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double lon, double elev, double hdg )
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{
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double lon_rad = lon * SGD_DEGREES_TO_RADIANS;
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double lat_rad = lat * SGD_DEGREES_TO_RADIANS;
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double hdg_rad = hdg * SGD_DEGREES_TO_RADIANS;
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// setup transforms
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Point3D geod( lon_rad, lat_rad, elev );
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2002-09-23 15:27:46 +00:00
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2001-05-23 22:28:38 +00:00
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Point3D world_pos = sgGeodToCart( geod );
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Point3D offset = world_pos - center;
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sgMat4 mat;
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SGfloat sin_lat = (SGfloat)sin( lat_rad );
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SGfloat cos_lat = (SGfloat)cos( lat_rad );
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SGfloat cos_lon = (SGfloat)cos( lon_rad );
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SGfloat sin_lon = (SGfloat)sin( lon_rad );
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SGfloat sin_hdg = (SGfloat)sin( hdg_rad ) ;
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SGfloat cos_hdg = (SGfloat)cos( hdg_rad ) ;
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mat[0][0] = cos_hdg * (SGfloat)sin_lat * (SGfloat)cos_lon - sin_hdg * (SGfloat)sin_lon;
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mat[0][1] = cos_hdg * (SGfloat)sin_lat * (SGfloat)sin_lon + sin_hdg * (SGfloat)cos_lon;
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2002-09-23 15:27:46 +00:00
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mat[0][2] = -cos_hdg * (SGfloat)cos_lat;
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mat[0][3] = SG_ZERO;
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2001-05-23 22:28:38 +00:00
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mat[1][0] = -sin_hdg * (SGfloat)sin_lat * (SGfloat)cos_lon - cos_hdg * (SGfloat)sin_lon;
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mat[1][1] = -sin_hdg * (SGfloat)sin_lat * (SGfloat)sin_lon + cos_hdg * (SGfloat)cos_lon;
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2002-09-23 15:27:46 +00:00
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mat[1][2] = sin_hdg * (SGfloat)cos_lat;
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mat[1][3] = SG_ZERO;
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2001-05-23 22:28:38 +00:00
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mat[2][0] = (SGfloat)cos_lat * (SGfloat)cos_lon;
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mat[2][1] = (SGfloat)cos_lat * (SGfloat)sin_lon;
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2002-09-23 15:27:46 +00:00
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mat[2][2] = (SGfloat)sin_lat;
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2001-05-23 22:28:38 +00:00
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mat[2][3] = SG_ZERO;
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mat[3][0] = offset.x();
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mat[3][1] = offset.y();
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mat[3][2] = offset.z();
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mat[3][3] = SG_ONE ;
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sgSetCoord( obj_pos, mat );
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}
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1999-10-26 03:45:33 +00:00
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// recurse an ssg tree and call removeKid() on every node from the
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// bottom up. Leaves the original branch in existance, but empty so
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// it can be removed by the calling routine.
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static void my_remove_branch( ssgBranch * branch ) {
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for ( ssgEntity *k = branch->getKid( 0 );
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2002-09-23 15:27:46 +00:00
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k != NULL;
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k = branch->getNextKid() )
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1999-10-26 03:45:33 +00:00
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{
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2002-09-23 15:27:46 +00:00
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if ( k -> isAKindOf ( ssgTypeBranch() ) ) {
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my_remove_branch( (ssgBranch *)k );
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branch -> removeKid ( k );
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} else if ( k -> isAKindOf ( ssgTypeLeaf() ) ) {
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branch -> removeKid ( k ) ;
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}
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1999-10-26 03:45:33 +00:00
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}
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}
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2001-05-19 16:59:43 +00:00
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2002-07-25 23:59:04 +00:00
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// Free "n" leaf elements of an ssg tree. returns the number of
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// elements freed. An empty branch node is considered a leaf. This
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// is intended to spread the load of freeing a complex tile out over
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// several frames.
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static int fgPartialFreeSSGtree( ssgBranch *b, int n ) {
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2003-05-08 03:29:49 +00:00
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2002-10-24 03:38:14 +00:00
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#if 0
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// for testing: we could call the following two lines and replace
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// the functionality of this entire function and everything will
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// get properly freed, but it will happen all at once and could
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// cause a huge frame rate hit.
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ssgDeRefDelete( b );
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return 0;
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#endif
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2002-08-06 18:52:45 +00:00
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2002-07-29 05:07:38 +00:00
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int num_deletes = 0;
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2002-07-25 23:59:04 +00:00
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if ( n > 0 ) {
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// we still have some delete budget left
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2002-10-24 12:12:14 +00:00
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// if ( b->getNumKids() > 100 ) {
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// cout << "large family = " << b->getNumKids() << endl;
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// }
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// deleting in reverse would help if my plib patch get's
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// applied, but for now it will make things slower.
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// for ( int i = b->getNumKids() - 1; i >= 0 ; --i ) {
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2002-07-25 23:59:04 +00:00
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for ( int i = 0; i < b->getNumKids(); ++i ) {
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ssgEntity *kid = b->getKid(i);
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2002-07-26 22:23:49 +00:00
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if ( kid->isAKindOf( ssgTypeBranch() ) && kid->getRef() <= 1 ) {
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2002-07-25 23:59:04 +00:00
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int result = fgPartialFreeSSGtree( (ssgBranch *)kid, n );
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num_deletes += result;
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n -= result;
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if ( n < 0 ) {
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break;
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}
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2002-08-07 02:53:01 +00:00
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}
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2002-10-24 03:38:14 +00:00
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// remove the kid if (a) it is now empty -or- (b) it's ref
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// count is > zero at which point we don't care if it's
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// empty, we don't want to touch it's contents.
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if ( kid->getNumKids() == 0 || kid->getRef() > 1 ) {
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2002-08-07 02:53:01 +00:00
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b->removeKid( kid );
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2002-07-25 23:59:04 +00:00
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num_deletes++;
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2002-08-06 18:50:12 +00:00
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n--;
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2002-07-25 23:59:04 +00:00
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}
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}
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}
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2002-07-29 05:07:38 +00:00
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return num_deletes;
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2002-07-25 23:59:04 +00:00
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}
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2000-06-23 00:30:04 +00:00
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// Clean up the memory used by this tile and delete the arrays used by
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1999-06-29 14:57:00 +00:00
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// ssg as well as the whole ssg branch
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2002-07-25 23:59:04 +00:00
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bool FGTileEntry::free_tile() {
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int delete_size = 100;
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2001-03-24 06:03:11 +00:00
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SG_LOG( SG_TERRAIN, SG_DEBUG,
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2002-09-23 15:27:46 +00:00
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"FREEING TILE = (" << tile_bucket << ")" );
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1999-10-27 00:52:25 +00:00
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2002-08-06 18:50:12 +00:00
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SG_LOG( SG_TERRAIN, SG_DEBUG, "(start) free_tracker = " << free_tracker );
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2002-07-25 23:59:04 +00:00
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if ( !(free_tracker & NODES) ) {
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free_tracker |= NODES;
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} else if ( !(free_tracker & VEC_PTRS) ) {
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free_tracker |= VEC_PTRS;
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} else if ( !(free_tracker & TERRA_NODE) ) {
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// delete the terrain branch (this should already have been
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// disconnected from the scene graph)
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SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING terra_transform" );
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if ( fgPartialFreeSSGtree( terra_transform, delete_size ) == 0 ) {
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2002-08-07 02:53:01 +00:00
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ssgDeRefDelete( terra_transform );
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2002-07-25 23:59:04 +00:00
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free_tracker |= TERRA_NODE;
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}
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} else if ( !(free_tracker & GROUND_LIGHTS) && gnd_lights_transform ) {
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// delete the terrain lighting branch (this should already have been
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// disconnected from the scene graph)
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SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING gnd_lights_transform" );
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if ( fgPartialFreeSSGtree( gnd_lights_transform, delete_size ) == 0 ) {
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2002-08-07 02:53:01 +00:00
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ssgDeRefDelete( gnd_lights_transform );
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2002-07-25 23:59:04 +00:00
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free_tracker |= GROUND_LIGHTS;
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}
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2003-09-24 19:59:25 +00:00
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|
|
} else if ( !(free_tracker & VASI_LIGHTS) && vasi_lights_selector ) {
|
|
|
|
// delete the runway lighting branch (this should already have
|
|
|
|
// been disconnected from the scene graph)
|
|
|
|
SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING vasi_lights_selector" );
|
|
|
|
if ( fgPartialFreeSSGtree( vasi_lights_selector, delete_size ) == 0 ) {
|
|
|
|
ssgDeRefDelete( vasi_lights_selector );
|
|
|
|
free_tracker |= VASI_LIGHTS;
|
|
|
|
}
|
2003-05-14 20:48:31 +00:00
|
|
|
} else if ( !(free_tracker & RWY_LIGHTS) && rwy_lights_selector ) {
|
2002-11-01 21:56:48 +00:00
|
|
|
// delete the runway lighting branch (this should already have
|
|
|
|
// been disconnected from the scene graph)
|
2003-05-14 20:48:31 +00:00
|
|
|
SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING rwy_lights_selector" );
|
|
|
|
if ( fgPartialFreeSSGtree( rwy_lights_selector, delete_size ) == 0 ) {
|
|
|
|
ssgDeRefDelete( rwy_lights_selector );
|
2002-07-25 23:59:04 +00:00
|
|
|
free_tracker |= RWY_LIGHTS;
|
|
|
|
}
|
2003-05-14 20:48:31 +00:00
|
|
|
} else if ( !(free_tracker & TAXI_LIGHTS) && taxi_lights_selector ) {
|
2002-11-01 21:56:48 +00:00
|
|
|
// delete the taxi lighting branch (this should already have been
|
|
|
|
// disconnected from the scene graph)
|
2003-05-14 20:48:31 +00:00
|
|
|
SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING taxi_lights_selector" );
|
|
|
|
if ( fgPartialFreeSSGtree( taxi_lights_selector, delete_size ) == 0 ) {
|
|
|
|
ssgDeRefDelete( taxi_lights_selector );
|
2002-11-01 21:56:48 +00:00
|
|
|
free_tracker |= TAXI_LIGHTS;
|
|
|
|
}
|
2003-05-08 03:29:49 +00:00
|
|
|
} else if ( !(free_tracker & LIGHTMAPS) ) {
|
|
|
|
free_tracker |= LIGHTMAPS;
|
2002-07-25 23:59:04 +00:00
|
|
|
} else {
|
|
|
|
return true;
|
2001-09-19 22:30:41 +00:00
|
|
|
}
|
2002-07-25 23:59:04 +00:00
|
|
|
|
2002-08-06 18:50:12 +00:00
|
|
|
SG_LOG( SG_TERRAIN, SG_DEBUG, "(end) free_tracker = " << free_tracker );
|
|
|
|
|
2002-07-25 23:59:04 +00:00
|
|
|
// if we fall down to here, we still have work todo, return false
|
|
|
|
return false;
|
1999-06-12 21:15:27 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2000-12-04 05:24:38 +00:00
|
|
|
// Update the ssg transform node for this tile so it can be
|
|
|
|
// properly drawn relative to our (0,0,0) point
|
2002-04-07 15:24:32 +00:00
|
|
|
void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
|
2001-04-06 18:30:07 +00:00
|
|
|
if ( !loaded ) return;
|
|
|
|
|
2000-12-04 05:24:38 +00:00
|
|
|
SetOffset( p );
|
|
|
|
|
2002-10-30 21:59:05 +00:00
|
|
|
// visibility can change from frame to frame so we update the
|
|
|
|
// range selector cutoff's each time.
|
2000-12-04 05:24:38 +00:00
|
|
|
terra_range->setRange( 0, SG_ZERO );
|
|
|
|
terra_range->setRange( 1, vis + bounding_radius );
|
2002-10-30 21:59:05 +00:00
|
|
|
|
2002-04-07 15:24:32 +00:00
|
|
|
if ( gnd_lights_range ) {
|
2002-10-09 03:40:23 +00:00
|
|
|
gnd_lights_range->setRange( 0, SG_ZERO );
|
|
|
|
gnd_lights_range->setRange( 1, vis * 1.5 + bounding_radius );
|
2002-04-07 15:24:32 +00:00
|
|
|
}
|
2002-10-09 03:40:23 +00:00
|
|
|
|
2000-12-04 05:24:38 +00:00
|
|
|
sgVec3 sgTrans;
|
|
|
|
sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
|
|
|
|
terra_transform->setTransform( sgTrans );
|
|
|
|
|
2003-09-20 09:38:32 +00:00
|
|
|
FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
|
2002-03-01 18:08:30 +00:00
|
|
|
if ( gnd_lights_transform ) {
|
2002-09-23 15:27:46 +00:00
|
|
|
// 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.
|
2000-12-04 05:24:38 +00:00
|
|
|
|
2002-04-16 06:33:56 +00:00
|
|
|
// 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.
|
2002-09-23 15:27:46 +00:00
|
|
|
sgVec3 lift_vec;
|
|
|
|
sgCopyVec3( lift_vec, up );
|
2000-12-04 05:24:38 +00:00
|
|
|
|
2002-09-23 15:27:46 +00:00
|
|
|
double agl;
|
From: "Jim Wilson" <jimw@kelcomaine.com>
This is a new improved patch for the previous tile manager fixes.
Rather than building dependencies between FGlocation or the viewer or fdm with
tilemgr what I ended up doing was linking the pieces together in the Mainloop
in main.cxx. You'll see what I mean...it's been commented fairly well. More
than likely we should move that chunk somewhere...just not sure where yet.
The changes seem clean now. As I get more ideas there could be some further
improvement in organizing the update in tilemgr. You'll note that I left an
override in there for the tilemgr::update() function to preserve earlier
functionality if someone needs it (e.g. usage independent of an fdm or
viewer), not to mention there are a few places in flightgear that call it
directly that have not been changed to the new interface (and may not need to be).
The code has been optimized to avoid duplicate traversals and seems to run
generally quite well. Note that there can be a short delay reloading tiles
that have been dropped from static views. We could call the tile scheduler on
a view switch, but it's not a big deal and at the moment I'd like to get this
in so people can try it and comment on it as it is.
Everything has been resycned with CVS tonight and I've included the
description submitted earlier (below).
Best,
Jim
Changes synced with CVS approx 20:30EDT 2002-05-09 (after this evenings updates).
Files:
http://www.spiderbark.com/fgfs/viewer-update-20020516.tar.gz
or
http://www.spiderbark.com/fgfs/viewer-update-20020516.diffs.gz
Description:
In a nutshell, these patches begin to take what was one value for ground
elevation and calculate ground elevation values seperately for the FDM and the
viewer (eye position). Several outstanding view related bugs have been fixed.
With the introduction of the new viewer code a lot of that Flight Gear code
broke related to use of a global variable called "scenery.cur_elev".
Therefore the ground_elevation and other associated items (like the current
tile bucket) is maintained per FDM instance and per View. Each of these has a
"point" or location that can be identified. See changes to FGLocation class
and main.cxx.
Most of the problems related to the new viewer in terms of sky, ground and
runway lights, and tower views are fixed.
There are four minor problems remaining. 1) The sun/moon spins when you pan
the "lookat" tower view only (view #3). 2) Under stress (esp. magic carpet
full speed with max visibility), there is a memory leak in the tile caching
that was not introduced with these changes. 3) I have not tested these
changes or made corrections to the ADA or External FDM interfaces. 4) The
change view function doesn't call the time/light update (not a problem unless
a tower is very far away).
Details:
FDM/flight.cxx, flight.hxx - FGInterface ties to FGAircraftModel so that it's
location data can be accessed for runway (ground elevation under aircraft)
elevation.
FDM/larsim.cxx, larcsim.hxx - gets runway elevation from FGInterface now.
Commented out function that is causing a namespace conflict, hasn't been
called with recent code anyway.
FDM/JSBSim/JSBSim.cxx, YASim/YASim.cxx - gets runway elevation from
FGInterface now.
Scenery/newcache.cxx, newcache.hxx - changed caching scheme to time based
(oldest tiles discard).
Scenery/tileentry.cxx, tileentry.hxx - added place to record time, changed
rendering to reference viewer altitude in order to fix a problem with ground
and runway lights.
Scenery/tilemgr.cxx, tilemgr.hxx - Modified update() to accept values for
multiple locations. Refresh function added in order to periodically make
the tiles current for a non-moving view (like a tower).
Main/fg_init.cxx - register event for making tiles current in a non-moving
view (like a tower).
Main/location.hxx - added support for current ground elevation data.
Main/main.cxx - added second tilemgr call for fdm, fixed places where viewer
position data was required for correct sky rendering.
Main/options.cxx - fixed segfault reported by Curtis when using --view-offset
command line parameter.
Main/viewer.cxx, viewer.hxx - removed fudging of view position. Fixed numerous
bugs that were causing eye and target values to get mixed up.
2002-05-17 17:25:28 +00:00
|
|
|
agl = globals->get_current_view()->getAltitudeASL_ft()
|
|
|
|
* SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
|
2000-12-04 05:24:38 +00:00
|
|
|
|
2002-09-23 15:27:46 +00:00
|
|
|
// 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
|
2003-09-20 09:38:32 +00:00
|
|
|
float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
|
2002-09-23 15:27:46 +00:00
|
|
|
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);
|
|
|
|
}
|
2000-12-04 05:24:38 +00:00
|
|
|
}
|
2001-09-19 22:30:41 +00:00
|
|
|
|
2003-09-24 19:59:25 +00:00
|
|
|
if ( vasi_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.
|
|
|
|
|
|
|
|
sgVec3 lift_vec;
|
|
|
|
sgCopyVec3( lift_vec, up );
|
|
|
|
|
|
|
|
// we fudge agl by 30 meters so that the lifting function
|
|
|
|
// doesn't phase in until we are > 30m agl.
|
|
|
|
double agl;
|
|
|
|
agl = globals->get_current_view()->getAltitudeASL_ft()
|
|
|
|
* SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev()
|
|
|
|
- 30.0;
|
|
|
|
if ( agl < 0.0 ) {
|
|
|
|
agl = 0.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( general.get_glDepthBits() > 16 ) {
|
2003-12-30 07:04:40 +00:00
|
|
|
sgScaleVec3( lift_vec, 0.25 + agl / 400.0 + agl*agl / 5000000.0 );
|
2003-09-24 19:59:25 +00:00
|
|
|
} else {
|
2003-12-30 07:04:40 +00:00
|
|
|
sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
|
2003-09-24 19:59:25 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
sgVec3 lt_trans;
|
|
|
|
sgCopyVec3( lt_trans, sgTrans );
|
|
|
|
|
|
|
|
sgAddVec3( lt_trans, lift_vec );
|
|
|
|
vasi_lights_transform->setTransform( lt_trans );
|
|
|
|
|
|
|
|
// generally, vasi lights are always on
|
|
|
|
vasi_lights_selector->select(0x01);
|
|
|
|
}
|
|
|
|
|
2002-03-04 02:36:06 +00:00
|
|
|
if ( rwy_lights_transform ) {
|
2002-09-23 15:27:46 +00:00
|
|
|
// 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.
|
2002-03-04 02:36:06 +00:00
|
|
|
|
2002-09-23 15:27:46 +00:00
|
|
|
sgVec3 lift_vec;
|
|
|
|
sgCopyVec3( lift_vec, up );
|
2002-03-04 02:36:06 +00:00
|
|
|
|
Andy Ross:
The biggest and coolest patch adds mouse sensitivity to the 3D
cockpits, so we can finally work the radios. This ended up requiring
significant modifications outside of the 3D cockpit code. Stuff folks
will want to look at:
+ The list of all "3D" cockpits is stored statically in the
panelnode.cxx file. This is clumsy, and won't migrate well to a
multiple-aircraft feature. Really, there should be a per-model list
of 3D panels, but I couldn't find a clean place to put this. The
only handle you get back after parsing a model is a generic ssg
node, to which I obviously can't add panel-specific methods.
+ The aircraft model is parsed *very* early in the initialization
order. Earlier, in fact, than the static list of allowable command
bindings is built in fgInitCommands(). This is bad, as it means
that mouse bindings on the instruments can't work yet. I moved the
call to fgInitCommands, but someone should look carefully to see
that I picked the right place. There's a lot of initialization
code, and I got a little lost in there... :)
+ I added yet another "update" hook to the fgRenderFrame routine to
hook the updates for the 3D panels. This is only required for
"mouse press delay", and it's a fairly clumsy mechanism based on
frame rate instead of real time. There appears to be delay handling
already in place in the Input stuff, and there's a discussion going
on about different mouse behavior right now. Maybe this is a good
time to unify these two (now three) approaches?
2002-10-29 19:44:03 +00:00
|
|
|
// we fudge agl by 30 meters so that the lifting function
|
|
|
|
// doesn't phase in until we are > 30m agl.
|
2002-09-23 15:27:46 +00:00
|
|
|
double agl;
|
From: "Jim Wilson" <jimw@kelcomaine.com>
This is a new improved patch for the previous tile manager fixes.
Rather than building dependencies between FGlocation or the viewer or fdm with
tilemgr what I ended up doing was linking the pieces together in the Mainloop
in main.cxx. You'll see what I mean...it's been commented fairly well. More
than likely we should move that chunk somewhere...just not sure where yet.
The changes seem clean now. As I get more ideas there could be some further
improvement in organizing the update in tilemgr. You'll note that I left an
override in there for the tilemgr::update() function to preserve earlier
functionality if someone needs it (e.g. usage independent of an fdm or
viewer), not to mention there are a few places in flightgear that call it
directly that have not been changed to the new interface (and may not need to be).
The code has been optimized to avoid duplicate traversals and seems to run
generally quite well. Note that there can be a short delay reloading tiles
that have been dropped from static views. We could call the tile scheduler on
a view switch, but it's not a big deal and at the moment I'd like to get this
in so people can try it and comment on it as it is.
Everything has been resycned with CVS tonight and I've included the
description submitted earlier (below).
Best,
Jim
Changes synced with CVS approx 20:30EDT 2002-05-09 (after this evenings updates).
Files:
http://www.spiderbark.com/fgfs/viewer-update-20020516.tar.gz
or
http://www.spiderbark.com/fgfs/viewer-update-20020516.diffs.gz
Description:
In a nutshell, these patches begin to take what was one value for ground
elevation and calculate ground elevation values seperately for the FDM and the
viewer (eye position). Several outstanding view related bugs have been fixed.
With the introduction of the new viewer code a lot of that Flight Gear code
broke related to use of a global variable called "scenery.cur_elev".
Therefore the ground_elevation and other associated items (like the current
tile bucket) is maintained per FDM instance and per View. Each of these has a
"point" or location that can be identified. See changes to FGLocation class
and main.cxx.
Most of the problems related to the new viewer in terms of sky, ground and
runway lights, and tower views are fixed.
There are four minor problems remaining. 1) The sun/moon spins when you pan
the "lookat" tower view only (view #3). 2) Under stress (esp. magic carpet
full speed with max visibility), there is a memory leak in the tile caching
that was not introduced with these changes. 3) I have not tested these
changes or made corrections to the ADA or External FDM interfaces. 4) The
change view function doesn't call the time/light update (not a problem unless
a tower is very far away).
Details:
FDM/flight.cxx, flight.hxx - FGInterface ties to FGAircraftModel so that it's
location data can be accessed for runway (ground elevation under aircraft)
elevation.
FDM/larsim.cxx, larcsim.hxx - gets runway elevation from FGInterface now.
Commented out function that is causing a namespace conflict, hasn't been
called with recent code anyway.
FDM/JSBSim/JSBSim.cxx, YASim/YASim.cxx - gets runway elevation from
FGInterface now.
Scenery/newcache.cxx, newcache.hxx - changed caching scheme to time based
(oldest tiles discard).
Scenery/tileentry.cxx, tileentry.hxx - added place to record time, changed
rendering to reference viewer altitude in order to fix a problem with ground
and runway lights.
Scenery/tilemgr.cxx, tilemgr.hxx - Modified update() to accept values for
multiple locations. Refresh function added in order to periodically make
the tiles current for a non-moving view (like a tower).
Main/fg_init.cxx - register event for making tiles current in a non-moving
view (like a tower).
Main/location.hxx - added support for current ground elevation data.
Main/main.cxx - added second tilemgr call for fdm, fixed places where viewer
position data was required for correct sky rendering.
Main/options.cxx - fixed segfault reported by Curtis when using --view-offset
command line parameter.
Main/viewer.cxx, viewer.hxx - removed fudging of view position. Fixed numerous
bugs that were causing eye and target values to get mixed up.
2002-05-17 17:25:28 +00:00
|
|
|
agl = globals->get_current_view()->getAltitudeASL_ft()
|
Andy Ross:
The biggest and coolest patch adds mouse sensitivity to the 3D
cockpits, so we can finally work the radios. This ended up requiring
significant modifications outside of the 3D cockpit code. Stuff folks
will want to look at:
+ The list of all "3D" cockpits is stored statically in the
panelnode.cxx file. This is clumsy, and won't migrate well to a
multiple-aircraft feature. Really, there should be a per-model list
of 3D panels, but I couldn't find a clean place to put this. The
only handle you get back after parsing a model is a generic ssg
node, to which I obviously can't add panel-specific methods.
+ The aircraft model is parsed *very* early in the initialization
order. Earlier, in fact, than the static list of allowable command
bindings is built in fgInitCommands(). This is bad, as it means
that mouse bindings on the instruments can't work yet. I moved the
call to fgInitCommands, but someone should look carefully to see
that I picked the right place. There's a lot of initialization
code, and I got a little lost in there... :)
+ I added yet another "update" hook to the fgRenderFrame routine to
hook the updates for the 3D panels. This is only required for
"mouse press delay", and it's a fairly clumsy mechanism based on
frame rate instead of real time. There appears to be delay handling
already in place in the Input stuff, and there's a discussion going
on about different mouse behavior right now. Maybe this is a good
time to unify these two (now three) approaches?
2002-10-29 19:44:03 +00:00
|
|
|
* SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev()
|
|
|
|
- 30.0;
|
2002-10-30 22:56:22 +00:00
|
|
|
if ( agl < 0.0 ) {
|
Andy Ross:
The biggest and coolest patch adds mouse sensitivity to the 3D
cockpits, so we can finally work the radios. This ended up requiring
significant modifications outside of the 3D cockpit code. Stuff folks
will want to look at:
+ The list of all "3D" cockpits is stored statically in the
panelnode.cxx file. This is clumsy, and won't migrate well to a
multiple-aircraft feature. Really, there should be a per-model list
of 3D panels, but I couldn't find a clean place to put this. The
only handle you get back after parsing a model is a generic ssg
node, to which I obviously can't add panel-specific methods.
+ The aircraft model is parsed *very* early in the initialization
order. Earlier, in fact, than the static list of allowable command
bindings is built in fgInitCommands(). This is bad, as it means
that mouse bindings on the instruments can't work yet. I moved the
call to fgInitCommands, but someone should look carefully to see
that I picked the right place. There's a lot of initialization
code, and I got a little lost in there... :)
+ I added yet another "update" hook to the fgRenderFrame routine to
hook the updates for the 3D panels. This is only required for
"mouse press delay", and it's a fairly clumsy mechanism based on
frame rate instead of real time. There appears to be delay handling
already in place in the Input stuff, and there's a discussion going
on about different mouse behavior right now. Maybe this is a good
time to unify these two (now three) approaches?
2002-10-29 19:44:03 +00:00
|
|
|
agl = 0.0;
|
|
|
|
}
|
|
|
|
|
2002-09-23 15:27:46 +00:00
|
|
|
if ( general.get_glDepthBits() > 16 ) {
|
2003-12-30 07:04:40 +00:00
|
|
|
sgScaleVec3( lift_vec, 0.01 + agl / 400.0 + agl*agl / 5000000.0 );
|
2002-09-23 15:27:46 +00:00
|
|
|
} else {
|
2003-12-30 07:04:40 +00:00
|
|
|
sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
|
2002-09-23 15:27:46 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
sgVec3 lt_trans;
|
|
|
|
sgCopyVec3( lt_trans, sgTrans );
|
|
|
|
|
|
|
|
sgAddVec3( lt_trans, lift_vec );
|
|
|
|
rwy_lights_transform->setTransform( lt_trans );
|
|
|
|
|
2003-05-14 20:48:31 +00:00
|
|
|
// turn runway lights on/off based on sun angle and visibility
|
2003-09-20 09:38:32 +00:00
|
|
|
float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
|
2003-05-14 20:48:31 +00:00
|
|
|
if ( sun_angle > 85 ||
|
|
|
|
(fgGetDouble("/environment/visibility-m") < 5000.0) ) {
|
|
|
|
rwy_lights_selector->select(0x01);
|
|
|
|
} else {
|
|
|
|
rwy_lights_selector->select(0x00);
|
|
|
|
}
|
2002-03-04 02:36:06 +00:00
|
|
|
}
|
|
|
|
|
2002-11-01 21:56:48 +00:00
|
|
|
if ( taxi_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.
|
|
|
|
|
|
|
|
sgVec3 lift_vec;
|
|
|
|
sgCopyVec3( lift_vec, up );
|
|
|
|
|
|
|
|
// we fudge agl by 30 meters so that the lifting function
|
|
|
|
// doesn't phase in until we are > 30m agl.
|
|
|
|
double agl;
|
|
|
|
agl = globals->get_current_view()->getAltitudeASL_ft()
|
|
|
|
* SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev()
|
|
|
|
- 30.0;
|
|
|
|
if ( agl < 0.0 ) {
|
|
|
|
agl = 0.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( general.get_glDepthBits() > 16 ) {
|
2003-12-30 07:04:40 +00:00
|
|
|
sgScaleVec3( lift_vec, 0.01 + agl / 400.0 + agl*agl / 5000000.0 );
|
2002-11-01 21:56:48 +00:00
|
|
|
} else {
|
2003-12-30 07:04:40 +00:00
|
|
|
sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
|
2002-11-01 21:56:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
sgVec3 lt_trans;
|
|
|
|
sgCopyVec3( lt_trans, sgTrans );
|
|
|
|
|
|
|
|
sgAddVec3( lt_trans, lift_vec );
|
|
|
|
taxi_lights_transform->setTransform( lt_trans );
|
|
|
|
|
2003-05-14 20:48:31 +00:00
|
|
|
// turn taxi lights on/off based on sun angle and visibility
|
2003-09-20 09:38:32 +00:00
|
|
|
float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
|
2003-05-14 20:48:31 +00:00
|
|
|
if ( sun_angle > 85 ||
|
|
|
|
(fgGetDouble("/environment/visibility-m") < 5000.0) ) {
|
|
|
|
taxi_lights_selector->select(0x01);
|
|
|
|
} else {
|
|
|
|
taxi_lights_selector->select(0x00);
|
|
|
|
}
|
2002-11-01 21:56:48 +00:00
|
|
|
}
|
2003-12-30 05:57:25 +00:00
|
|
|
|
2003-12-30 15:12:04 +00:00
|
|
|
if ( vasi_lights_transform && is_inner_ring ) {
|
2003-12-30 05:57:25 +00:00
|
|
|
// now we need to traverse the list of vasi lights and update
|
2003-12-30 15:12:04 +00:00
|
|
|
// their coloring (but only for the inner ring, no point in
|
|
|
|
// doing this extra work for tiles that are relatively far
|
|
|
|
// away.)
|
2003-12-30 05:57:25 +00:00
|
|
|
for ( int i = 0; i < vasi_lights_transform->getNumKids(); ++i ) {
|
|
|
|
// cout << "vasi root = " << i << endl;
|
|
|
|
ssgBranch *v = (ssgBranch *)vasi_lights_transform->getKid(i);
|
|
|
|
for ( int j = 0; j < v->getNumKids(); ++j ) {
|
|
|
|
// cout << " vasi branch = " << j << endl;
|
|
|
|
ssgTransform *kid = (ssgTransform *)v->getKid(j);
|
|
|
|
SGVASIUserData *vasi = (SGVASIUserData *)kid->getUserData();
|
|
|
|
|
|
|
|
if ( vasi != NULL ) {
|
|
|
|
sgdVec3 s;
|
|
|
|
sgdCopyVec3( s, vasi->get_abs_pos() );
|
|
|
|
Point3D start(s[0], s[1], s[2]);
|
|
|
|
|
|
|
|
sgdVec3 d;
|
|
|
|
sgdCopyVec3( d, globals->get_current_view()->get_absolute_view_pos() );
|
|
|
|
|
|
|
|
double dist = sgdDistanceVec3( s, d );
|
|
|
|
|
2003-12-30 07:04:40 +00:00
|
|
|
if ( dist < 10000 ) {
|
|
|
|
double cur_alt
|
|
|
|
= globals->get_current_view()->getAltitudeASL_ft()
|
|
|
|
* SG_FEET_TO_METER;
|
2003-12-30 05:57:25 +00:00
|
|
|
|
2003-12-30 07:04:40 +00:00
|
|
|
double y = cur_alt - vasi->get_alt_m();
|
2003-12-30 05:57:25 +00:00
|
|
|
|
2003-12-30 07:04:40 +00:00
|
|
|
double angle;
|
|
|
|
if ( dist != 0 ) {
|
|
|
|
angle = asin( y / dist );
|
|
|
|
} else {
|
|
|
|
angle = 0.0;
|
|
|
|
}
|
2003-12-30 05:57:25 +00:00
|
|
|
|
2003-12-30 07:04:40 +00:00
|
|
|
vasi->set_color(angle * SG_RADIANS_TO_DEGREES);
|
2003-12-30 05:57:25 +00:00
|
|
|
}
|
|
|
|
// cout << " dist = " << dist
|
|
|
|
// << " angle = " << angle * SG_RADIANS_TO_DEGREES
|
|
|
|
// << endl;
|
|
|
|
} else {
|
|
|
|
SG_LOG( SG_TERRAIN, SG_ALERT, "no vasi data!" );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
1999-07-04 07:37:30 +00:00
|
|
|
}
|
2001-03-29 01:42:31 +00:00
|
|
|
|
|
|
|
|
2002-01-20 03:52:36 +00:00
|
|
|
// Set up lights rendering call backs
|
|
|
|
static int fgLightsPredraw( ssgEntity *e ) {
|
2002-01-20 05:58:34 +00:00
|
|
|
#if 0
|
2003-08-29 16:46:21 +00:00
|
|
|
if (glPointParameterIsSupported) {
|
2002-09-23 15:27:46 +00:00
|
|
|
static float quadratic[3] = {1.0, 0.01, 0.0001};
|
2003-08-29 16:50:20 +00:00
|
|
|
glPointParameterfvProc(GL_DISTANCE_ATTENUATION_EXT, quadratic);
|
|
|
|
glPointParameterfProc(GL_POINT_SIZE_MIN_EXT, 1.0);
|
2002-09-23 15:27:46 +00:00
|
|
|
glPointSize(4.0);
|
2002-01-20 03:52:36 +00:00
|
|
|
}
|
|
|
|
#endif
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int fgLightsPostdraw( ssgEntity *e ) {
|
2002-01-20 05:58:34 +00:00
|
|
|
#if 0
|
2003-08-29 16:46:21 +00:00
|
|
|
if (glPointParameterIsSupported) {
|
2002-09-23 15:27:46 +00:00
|
|
|
static float default_attenuation[3] = {1.0, 0.0, 0.0};
|
2003-08-29 16:50:20 +00:00
|
|
|
glPointParameterfvProc(GL_DISTANCE_ATTENUATION_EXT,
|
2002-09-23 15:27:46 +00:00
|
|
|
default_attenuation);
|
|
|
|
glPointSize(1.0);
|
2002-01-20 03:52:36 +00:00
|
|
|
}
|
|
|
|
#endif
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2003-05-14 18:33:56 +00:00
|
|
|
ssgLeaf* FGTileEntry::gen_lights( SGMaterialLib *matlib, ssgVertexArray *lights,
|
|
|
|
int inc, float bright )
|
|
|
|
{
|
2001-03-29 01:42:31 +00:00
|
|
|
// generate a repeatable random seed
|
|
|
|
float *p1 = lights->get( 0 );
|
|
|
|
unsigned int *seed = (unsigned int *)p1;
|
|
|
|
sg_srandom( *seed );
|
|
|
|
|
|
|
|
int size = lights->getNum() / inc;
|
|
|
|
|
|
|
|
// Allocate ssg structure
|
|
|
|
ssgVertexArray *vl = new ssgVertexArray( size + 1 );
|
|
|
|
ssgNormalArray *nl = NULL;
|
|
|
|
ssgTexCoordArray *tl = NULL;
|
|
|
|
ssgColourArray *cl = new ssgColourArray( size + 1 );
|
|
|
|
|
|
|
|
sgVec4 color;
|
|
|
|
for ( int i = 0; i < lights->getNum(); ++i ) {
|
2002-09-23 15:27:46 +00:00
|
|
|
// 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 );
|
|
|
|
}
|
2001-03-29 01:42:31 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// create ssg leaf
|
|
|
|
ssgLeaf *leaf =
|
2002-09-23 15:27:46 +00:00
|
|
|
new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
|
2001-03-29 01:42:31 +00:00
|
|
|
|
|
|
|
// assign state
|
2003-05-14 18:33:56 +00:00
|
|
|
SGMaterial *mat = matlib->find( "GROUND_LIGHTS" );
|
|
|
|
leaf->setState( mat->get_state() );
|
2002-01-20 03:52:36 +00:00
|
|
|
leaf->setCallback( SSG_CALLBACK_PREDRAW, fgLightsPredraw );
|
|
|
|
leaf->setCallback( SSG_CALLBACK_POSTDRAW, fgLightsPostdraw );
|
2001-03-29 01:42:31 +00:00
|
|
|
|
|
|
|
return leaf;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2003-05-14 18:33:56 +00:00
|
|
|
bool FGTileEntry::obj_load( const string& path,
|
2003-09-24 19:59:25 +00:00
|
|
|
ssgBranch *geometry,
|
|
|
|
ssgBranch *vasi_lights,
|
|
|
|
ssgBranch *rwy_lights,
|
|
|
|
ssgBranch *taxi_lights,
|
|
|
|
ssgVertexArray *ground_lights, bool is_base )
|
2001-03-29 01:42:31 +00:00
|
|
|
{
|
2002-09-23 15:27:46 +00:00
|
|
|
Point3D c; // returned center point
|
|
|
|
double br; // returned bounding radius
|
2001-03-29 01:42:31 +00:00
|
|
|
|
2003-05-14 20:48:31 +00:00
|
|
|
bool use_random_objects =
|
|
|
|
fgGetBool("/sim/rendering/random-objects", true);
|
|
|
|
|
2001-03-29 01:42:31 +00:00
|
|
|
// try loading binary format
|
2003-05-28 21:01:55 +00:00
|
|
|
if ( sgBinObjLoad( path, is_base,
|
2003-05-14 20:48:31 +00:00
|
|
|
&c, &br, globals->get_matlib(), use_random_objects,
|
2003-09-24 19:59:25 +00:00
|
|
|
geometry, vasi_lights, rwy_lights, taxi_lights,
|
|
|
|
ground_lights ) )
|
2002-03-03 20:29:31 +00:00
|
|
|
{
|
2002-09-23 15:27:46 +00:00
|
|
|
if ( is_base ) {
|
|
|
|
center = c;
|
|
|
|
bounding_radius = br;
|
|
|
|
}
|
2001-03-29 01:42:31 +00:00
|
|
|
}
|
|
|
|
|
2002-10-09 03:40:23 +00:00
|
|
|
return (geometry != NULL);
|
2001-03-29 01:42:31 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void
|
Melchior FRANZ:
Wouldn't it be better to prepare the whole list of paths (or two
separate ones for Terrain/Objects if necessary) in FGGlobals::set_fg_scenery,
and to pass the vector<string>s to FGTileEntry::load? It doesn't seem to make
a lot of sense to split the path up, modify it, mount it together to one string
again, and then let FGTileEntry::load split it up again.
Here we go:
Main/globals.cxx
================
As fg_scenery is now a string_list, we don't need initialization. Furthermore,
this list is cleared with every set_fg_scenery() call.
ctor: create default dir from fg_root if necessary. Otherwise check all paths
of --fg-scenery/FG_SCENERY: If the path doesn't exist, ignore it. If it contains
a dir Terrain and/or Objects, then only add that to the list. If it contains
neither, then use the path as is.
Scenery/tileentry.cxx
=====================
Trivial: don't split a "base path", but use the given path_list as is.
(I considered a variable name "path_list" better suited than "search".)
Scenery/FGTileLoader.cxx
========================
No more fiddling with sub-paths. This has to be delivered by get_fg_scenery
already.
2004-06-08 15:32:09 +00:00
|
|
|
FGTileEntry::load( const string_list &path_list, bool is_base )
|
2001-03-29 01:42:31 +00:00
|
|
|
{
|
2003-08-08 20:11:22 +00:00
|
|
|
bool found_tile_base = false;
|
2001-03-29 01:42:31 +00:00
|
|
|
|
2001-06-22 20:35:39 +00:00
|
|
|
// obj_load() will generate ground lighting for us ...
|
|
|
|
ssgVertexArray *light_pts = new ssgVertexArray( 100 );
|
2001-09-19 22:30:41 +00:00
|
|
|
|
2001-06-22 20:35:39 +00:00
|
|
|
ssgBranch* new_tile = new ssgBranch;
|
2001-03-29 01:42:31 +00:00
|
|
|
|
2003-08-08 20:11:22 +00:00
|
|
|
unsigned int i = 0;
|
Melchior FRANZ:
Wouldn't it be better to prepare the whole list of paths (or two
separate ones for Terrain/Objects if necessary) in FGGlobals::set_fg_scenery,
and to pass the vector<string>s to FGTileEntry::load? It doesn't seem to make
a lot of sense to split the path up, modify it, mount it together to one string
again, and then let FGTileEntry::load split it up again.
Here we go:
Main/globals.cxx
================
As fg_scenery is now a string_list, we don't need initialization. Furthermore,
this list is cleared with every set_fg_scenery() call.
ctor: create default dir from fg_root if necessary. Otherwise check all paths
of --fg-scenery/FG_SCENERY: If the path doesn't exist, ignore it. If it contains
a dir Terrain and/or Objects, then only add that to the list. If it contains
neither, then use the path as is.
Scenery/tileentry.cxx
=====================
Trivial: don't split a "base path", but use the given path_list as is.
(I considered a variable name "path_list" better suited than "search".)
Scenery/FGTileLoader.cxx
========================
No more fiddling with sub-paths. This has to be delivered by get_fg_scenery
already.
2004-06-08 15:32:09 +00:00
|
|
|
while ( i < path_list.size() ) {
|
2003-10-01 22:49:06 +00:00
|
|
|
|
|
|
|
bool has_base = false;
|
2001-03-29 01:42:31 +00:00
|
|
|
|
2003-08-08 20:11:22 +00:00
|
|
|
// Generate names for later use
|
|
|
|
string index_str = tile_bucket.gen_index_str();
|
2001-03-29 01:42:31 +00:00
|
|
|
|
Melchior FRANZ:
Wouldn't it be better to prepare the whole list of paths (or two
separate ones for Terrain/Objects if necessary) in FGGlobals::set_fg_scenery,
and to pass the vector<string>s to FGTileEntry::load? It doesn't seem to make
a lot of sense to split the path up, modify it, mount it together to one string
again, and then let FGTileEntry::load split it up again.
Here we go:
Main/globals.cxx
================
As fg_scenery is now a string_list, we don't need initialization. Furthermore,
this list is cleared with every set_fg_scenery() call.
ctor: create default dir from fg_root if necessary. Otherwise check all paths
of --fg-scenery/FG_SCENERY: If the path doesn't exist, ignore it. If it contains
a dir Terrain and/or Objects, then only add that to the list. If it contains
neither, then use the path as is.
Scenery/tileentry.cxx
=====================
Trivial: don't split a "base path", but use the given path_list as is.
(I considered a variable name "path_list" better suited than "search".)
Scenery/FGTileLoader.cxx
========================
No more fiddling with sub-paths. This has to be delivered by get_fg_scenery
already.
2004-06-08 15:32:09 +00:00
|
|
|
SGPath tile_path = path_list[i];
|
2003-08-08 20:11:22 +00:00
|
|
|
tile_path.append( tile_bucket.gen_base_path() );
|
2002-09-23 15:27:46 +00:00
|
|
|
|
2003-08-08 20:11:22 +00:00
|
|
|
SGPath basename = tile_path;
|
|
|
|
basename.append( index_str );
|
|
|
|
// string path = basename.str();
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2002-09-23 15:27:46 +00:00
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|
2003-08-08 20:11:22 +00:00
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|
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SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
|
2002-09-23 15:27:46 +00:00
|
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2003-08-08 20:11:22 +00:00
|
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|
#define FG_MAX_LIGHTS 1000
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2002-09-23 15:27:46 +00:00
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|
2003-08-08 20:11:22 +00:00
|
|
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// Check for master .stg (scene terra gear) file
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|
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SGPath stg_name = basename;
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stg_name.concat( ".stg" );
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sg_gzifstream in( stg_name.str() );
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if ( in.is_open() ) {
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|
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string token, name;
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|
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while ( ! in.eof() ) {
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in >> token;
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|
2003-10-01 22:49:06 +00:00
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|
// Load only once (first found)
|
2003-08-08 20:11:22 +00:00
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if ( token == "OBJECT_BASE" ) {
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in >> name >> ::skipws;
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SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
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<< " name = " << name );
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2003-10-01 22:49:06 +00:00
|
|
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if (!found_tile_base) {
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found_tile_base = true;
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has_base = true;
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SGPath custom_path = tile_path;
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custom_path.append( name );
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ssgBranch *geometry = new ssgBranch;
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if ( obj_load( custom_path.str(),
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geometry, NULL, NULL, NULL, light_pts,
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true ) )
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{
|
2004-04-02 14:42:03 +00:00
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|
geometry->getKid( 0 )->setTravCallback(
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SSG_CALLBACK_PRETRAV,
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&FGTileMgr::tile_filter_cb );
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2003-10-01 22:49:06 +00:00
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new_tile -> addKid( geometry );
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} else {
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|
delete geometry;
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}
|
2002-09-23 15:27:46 +00:00
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} else {
|
2003-10-01 22:49:06 +00:00
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|
SG_LOG( SG_TERRAIN, SG_INFO, " (skipped)" );
|
2002-09-23 15:27:46 +00:00
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}
|
2003-08-08 20:11:22 +00:00
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|
2003-10-01 22:49:06 +00:00
|
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// Load only if base is not in another file
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} else if ( token == "OBJECT" ) {
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if (!found_tile_base || has_base) {
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in >> name >> ::skipws;
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SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
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|
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<< " name = " << name );
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SGPath custom_path = tile_path;
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custom_path.append( name );
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ssgBranch *geometry = new ssgBranch;
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ssgBranch *vasi_lights = new ssgBranch;
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|
ssgBranch *rwy_lights = new ssgBranch;
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ssgBranch *taxi_lights = new ssgBranch;
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if ( obj_load( custom_path.str(),
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geometry, vasi_lights, rwy_lights,
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taxi_lights, NULL, false ) )
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{
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if ( geometry -> getNumKids() > 0 ) {
|
2004-04-02 14:42:03 +00:00
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|
geometry->getKid( 0 )->setTravCallback(
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SSG_CALLBACK_PRETRAV,
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&FGTileMgr::tile_filter_cb );
|
2003-10-01 22:49:06 +00:00
|
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|
new_tile -> addKid( geometry );
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} else {
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|
delete geometry;
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|
}
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if ( vasi_lights -> getNumKids() > 0 ) {
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|
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|
vasi_lights_transform -> addKid( vasi_lights );
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|
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|
} else {
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|
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|
delete vasi_lights;
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|
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|
}
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if ( rwy_lights -> getNumKids() > 0 ) {
|
|
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|
rwy_lights_transform -> addKid( rwy_lights );
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|
|
|
} else {
|
|
|
|
delete rwy_lights;
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|
|
|
}
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|
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|
if ( taxi_lights -> getNumKids() > 0 ) {
|
|
|
|
taxi_lights_transform -> addKid( taxi_lights );
|
|
|
|
} else {
|
|
|
|
delete taxi_lights;
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|
|
|
}
|
|
|
|
} else {
|
|
|
|
delete geometry;
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|
|
|
delete vasi_lights;
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|
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|
delete rwy_lights;
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|
|
|
delete taxi_lights;
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|
|
|
}
|
2002-11-01 21:56:48 +00:00
|
|
|
}
|
2002-09-23 15:27:46 +00:00
|
|
|
|
2003-10-01 22:49:06 +00:00
|
|
|
// Always OK to load
|
2003-08-08 20:11:22 +00:00
|
|
|
} else if ( token == "OBJECT_STATIC" ||
|
|
|
|
token == "OBJECT_SHARED" ) {
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|
|
|
// load object info
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|
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|
double lon, lat, elev, hdg;
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|
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in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
|
|
|
|
SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
|
|
|
|
<< " name = " << name
|
|
|
|
<< " pos = " << lon << ", " << lat
|
|
|
|
<< " elevation = " << elev
|
|
|
|
<< " heading = " << hdg );
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|
|
|
|
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|
|
// object loading is deferred to main render thread,
|
|
|
|
// but lets figure out the paths right now.
|
|
|
|
SGPath custom_path;
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|
|
|
if ( token == "OBJECT_STATIC" ) {
|
|
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|
custom_path= tile_path;
|
2003-09-13 11:47:30 +00:00
|
|
|
} else {
|
|
|
|
custom_path = globals->get_fg_root();
|
2003-08-08 20:11:22 +00:00
|
|
|
}
|
|
|
|
custom_path.append( name );
|
|
|
|
|
|
|
|
sgCoord obj_pos;
|
|
|
|
WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
|
2002-09-23 15:27:46 +00:00
|
|
|
|
2003-08-08 20:11:22 +00:00
|
|
|
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(),
|
2004-09-15 15:52:05 +00:00
|
|
|
tile_bucket,
|
2003-08-08 20:11:22 +00:00
|
|
|
this, obj_trans );
|
|
|
|
FGTileMgr::model_ready( dm );
|
2003-10-01 22:49:06 +00:00
|
|
|
|
|
|
|
// Do we even use this one?
|
2003-08-08 20:11:22 +00:00
|
|
|
} 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
|
|
|
|
= sgMakeTaxiSign( globals->get_matlib(),
|
|
|
|
custom_path.str(), name );
|
|
|
|
|
|
|
|
// wire the pieces together
|
|
|
|
if ( custom_obj != NULL ) {
|
|
|
|
obj_trans -> addKid( custom_obj );
|
|
|
|
}
|
|
|
|
new_tile->addKid( obj_trans );
|
2003-10-01 22:49:06 +00:00
|
|
|
|
|
|
|
// Do we even use this one?
|
2003-08-08 20:11:22 +00:00
|
|
|
} 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
|
|
|
|
= sgMakeRunwaySign( globals->get_matlib(),
|
|
|
|
custom_path.str(), name );
|
|
|
|
|
|
|
|
// wire the pieces together
|
|
|
|
if ( custom_obj != NULL ) {
|
|
|
|
obj_trans -> addKid( custom_obj );
|
|
|
|
}
|
|
|
|
new_tile->addKid( obj_trans );
|
2003-10-01 22:49:06 +00:00
|
|
|
|
|
|
|
// I don't think we use this, either
|
2003-08-08 20:11:22 +00:00
|
|
|
} 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 {
|
2003-11-24 17:45:35 +00:00
|
|
|
SG_LOG( SG_TERRAIN, SG_DEBUG,
|
2003-08-08 20:11:22 +00:00
|
|
|
"Unknown token " << token << " in "
|
|
|
|
<< stg_name.str() );
|
|
|
|
in >> ::skipws;
|
2002-09-23 15:27:46 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2003-08-08 20:11:22 +00:00
|
|
|
|
|
|
|
i++;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !found_tile_base ) {
|
|
|
|
// no tile base found, generate an ocean tile on the fly for
|
|
|
|
// this area
|
2002-03-11 22:50:23 +00:00
|
|
|
ssgBranch *geometry = new ssgBranch;
|
|
|
|
Point3D c;
|
|
|
|
double br;
|
Melchior FRANZ:
Wouldn't it be better to prepare the whole list of paths (or two
separate ones for Terrain/Objects if necessary) in FGGlobals::set_fg_scenery,
and to pass the vector<string>s to FGTileEntry::load? It doesn't seem to make
a lot of sense to split the path up, modify it, mount it together to one string
again, and then let FGTileEntry::load split it up again.
Here we go:
Main/globals.cxx
================
As fg_scenery is now a string_list, we don't need initialization. Furthermore,
this list is cleared with every set_fg_scenery() call.
ctor: create default dir from fg_root if necessary. Otherwise check all paths
of --fg-scenery/FG_SCENERY: If the path doesn't exist, ignore it. If it contains
a dir Terrain and/or Objects, then only add that to the list. If it contains
neither, then use the path as is.
Scenery/tileentry.cxx
=====================
Trivial: don't split a "base path", but use the given path_list as is.
(I considered a variable name "path_list" better suited than "search".)
Scenery/FGTileLoader.cxx
========================
No more fiddling with sub-paths. This has to be delivered by get_fg_scenery
already.
2004-06-08 15:32:09 +00:00
|
|
|
if ( sgGenTile( path_list[0], tile_bucket, &c, &br,
|
2003-08-08 20:11:22 +00:00
|
|
|
globals->get_matlib(), geometry ) )
|
|
|
|
{
|
2002-03-11 22:50:23 +00:00
|
|
|
center = c;
|
|
|
|
bounding_radius = br;
|
|
|
|
new_tile -> addKid( geometry );
|
|
|
|
} else {
|
|
|
|
delete geometry;
|
|
|
|
SG_LOG( SG_TERRAIN, SG_ALERT,
|
|
|
|
"Warning: failed to generate ocean tile!" );
|
|
|
|
}
|
2001-06-22 20:35:39 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if ( new_tile != NULL ) {
|
|
|
|
terra_range->addKid( new_tile );
|
2001-03-29 01:42:31 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
terra_transform->addKid( terra_range );
|
|
|
|
|
|
|
|
// calculate initial tile offset
|
2002-05-14 05:22:52 +00:00
|
|
|
SetOffset( globals->get_scenery()->get_center() );
|
2001-03-29 01:42:31 +00:00
|
|
|
sgCoord sgcoord;
|
|
|
|
sgSetCoord( &sgcoord,
|
2002-09-23 15:27:46 +00:00
|
|
|
offset.x(), offset.y(), offset.z(),
|
|
|
|
0.0, 0.0, 0.0 );
|
2001-03-29 01:42:31 +00:00
|
|
|
terra_transform->setTransform( &sgcoord );
|
2001-04-16 20:03:52 +00:00
|
|
|
// terrain->addKid( terra_transform );
|
2001-03-29 01:42:31 +00:00
|
|
|
|
2002-03-01 18:08:30 +00:00
|
|
|
// Add ground lights to scene graph if any exist
|
|
|
|
gnd_lights_transform = NULL;
|
|
|
|
gnd_lights_range = NULL;
|
2001-03-29 01:42:31 +00:00
|
|
|
if ( light_pts->getNum() ) {
|
2002-09-23 15:27:46 +00:00
|
|
|
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;
|
2001-03-29 01:42:31 +00:00
|
|
|
|
2003-05-14 18:33:56 +00:00
|
|
|
lights = gen_lights( globals->get_matlib(), light_pts, 4, 0.7 );
|
2002-09-23 15:27:46 +00:00
|
|
|
gnd_lights_brightness->addKid( lights );
|
2001-03-29 01:42:31 +00:00
|
|
|
|
2003-05-14 18:33:56 +00:00
|
|
|
lights = gen_lights( globals->get_matlib(), light_pts, 2, 0.85 );
|
2002-09-23 15:27:46 +00:00
|
|
|
gnd_lights_brightness->addKid( lights );
|
2001-03-29 01:42:31 +00:00
|
|
|
|
2003-05-14 18:33:56 +00:00
|
|
|
lights = gen_lights( globals->get_matlib(), light_pts, 1, 1.0 );
|
2002-09-23 15:27:46 +00:00
|
|
|
gnd_lights_brightness->addKid( lights );
|
2001-03-29 01:42:31 +00:00
|
|
|
|
2002-09-23 15:27:46 +00:00
|
|
|
gnd_lights_range->addKid( gnd_lights_brightness );
|
|
|
|
gnd_lights_transform->addKid( gnd_lights_range );
|
|
|
|
gnd_lights_transform->setTransform( &sgcoord );
|
2002-03-04 02:36:06 +00:00
|
|
|
}
|
|
|
|
|
2003-09-24 19:59:25 +00:00
|
|
|
// Update vasi lights transform
|
|
|
|
if ( vasi_lights_transform->getNumKids() > 0 ) {
|
|
|
|
vasi_lights_transform->setTransform( &sgcoord );
|
|
|
|
}
|
|
|
|
|
2003-05-14 20:48:31 +00:00
|
|
|
// Update runway lights transform
|
2002-10-22 20:47:14 +00:00
|
|
|
if ( rwy_lights_transform->getNumKids() > 0 ) {
|
2002-09-23 15:27:46 +00:00
|
|
|
rwy_lights_transform->setTransform( &sgcoord );
|
2001-03-29 01:42:31 +00:00
|
|
|
}
|
2001-09-19 22:30:41 +00:00
|
|
|
|
2003-05-14 20:48:31 +00:00
|
|
|
// Update taxi lights transform
|
2002-11-01 21:56:48 +00:00
|
|
|
if ( taxi_lights_transform->getNumKids() > 0 ) {
|
|
|
|
taxi_lights_transform->setTransform( &sgcoord );
|
|
|
|
}
|
2001-04-16 20:03:52 +00:00
|
|
|
}
|
|
|
|
|
2004-10-10 17:41:11 +00:00
|
|
|
void
|
|
|
|
FGTileEntry::makeDList( ssgBranch *b )
|
|
|
|
{
|
|
|
|
int nb = b->getNumKids();
|
|
|
|
for (int i = 0; i<nb; i++) {
|
|
|
|
ssgEntity *e = b->getKid(i);
|
|
|
|
if (e->isAKindOf(ssgTypeLeaf())) {
|
|
|
|
((ssgLeaf*)e)->makeDList();
|
|
|
|
} else if (e->isAKindOf(ssgTypeBranch())) {
|
|
|
|
makeDList( (ssgBranch*)e );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2001-05-16 06:00:02 +00:00
|
|
|
|
2001-04-16 20:03:52 +00:00
|
|
|
void
|
2003-09-24 19:59:25 +00:00
|
|
|
FGTileEntry::add_ssg_nodes( ssgBranch *terrain_branch,
|
|
|
|
ssgBranch *gnd_lights_branch,
|
|
|
|
ssgBranch *vasi_lights_branch,
|
|
|
|
ssgBranch *rwy_lights_branch,
|
|
|
|
ssgBranch *taxi_lights_branch )
|
2001-04-16 20:03:52 +00:00
|
|
|
{
|
2001-05-19 16:59:43 +00:00
|
|
|
// bump up the ref count so we can remove this later without
|
|
|
|
// having ssg try to free the memory.
|
2004-10-10 19:06:32 +00:00
|
|
|
#if PLIB_VERSION > 183
|
2004-10-10 17:41:11 +00:00
|
|
|
makeDList( terra_transform );
|
2004-10-10 19:06:32 +00:00
|
|
|
#endif
|
2004-10-10 17:41:11 +00:00
|
|
|
|
2001-05-19 16:59:43 +00:00
|
|
|
terra_transform->ref();
|
2002-03-03 23:20:55 +00:00
|
|
|
terrain_branch->addKid( terra_transform );
|
2001-05-19 16:59:43 +00:00
|
|
|
|
2001-05-30 18:21:03 +00:00
|
|
|
SG_LOG( SG_TERRAIN, SG_DEBUG,
|
|
|
|
"connected a tile into scene graph. terra_transform = "
|
|
|
|
<< terra_transform );
|
|
|
|
SG_LOG( SG_TERRAIN, SG_DEBUG, "num parents now = "
|
|
|
|
<< terra_transform->getNumParents() );
|
|
|
|
|
2002-03-03 23:20:55 +00:00
|
|
|
if ( gnd_lights_transform != NULL ) {
|
2002-09-23 15:27:46 +00:00
|
|
|
// 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 );
|
2002-03-03 23:20:55 +00:00
|
|
|
}
|
|
|
|
|
2003-09-24 19:59:25 +00:00
|
|
|
if ( vasi_lights_transform != NULL ) {
|
|
|
|
// bump up the ref count so we can remove this later without
|
|
|
|
// having ssg try to free the memory.
|
|
|
|
vasi_lights_selector->ref();
|
|
|
|
vasi_lights_selector->addKid( vasi_lights_transform );
|
|
|
|
vasi_lights_branch->addKid( vasi_lights_selector );
|
|
|
|
}
|
|
|
|
|
2002-03-03 23:20:55 +00:00
|
|
|
if ( rwy_lights_transform != NULL ) {
|
2002-09-23 15:27:46 +00:00
|
|
|
// bump up the ref count so we can remove this later without
|
|
|
|
// having ssg try to free the memory.
|
2003-05-14 20:48:31 +00:00
|
|
|
rwy_lights_selector->ref();
|
|
|
|
rwy_lights_selector->addKid( rwy_lights_transform );
|
|
|
|
rwy_lights_branch->addKid( rwy_lights_selector );
|
2001-05-19 16:59:43 +00:00
|
|
|
}
|
2001-04-06 18:30:07 +00:00
|
|
|
|
2002-11-01 21:56:48 +00:00
|
|
|
if ( taxi_lights_transform != NULL ) {
|
|
|
|
// bump up the ref count so we can remove this later without
|
|
|
|
// having ssg try to free the memory.
|
2003-05-14 20:48:31 +00:00
|
|
|
taxi_lights_selector->ref();
|
|
|
|
taxi_lights_selector->addKid( taxi_lights_transform );
|
|
|
|
taxi_lights_branch->addKid( taxi_lights_selector );
|
2002-11-01 21:56:48 +00:00
|
|
|
}
|
|
|
|
|
2001-04-06 18:30:07 +00:00
|
|
|
loaded = true;
|
2001-03-29 01:42:31 +00:00
|
|
|
}
|
2001-05-19 16:59:43 +00:00
|
|
|
|
|
|
|
|
|
|
|
void
|
|
|
|
FGTileEntry::disconnect_ssg_nodes()
|
|
|
|
{
|
2002-08-07 02:53:01 +00:00
|
|
|
SG_LOG( SG_TERRAIN, SG_DEBUG, "disconnecting ssg nodes" );
|
2001-05-19 16:59:43 +00:00
|
|
|
|
2001-05-30 18:21:03 +00:00
|
|
|
if ( ! loaded ) {
|
2002-08-07 02:53:01 +00:00
|
|
|
SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a not-fully loaded tile!" );
|
2001-05-30 18:21:03 +00:00
|
|
|
} else {
|
2002-08-07 02:53:01 +00:00
|
|
|
SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a fully loaded tile! terra_transform = " << terra_transform );
|
2001-05-30 18:21:03 +00:00
|
|
|
}
|
|
|
|
|
2001-05-19 16:59:43 +00:00
|
|
|
// find the terrain branch parent
|
|
|
|
int pcount = terra_transform->getNumParents();
|
|
|
|
if ( pcount > 0 ) {
|
2002-09-23 15:27:46 +00:00
|
|
|
// 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);
|
|
|
|
}
|
2001-05-19 16:59:43 +00:00
|
|
|
} else {
|
2002-09-23 15:27:46 +00:00
|
|
|
SG_LOG( SG_TERRAIN, SG_ALERT,
|
|
|
|
"Parent count is zero for an ssg tile! Dying" );
|
|
|
|
exit(-1);
|
2001-05-19 16:59:43 +00:00
|
|
|
}
|
|
|
|
|
2002-03-04 02:36:06 +00:00
|
|
|
// find the ground lighting branch
|
2002-03-01 18:08:30 +00:00
|
|
|
if ( gnd_lights_transform ) {
|
2002-09-23 15:27:46 +00:00
|
|
|
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);
|
|
|
|
}
|
2001-05-19 16:59:43 +00:00
|
|
|
}
|
2001-09-19 22:30:41 +00:00
|
|
|
|
2003-09-24 19:59:25 +00:00
|
|
|
// find the vasi lighting branch
|
|
|
|
if ( vasi_lights_transform ) {
|
|
|
|
pcount = vasi_lights_transform->getNumParents();
|
|
|
|
if ( pcount > 0 ) {
|
|
|
|
// find the first parent (should only be one)
|
|
|
|
ssgBranch *parent = vasi_lights_transform->getParent( 0 ) ;
|
|
|
|
if( parent ) {
|
|
|
|
// disconnect the light branch (we previously ref()'d
|
|
|
|
// it so it won't get freed now)
|
|
|
|
parent->removeKid( vasi_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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2002-03-04 02:36:06 +00:00
|
|
|
// find the runway lighting branch
|
|
|
|
if ( rwy_lights_transform ) {
|
2002-09-23 15:27:46 +00:00
|
|
|
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);
|
|
|
|
}
|
2002-11-01 21:56:48 +00:00
|
|
|
} else {
|
|
|
|
SG_LOG( SG_TERRAIN, SG_ALERT,
|
|
|
|
"Parent count is zero for an ssg light tile! Dying" );
|
|
|
|
exit(-1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// find the taxi lighting branch
|
|
|
|
if ( taxi_lights_transform ) {
|
|
|
|
pcount = taxi_lights_transform->getNumParents();
|
|
|
|
if ( pcount > 0 ) {
|
|
|
|
// find the first parent (should only be one)
|
|
|
|
ssgBranch *parent = taxi_lights_transform->getParent( 0 ) ;
|
|
|
|
if( parent ) {
|
|
|
|
// disconnect the light branch (we previously ref()'d
|
|
|
|
// it so it won't get freed now)
|
|
|
|
parent->removeKid( taxi_lights_transform );
|
|
|
|
} else {
|
|
|
|
SG_LOG( SG_TERRAIN, SG_ALERT,
|
|
|
|
"parent pointer is NULL! Dying" );
|
|
|
|
exit(-1);
|
|
|
|
}
|
2002-09-23 15:27:46 +00:00
|
|
|
} else {
|
|
|
|
SG_LOG( SG_TERRAIN, SG_ALERT,
|
|
|
|
"Parent count is zero for an ssg light tile! Dying" );
|
|
|
|
exit(-1);
|
|
|
|
}
|
2002-03-04 02:36:06 +00:00
|
|
|
}
|
2001-05-19 16:59:43 +00:00
|
|
|
}
|