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flightgear/src/Scenery/tileentry.cxx

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// tileentry.cxx -- routines to handle a scenery tile
//
// Written by Curtis Olson, started May 1998.
//
// Copyright (C) 1998 - 2001 Curtis L. Olson - curt@flightgear.org
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
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#include <simgear/compiler.h>
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#include <simgear/bucket/newbucket.hxx>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/misc/sgstream.hxx>
#include <Aircraft/aircraft.hxx>
#include <Include/general.hxx>
#include <Main/globals.hxx>
#include <Main/viewer.hxx>
#include <Scenery/scenery.hxx>
#include <Time/light.hxx>
#include <Objects/apt_signs.hxx>
#include <Objects/matlib.hxx>
#include <Objects/newmat.hxx>
#include <Objects/obj.hxx>
#include "tileentry.hxx"
#include "tilemgr.hxx"
// Constructor
FGTileEntry::FGTileEntry ( const SGBucket& b )
: ncount( 0 ),
center( Point3D( 0.0 ) ),
tile_bucket( b ),
terra_transform( new ssgTransform ),
terra_range( new ssgRangeSelector ),
loaded(false),
pending_models(0)
{
nodes.clear();
// update the contents
// if ( vec3_ptrs.size() || vec2_ptrs.size() || index_ptrs.size() ) {
// SG_LOG( SG_TERRAIN, SG_ALERT,
// "Attempting to overwrite existing or"
// << " not properly freed leaf data." );
// exit(-1);
// }
}
// Destructor
FGTileEntry::~FGTileEntry () {
// cout << "nodes = " << nodes.size() << endl;;
// delete[] nodes;
}
#if 0
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// Please keep this for reference. We use Norman's optimized routine,
// but here is what the routine really is doing.
void
FGTileEntry::WorldCoordinate( sgCoord *obj_pos, Point3D center,
double lat, double lon, double elev, double hdg)
{
// setup transforms
Point3D geod( lon * SGD_DEGREES_TO_RADIANS,
lat * SGD_DEGREES_TO_RADIANS,
elev );
Point3D world_pos = sgGeodToCart( geod );
Point3D offset = world_pos - center;
sgMat4 POS;
sgMakeTransMat4( POS, offset.x(), offset.y(), offset.z() );
sgVec3 obj_rt, obj_up;
sgSetVec3( obj_rt, 0.0, 1.0, 0.0); // Y axis
sgSetVec3( obj_up, 0.0, 0.0, 1.0); // Z axis
sgMat4 ROT_lon, ROT_lat, ROT_hdg;
sgMakeRotMat4( ROT_lon, lon, obj_up );
sgMakeRotMat4( ROT_lat, 90 - lat, obj_rt );
sgMakeRotMat4( ROT_hdg, hdg, obj_up );
sgMat4 TUX;
sgCopyMat4( TUX, ROT_hdg );
sgPostMultMat4( TUX, ROT_lat );
sgPostMultMat4( TUX, ROT_lon );
sgPostMultMat4( TUX, POS );
sgSetCoord( obj_pos, TUX );
}
#endif
// Norman's 'fast hack' for above
static void WorldCoordinate( sgCoord *obj_pos, Point3D center, double lat,
double lon, double elev, double hdg )
{
double lon_rad = lon * SGD_DEGREES_TO_RADIANS;
double lat_rad = lat * SGD_DEGREES_TO_RADIANS;
double hdg_rad = hdg * SGD_DEGREES_TO_RADIANS;
// setup transforms
Point3D geod( lon_rad, lat_rad, elev );
Point3D world_pos = sgGeodToCart( geod );
Point3D offset = world_pos - center;
sgMat4 mat;
SGfloat sin_lat = (SGfloat)sin( lat_rad );
SGfloat cos_lat = (SGfloat)cos( lat_rad );
SGfloat cos_lon = (SGfloat)cos( lon_rad );
SGfloat sin_lon = (SGfloat)sin( lon_rad );
SGfloat sin_hdg = (SGfloat)sin( hdg_rad ) ;
SGfloat cos_hdg = (SGfloat)cos( hdg_rad ) ;
mat[0][0] = cos_hdg * (SGfloat)sin_lat * (SGfloat)cos_lon - sin_hdg * (SGfloat)sin_lon;
mat[0][1] = cos_hdg * (SGfloat)sin_lat * (SGfloat)sin_lon + sin_hdg * (SGfloat)cos_lon;
mat[0][2] = -cos_hdg * (SGfloat)cos_lat;
mat[0][3] = SG_ZERO;
mat[1][0] = -sin_hdg * (SGfloat)sin_lat * (SGfloat)cos_lon - cos_hdg * (SGfloat)sin_lon;
mat[1][1] = -sin_hdg * (SGfloat)sin_lat * (SGfloat)sin_lon + cos_hdg * (SGfloat)cos_lon;
mat[1][2] = sin_hdg * (SGfloat)cos_lat;
mat[1][3] = SG_ZERO;
mat[2][0] = (SGfloat)cos_lat * (SGfloat)cos_lon;
mat[2][1] = (SGfloat)cos_lat * (SGfloat)sin_lon;
mat[2][2] = (SGfloat)sin_lat;
mat[2][3] = SG_ZERO;
mat[3][0] = offset.x();
mat[3][1] = offset.y();
mat[3][2] = offset.z();
mat[3][3] = SG_ONE ;
sgSetCoord( obj_pos, mat );
}
// recurse an ssg tree and call removeKid() on every node from the
// bottom up. Leaves the original branch in existance, but empty so
// it can be removed by the calling routine.
static void my_remove_branch( ssgBranch * branch ) {
for ( ssgEntity *k = branch->getKid( 0 );
k != NULL;
k = branch->getNextKid() )
{
if ( k -> isAKindOf ( ssgTypeBranch() ) ) {
my_remove_branch( (ssgBranch *)k );
branch -> removeKid ( k );
} else if ( k -> isAKindOf ( ssgTypeLeaf() ) ) {
branch -> removeKid ( k ) ;
}
}
}
// ADA
#define TEXRES_X 256
#define TEXRES_Y 256
unsigned char env_map[TEXRES_X][TEXRES_Y][4];
// SetColor & SetColor2 functions were provided by Christian Mayer (26 April 2001) - used without change
void setColor(float x, float y, float z, float angular_size, float r,
float g, float b, float a)
{
//normalize
float inv_length = 1.0 / sqrt(x*x + y*y + z*z);
x *= inv_length; y *= inv_length; z *= inv_length;
float cos_angular_size = cos(angular_size*(22.0/7.0)/180.0);
for( int s = 0; s < TEXRES_X; s++) {
for( int t = 0; t < TEXRES_Y; t++) {
float s_2 = (float)s/TEXRES_X - 0.5; // centre of texture 0,0
float t_2 = (float)t/TEXRES_Y - 0.5; // elev
float rx, ry, rz;
if ((1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2) >= 0.0) {
// sphere
float m = 4.0 * sqrt(1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2);
rx = m * s_2;
ry = m * t_2;
rz = m*m / 8.0 - 1.0;
} else {
// singularity
rx = 0.0;
ry = 0.0;
rz = -1.0;
}
float tx = rx; //mirroring on the z=0 plane
float ty = ry; //assumes that the normal is allways
float tz = -rz; //n(0.0, 0.0, 1.0)
if ( cos_angular_size < (x*tx + y*ty + z*tz) ) {
env_map[s][t][0] = (unsigned char) r * 255;
env_map[s][t][1] = (unsigned char) g * 255;
env_map[s][t][2] = (unsigned char) b * 255;
env_map[s][t][3] = (unsigned char) a * 255;
}
}
}
}
// elevation_size, float azimuth_size are the *total* angular size of the light
void setColor2(float elevation_size,float azimuth_size, float r, float g, float b, float a)
{
for( int s = 0; s < TEXRES_X; s++) {
for( int t = 0; t < TEXRES_Y; t++) {
float s_2 = (float)s/TEXRES_X - 0.5;
float t_2 = (float)t/TEXRES_Y - 0.5;
float rx, ry, rz;
if ((1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2) >= 0.0) {
float m = 4.0 * sqrt(1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2);
rx = m * s_2;
ry = m * t_2;
rz = m*m / 8.0 - 1.0;
} else {
rx = 0.0;
ry = 0.0;
rz = -1.0;
}
float tx = rx; //mirroring on the z=0 plane to reverse
float ty = ry; //OpenGLs automatic mirroring
float tz = -rz;
//get elevation => project t onto the x-z-plane
float tz_proj1 = tz / sqrt(tx*tx + tz*tz);
float televation = acos( -tz_proj1 ) * 180.0 / 3.1415;
//get azi => project t onto the y-z-plane
float tz_proj2 = tz / sqrt(ty*ty + tz*tz);
float tazimuth = acos( -tz_proj2 ) * 180.0 / 3.1415;
//note televation and tazimuth are the angles *between* the
//temporary vector and the normal (0,0,-1). They are *NOT*
//the elevation and azimuth angles
//square:
//if (((elevation_size > televation) || (elevation_size < -televation)) &&
// ((azimuth_size > tazimuth ) || (azimuth_size < -tazimuth )))
//elliptical
if (((televation*televation) / (elevation_size*elevation_size / 4.0) +
(tazimuth *tazimuth ) / (azimuth_size *azimuth_size / 4.0)) <= 1.0)
{
env_map[s][t][0] = (unsigned char) r * 255;
env_map[s][t][1] = (unsigned char) g * 255;
env_map[s][t][2] = (unsigned char) b * 255;
env_map[s][t][3] = (unsigned char) a * 255;
}
}
}
}
// 23 March 2001
// This function performs billboarding of polygons drawn using the UP and RIGHT vectors obtained
// from the transpose of the MODEL_VIEW_MATRIX of the ssg_current_context. Each polygon is drawn
// at the coordinate array and material state as passed thro arguments.
void *fgBillboard( ssgBranch *lightmaps, ssgVertexArray *light_maps, ssgSimpleState *lightmap_state, float size) {
sgMat4 tmat;
sgVec3 rt, up, nrt, nup, pt, quads[4], lmaps[4];
ssgGetModelviewMatrix ( tmat );
sgSetVec3 (rt, tmat[0][0], tmat[1][0], tmat[2][0]);
sgSetVec3 (up, tmat[0][1], tmat[1][1], tmat[2][1]);
sgSetVec3 (nrt, tmat[0][0], tmat[1][0], tmat[2][0]);
sgSetVec3 (nup, tmat[0][1], tmat[1][1], tmat[2][1]);
sgNegateVec3 (nrt);
sgNegateVec3 (nup);
sgAddVec3 (quads[0], nrt, nup);
sgAddVec3 (quads[1], rt, nup);
sgAddVec3 (quads[2], rt, up);
sgAddVec3 (quads[3], nrt, up);
sgScaleVec3 (quads[0], size);
sgScaleVec3 (quads[1], size);
sgScaleVec3 (quads[2], size);
sgScaleVec3 (quads[3], size);
sgVec4 color;
sgSetVec4( color, 1.0, 1.0, 0.0, 1.0 );
sgVec2 texcoords[4];
sgSetVec2( texcoords[0], 1.0, 1.0 );
sgSetVec2( texcoords[1], 0.0, 1.0 );
sgSetVec2( texcoords[2], 0.0, 0.0 );
sgSetVec2( texcoords[3], 1.0, 0.0 );
for (int j = 0; j < 4; j++ ) {
sgCopyVec3(lmaps[j] ,quads[j]);
}
for ( int i = 0; i < light_maps->getNum(); ++i ) {
// Allocate ssg structure
ssgVertexArray *vl = new ssgVertexArray( 1 );
ssgTexCoordArray *tl = new ssgTexCoordArray( 1 );
ssgColourArray *cl = new ssgColourArray( 1 );
float *temp = light_maps->get(i);
sgSetVec3(pt,temp[0],temp[1],temp[2]);
for (int k=0; k<4; k++) {
sgAddVec3( quads[k],lmaps[k], pt );
vl->add(quads[k]);
tl->add(texcoords[k]);
cl->add(color);
}
ssgLeaf *leaf = NULL;
leaf = new ssgVtxTable ( GL_TRIANGLE_FAN, vl, NULL, tl, cl );
leaf->setState( lightmap_state );
lightmaps->addKid( leaf );
}
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return NULL;
}
ssgBranch* FGTileEntry::gen_runway_lights( ssgVertexArray *points,ssgVertexArray *normal,
ssgVertexArray *dir, int type[])
{
//************** HARD CODED RUNWAY LIGHT TEXTURES BEGIN ************************
GLuint texEdge, texTaxi, texCenter, texTouchdown;
GLuint texThreshold, texCrossbar, texUndershoot, texApproach;
GLuint texRabbit, texVasi, texWhite, texRed, texGreen, texYellow;
//VASI lights
setColor(0.0,0.0,1.0,360.0, 0, 0, 0, 0);
setColor2(10.0, 40.0, 1, 1, 1, 1);
setColor2(6.0, 40.0, 1, 0.5, 0.5, 1);
setColor2(5.0, 40.0, 1, 0, 0, 1);
glGenTextures(1, &texVasi);
glBindTexture(GL_TEXTURE_2D, texVasi);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
ssgSimpleState *vasi_state;
vasi_state = new ssgSimpleState();
vasi_state->ref();
vasi_state->setTexture( texVasi );
vasi_state->disable( GL_LIGHTING );
vasi_state->enable( GL_TEXTURE_2D );
vasi_state->setShadeModel( GL_SMOOTH );
//EDGE
setColor(0.0,0.0,-1.0,180.0, 1, 1, 0.5, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &texEdge);
glBindTexture(GL_TEXTURE_2D, texEdge);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
ssgSimpleState *edge_state;
edge_state = new ssgSimpleState();
edge_state->ref();
edge_state->setTexture( texEdge );
edge_state->disable( GL_LIGHTING );
edge_state->enable( GL_TEXTURE_2D );
edge_state->setShadeModel( GL_SMOOTH );
//TOUCHDOWN
setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &texTouchdown);
glBindTexture(GL_TEXTURE_2D, texTouchdown);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
ssgSimpleState *touchdown_state;
touchdown_state = new ssgSimpleState();
touchdown_state->ref();
touchdown_state->setTexture( texTouchdown );
touchdown_state->disable( GL_LIGHTING );
touchdown_state->enable( GL_TEXTURE_2D );
touchdown_state->setShadeModel( GL_SMOOTH );
//THRESHOLD
setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &texThreshold);
glBindTexture(GL_TEXTURE_2D, texThreshold);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
ssgSimpleState *threshold_state;
threshold_state = new ssgSimpleState();
threshold_state->ref();
threshold_state->setTexture( texThreshold );
threshold_state->disable( GL_LIGHTING );
threshold_state->enable( GL_TEXTURE_2D );
threshold_state->setShadeModel( GL_SMOOTH );
//TAXI
setColor(0.0,0.0,-1.0,180.0, 0, 0, 1, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &texTaxi);
glBindTexture(GL_TEXTURE_2D, texTaxi);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
ssgSimpleState *taxi_state;
taxi_state = new ssgSimpleState();
taxi_state->ref();
taxi_state->setTexture( texTaxi );
taxi_state->disable( GL_LIGHTING );
taxi_state->enable( GL_TEXTURE_2D );
taxi_state->setShadeModel( GL_SMOOTH );
//WHITE
setColor(0.0,0.0,-1.0,180.0, 1, 1, 1, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &texWhite);
glBindTexture(GL_TEXTURE_2D, texWhite);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
ssgSimpleState *white_state;
white_state = new ssgSimpleState();
white_state->ref();
white_state->setTexture( texWhite );
white_state->disable( GL_LIGHTING );
white_state->enable( GL_TEXTURE_2D );
white_state->setShadeModel( GL_SMOOTH );
//RED
setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &texRed);
glBindTexture(GL_TEXTURE_2D, texRed);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
ssgSimpleState *red_state;
red_state = new ssgSimpleState();
red_state->ref();
red_state->setTexture( texRed );
red_state->disable( GL_LIGHTING );
red_state->enable( GL_TEXTURE_2D );
red_state->setShadeModel( GL_SMOOTH );
//GREEN
setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &texGreen);
glBindTexture(GL_TEXTURE_2D, texGreen);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
ssgSimpleState *green_state;
green_state = new ssgSimpleState();
green_state->ref();
green_state->setTexture( texGreen );
green_state->disable( GL_LIGHTING );
green_state->enable( GL_TEXTURE_2D );
green_state->setShadeModel( GL_SMOOTH );
//YELLOW
setColor(0.0,0.0,-1.0,180.0, 1, 1, 0, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &texYellow);
glBindTexture(GL_TEXTURE_2D, texYellow);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
ssgSimpleState *yellow_state;
yellow_state = new ssgSimpleState();
yellow_state->ref();
yellow_state->setTexture( texYellow );
yellow_state->disable( GL_LIGHTING );
yellow_state->enable( GL_TEXTURE_2D );
yellow_state->setShadeModel( GL_SMOOTH );
//************** HARD CODED RUNWAY LIGHT TEXTURES END ************************
ssgBranch *runway_lights = new ssgBranch;
sgVec3 v2,v3,inf,side;
ssgLeaf *leaf1 = NULL;
ssgLeaf *leaf2 = NULL;
ssgLeaf *leaf7 = NULL;
ssgLeaf *leaf8 = NULL;
ssgLeaf *leaf9 = NULL;
ssgVertexArray *vlw = new ssgVertexArray( 1 );
ssgNormalArray *nlw = new ssgNormalArray( 1 );
ssgVertexArray *vlt = new ssgVertexArray( 1 );
ssgNormalArray *nlt = new ssgNormalArray( 1 );
ssgVertexArray *vlr = new ssgVertexArray( 1 );
ssgNormalArray *nlr = new ssgNormalArray( 1 );
ssgVertexArray *vlg = new ssgVertexArray( 1 );
ssgNormalArray *nlg = new ssgNormalArray( 1 );
ssgVertexArray *vly = new ssgVertexArray( 1 );
ssgNormalArray *nly = new ssgNormalArray( 1 );
for ( int i = 0; i < points->getNum()-1; i=i++ ) {
// Allocate ssg structure
ssgVertexArray *vl = new ssgVertexArray( 1 );
ssgNormalArray *nl = new ssgNormalArray( 1 );
ssgVertexArray *vl1 = new ssgVertexArray( 1 );
ssgNormalArray *nl1 = new ssgNormalArray( 1 );
float *n1 = normal->get(i);
float *d1 = dir->get(i);
/* TEMPORARY CODE BEGIN
// calculate normal using 1st, 2nd & last vertices of the group
sgVec3 n1;
sgMakeNormal (n1, points->get(0), points->get(1), points->get(points->getNum()-1) );
sgVec3 d1;
sgSubVec3(d1,points->get(1),points->get(0));
printf("%f %f %f\n",n1[0],n1[1],n1[2]);
printf("%f %f %f\n",d1[0],d1[1],d1[2]);
type[i] = 2;
----TEMPORARY CODE END */
sgNormaliseVec3 ( n1 );
sgNormaliseVec3 ( d1 );
sgVec3 d2;
d2[0] = -d1[0];
d2[1] = -d1[1];
d2[2] = -d1[2];
sgVectorProductVec3(side,n1,d1);
sgScaleVec3 (inf,n1,-50);
sgScaleVec3 (side,5);
float *v1 = points->get(i);
sgAddVec3(v2,v1,inf);
sgAddVec3(v3,v2,side);
if ( type[i] == 1) { //POINT,WHITE
vlw->add(v1);
nlw->add(d1);
} else if (type[i] == 2) { //POINT,TAXI
vlt->add(v1);
nlt->add(d1);
} else if (type[i] == 3) { //SINGLE POLYGON,VASI
vl->add(v1);
nl->add(d1);
vl->add(v3);
nl->add(d1);
vl->add(v2);
nl->add(d1);
ssgLeaf *leaf3 = NULL;
leaf3 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
leaf3->setState( vasi_state );
runway_lights->addKid( leaf3 );
} else if (type[i] == 4) { //BACK-TO-BACK POLYGONS,TOUCHDOWN/THRESHOLD
vl->add(v1);
nl->add(d1);
vl->add(v3);
nl->add(d1);
vl->add(v2);
nl->add(d1);
vl1->add(v3);
nl1->add(d2);
vl1->add(v1);
nl1->add(d2);
vl1->add(v2);
nl1->add(d2);
ssgLeaf *leaf41 = NULL;
leaf41 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
leaf41->setState( touchdown_state );
runway_lights->addKid( leaf41 );
ssgLeaf *leaf42 = NULL;
leaf42 = new ssgVtxTable ( GL_POLYGON, vl1, nl1, NULL, NULL );
leaf42->setState( threshold_state );
runway_lights->addKid( leaf42 );
} else if ( type[i] == 5) { //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
vl->add(v1);
nl->add(d1);
ssgLeaf *leaf5 = NULL;
leaf5 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
leaf5->setState( white_state );
lightmaps_sequence->addKid (leaf5);
} else if ( type[i] == 6) { //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
vl->add(v1);
nl->add(d1);
ssgLeaf *leaf6 = NULL;
leaf6 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
leaf6->setState( yellow_state );
ols_transform->addKid (leaf6);
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
// lightmaps_sequence->addKid (leaf6);
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
} else if (type[i] == 7) { //POINT,RED
vlr->add(v1);
nlr->add(d1);
} else if (type[i] == 8) { //POINT,GREEN
vlg->add(v1);
nlg->add(d1);
} else if (type[i] == 9) { //POINT,YELLOW
vly->add(v1);
nly->add(d1);
}
}
leaf1 = new ssgVtxTable ( GL_POINTS, vlw, nlw, NULL, NULL );
leaf1->setState( white_state );
runway_lights->addKid( leaf1 );
leaf2 = new ssgVtxTable ( GL_POINTS, vlt, nlt, NULL, NULL );
leaf2->setState( taxi_state );
runway_lights->addKid( leaf2 );
leaf7 = new ssgVtxTable ( GL_POINTS, vlr, nlr, NULL, NULL );
leaf7->setState( red_state );
runway_lights->addKid( leaf7 );
leaf8 = new ssgVtxTable ( GL_POINTS, vlg, nlg, NULL, NULL );
leaf8->setState( green_state );
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
ols_transform->ref();
lightmaps_sequence->addKid (ols_transform);
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
lightmaps_sequence->addKid (leaf8);
leaf9 = new ssgVtxTable ( GL_POINTS, vly, nly, NULL, NULL );
leaf9->setState( yellow_state );
runway_lights->addKid( leaf9 );
lightmaps_sequence->select(0xFFFFFF);
return runway_lights;
}
// ADA
#ifdef WISH_PLIB_WAS_THREADED // but it isn't
// Schedule tile to be freed/removed
void FGTileEntry::sched_removal() {
global_tile_mgr.ready_to_delete( this );
}
#endif
// Clean up the memory used by this tile and delete the arrays used by
1999-06-29 14:57:00 +00:00
// ssg as well as the whole ssg branch
1999-10-27 00:52:25 +00:00
void FGTileEntry::free_tile() {
int i;
SG_LOG( SG_TERRAIN, SG_INFO,
"FREEING TILE = (" << tile_bucket << ")" );
1999-06-29 14:57:00 +00:00
2001-03-24 06:03:11 +00:00
SG_LOG( SG_TERRAIN, SG_DEBUG,
1999-09-01 18:52:31 +00:00
" deleting " << nodes.size() << " nodes" );
nodes.clear();
1999-06-29 14:57:00 +00:00
1999-09-01 18:52:31 +00:00
// delete the ssg structures
2001-03-24 06:03:11 +00:00
SG_LOG( SG_TERRAIN, SG_DEBUG,
1999-10-27 00:52:25 +00:00
" deleting (leaf data) vertex, normal, and "
<< " texture coordinate arrays" );
for ( i = 0; i < (int)vec3_ptrs.size(); ++i ) {
delete [] vec3_ptrs[i];
}
1999-10-27 00:52:25 +00:00
vec3_ptrs.clear();
for ( i = 0; i < (int)vec2_ptrs.size(); ++i ) {
delete [] vec2_ptrs[i];
}
1999-10-27 00:52:25 +00:00
vec2_ptrs.clear();
for ( i = 0; i < (int)index_ptrs.size(); ++i ) {
delete index_ptrs[i];
}
1999-10-27 00:52:25 +00:00
index_ptrs.clear();
1999-06-29 14:57:00 +00:00
// delete the terrain branch (this should already have been
// disconnected from the scene graph)
ssgDeRefDelete( terra_transform );
if ( gnd_lights_transform ) {
// delete the terrain lighting branch (this should already have been
// disconnected from the scene graph)
ssgDeRefDelete( gnd_lights_transform );
}
// ADA
if ( lightmaps_transform ) {
// delete the terrain lighting branch (this should already have been
// disconnected from the scene graph)
ssgDeRefDelete( lightmaps_transform );
}
// ADA
}
// Update the ssg transform node for this tile so it can be
// properly drawn relative to our (0,0,0) point
void FGTileEntry::prep_ssg_node( const Point3D& p, float vis) {
if ( !loaded ) return;
SetOffset( p );
// #define USE_UP_AND_COMING_PLIB_FEATURE
#ifdef USE_UP_AND_COMING_PLIB_FEATURE
terra_range->setRange( 0, SG_ZERO );
terra_range->setRange( 1, vis + bounding_radius );
gnd_lights_range->setRange( 0, SG_ZERO );
gnd_lights_range->setRange( 1, vis * 1.5 + bounding_radius );
#else
float ranges[2];
ranges[0] = SG_ZERO;
ranges[1] = vis + bounding_radius;
terra_range->setRanges( ranges, 2 );
if ( gnd_lights_range ) {
ranges[1] = vis * 1.5 + bounding_radius;
gnd_lights_range->setRanges( ranges, 2 );
}
#endif
sgVec3 sgTrans;
sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
terra_transform->setTransform( sgTrans );
if ( gnd_lights_transform ) {
// we need to lift the lights above the terrain to avoid
// z-buffer fighting. We do this based on our altitude and
// the distance this tile is away from scenery center.
sgVec3 up;
sgCopyVec3( up, globals->get_current_view()->get_world_up() );
double agl;
if ( current_aircraft.fdm_state ) {
2001-03-24 04:56:46 +00:00
agl = current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
- scenery.get_cur_elev();
} else {
agl = 0.0;
}
// 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( up, 10.0 + agl / 100.0 + dist / 10000 );
} else {
sgScaleVec3( up, 10.0 + agl / 20.0 + dist / 5000 );
}
sgAddVec3( sgTrans, up );
gnd_lights_transform->setTransform( sgTrans );
// select which set of lights based on sun angle
2001-03-24 04:48:44 +00:00
float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
2000-12-06 22:16:12 +00:00
if ( sun_angle > 95 ) {
gnd_lights_brightness->select(0x04);
2000-12-06 22:16:12 +00:00
} else if ( sun_angle > 92 ) {
gnd_lights_brightness->select(0x02);
} else if ( sun_angle > 89 ) {
gnd_lights_brightness->select(0x01);
} else {
gnd_lights_brightness->select(0x00);
}
}
// ADA
// Transform & Render runway lights - 23 Mar 2001
sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
if ( lightmaps_transform ) {
static unsigned int selectnode = 0;
// Run-time extension check.
if (!glutExtensionSupported("GL_EXT_point_parameters")) {
//use lightmaps on billboarded polygons
} else {
// using GL_EXT_point_parameters
// This part is same as ground-lights code above by Curt
sgVec3 up1;
sgCopyVec3( up1, globals->get_current_view()->get_world_up() );
double agl1;
if ( current_aircraft.fdm_state ) {
agl1 = current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
- scenery.get_cur_elev();
} else {
agl1 = 0.0;
}
// 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 to1;
sgCopyVec3( to1, sgTrans );
double dist1 = sgLengthVec3( to1 );
if ( general.get_glDepthBits() > 16 ) {
sgScaleVec3( up1, 0.0 + agl1 / 2000.0 + dist1 / 10000 );
} else {
sgScaleVec3( up1, 0.0 + agl1 / 20.0 + dist1 / 5000 );
}
sgAddVec3( sgTrans, up1 );
lightmaps_transform->setTransform( sgTrans );
float sun_angle1 = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
if ( (sun_angle1 > 89) ) {
lightmaps_brightness->select(0x01);
selectnode *=2;
selectnode = selectnode | 0x000001;
if (selectnode > 0xFFFFFF) selectnode = 1;
lightmaps_sequence->select(selectnode);
} else {
lightmaps_brightness->select(0x00);
lightmaps_sequence->select(0x000000);
}
} // end of GL_EXT_point_parameters section
} // end of runway lights section
// ADA
}
// Set up lights rendering call backs
static int fgLightsPredraw( ssgEntity *e ) {
2002-01-20 05:58:34 +00:00
#if 0
#ifdef GL_EXT_point_parameters
if (glutExtensionSupported("GL_EXT_point_parameters")) {
static float quadratic[3] = {1.0, 0.01, 0.0001};
glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0);
glPointSize(4.0);
}
2002-01-20 05:58:34 +00:00
#endif
#endif
return true;
}
static int fgLightsPostdraw( ssgEntity *e ) {
2002-01-20 05:58:34 +00:00
#if 0
#ifdef GL_EXT_point_parameters
if (glutExtensionSupported("GL_EXT_point_parameters")) {
static float default_attenuation[3] = {1.0, 0.0, 0.0};
glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
default_attenuation);
glPointSize(1.0);
}
2002-01-20 05:58:34 +00:00
#endif
#endif
return true;
}
ssgLeaf* FGTileEntry::gen_lights( ssgVertexArray *lights, int inc, float bright ) {
// 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 ) {
// this loop is slightly less efficient than it otherwise
// could be, but we want a red light to always be red, and a
// yellow light to always be yellow, etc. so we are trying to
// preserve the random sequence.
float zombie = sg_random();
if ( i % inc == 0 ) {
vl->add( lights->get(i) );
// factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
float factor = sg_random();
factor *= factor;
if ( zombie > 0.5 ) {
// 50% chance of yellowish
sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 );
} else if ( zombie > 0.15 ) {
// 35% chance of whitish
sgSetVec4( color, 0.9, 0.9, 0.8, bright - factor * 0.2 );
} else if ( zombie > 0.05 ) {
// 10% chance of orangish
sgSetVec4( color, 0.9, 0.6, 0.2, bright - factor * 0.2 );
} else {
// 5% chance of redish
sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 );
}
cl->add( color );
}
}
// create ssg leaf
ssgLeaf *leaf =
new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
// assign state
FGNewMat *newmat = material_lib.find( "LIGHTS" );
leaf->setState( newmat->get_state() );
leaf->setCallback( SSG_CALLBACK_PREDRAW, fgLightsPredraw );
leaf->setCallback( SSG_CALLBACK_POSTDRAW, fgLightsPostdraw );
return leaf;
}
ssgBranch*
FGTileEntry::obj_load( const std::string& path,
ssgVertexArray* ground_lights, bool is_base )
{
ssgBranch* geometry = new ssgBranch;
ssgBranch* rwy_lights = new ssgBranch;
Point3D c; // returned center point
double br; // returned bounding radius
// try loading binary format
if ( fgBinObjLoad( path, is_base,
&c, &br, geometry, rwy_lights, ground_lights ) )
{
if ( is_base ) {
center = c;
bounding_radius = br;
}
} else {
// next try the older ascii format, this is some ugly
// weirdness because the ascii loader is *old* and hasn't been
// updated, but hopefully we can can the ascii format soon.
ssgBranch *tmp = fgAsciiObjLoad( path, this, ground_lights, is_base );
if ( tmp ) {
return tmp;
} else {
// default to an ocean tile
if ( fgGenTile( path, tile_bucket, &c, &br, geometry ) ) {
center = c;
bounding_radius = br;
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"Warning: failed to generate ocean tile!" );
}
}
}
return geometry;
}
void
FGTileEntry::load( const SGPath& base, bool is_base )
{
2002-02-12 16:36:25 +00:00
SG_LOG( SG_TERRAIN, SG_INFO, "load() base = " << base.str() );
// Generate names for later use
string index_str = tile_bucket.gen_index_str();
SGPath tile_path = base;
tile_path.append( tile_bucket.gen_base_path() );
SGPath basename = tile_path;
basename.append( index_str );
// string path = basename.str();
SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
#define FG_MAX_LIGHTS 1000
// obj_load() will generate ground lighting for us ...
ssgVertexArray *light_pts = new ssgVertexArray( 100 );
// ADA
ssgVertexArray *lights_rway = new ssgVertexArray( 100 );
ssgVertexArray *lights_dir = new ssgVertexArray( 100 );
ssgVertexArray *lights_normal = new ssgVertexArray( 100 );
int lights_type[FG_MAX_LIGHTS];
// ADA
ssgBranch* new_tile = new ssgBranch;
// runway lights
rwy_lights_transform = NULL;
rwy_lights_range = NULL;
// Check for master .stg (scene terra gear) file
SGPath stg_name = basename;
stg_name.concat( ".stg" );
sg_gzifstream in( stg_name.str() );
if ( in.is_open() ) {
string token, name;
while ( ! in.eof() ) {
in >> token;
if ( token == "OBJECT_BASE" ) {
in >> name >> ::skipws;
SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
<< " name = " << name );
SGPath custom_path = tile_path;
custom_path.append( name );
ssgBranch *custom_obj
= obj_load( custom_path.str(), light_pts, true );
if ( custom_obj != NULL ) {
new_tile -> addKid( custom_obj );
}
} else if ( token == "OBJECT" ) {
in >> name >> ::skipws;
SG_LOG( SG_TERRAIN, SG_DEBUG, "token = " << token
<< " name = " << name );
SGPath custom_path = tile_path;
custom_path.append( name );
ssgBranch *custom_obj
= obj_load( custom_path.str(), NULL, false );
if ( custom_obj != NULL ) {
new_tile -> addKid( custom_obj );
}
} else if ( token == "OBJECT_STATIC" ) {
// load object info
double lon, lat, elev, hdg;
in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
<< " name = " << name
<< " pos = " << lon << ", " << lat
<< " elevation = " << elev
<< " heading = " << hdg );
// object loading is deferred to main render thread,
// but lets figure out the paths right now.
SGPath custom_path = tile_path;
custom_path.append( name );
sgCoord obj_pos;
WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
ssgTransform *obj_trans = new ssgTransform;
obj_trans->setTransform( &obj_pos );
// wire as much of the scene graph together as we can
new_tile->addKid( obj_trans );
// bump up the pending models count
pending_models++;
// push an entry onto the model load queue
FGDeferredModel *dm
= new FGDeferredModel( custom_path.str(), tile_path.str(),
this, obj_trans );
FGTileMgr::model_ready( dm );
} else if ( token == "OBJECT_TAXI_SIGN" ) {
// load object info
double lon, lat, elev, hdg;
in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
<< " name = " << name
<< " pos = " << lon << ", " << lat
<< " elevation = " << elev
<< " heading = " << hdg );
// load the object itself
SGPath custom_path = tile_path;
custom_path.append( name );
sgCoord obj_pos;
WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
ssgTransform *obj_trans = new ssgTransform;
obj_trans->setTransform( &obj_pos );
ssgBranch *custom_obj
= gen_taxi_sign( custom_path.str(), name );
// wire the pieces together
if ( custom_obj != NULL ) {
obj_trans -> addKid( custom_obj );
}
new_tile->addKid( obj_trans );
} else if ( token == "OBJECT_RUNWAY_SIGN" ) {
// load object info
double lon, lat, elev, hdg;
in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
<< " name = " << name
<< " pos = " << lon << ", " << lat
<< " elevation = " << elev
<< " heading = " << hdg );
// load the object itself
SGPath custom_path = tile_path;
custom_path.append( name );
sgCoord obj_pos;
WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
ssgTransform *obj_trans = new ssgTransform;
obj_trans->setTransform( &obj_pos );
ssgBranch *custom_obj
= gen_runway_sign( custom_path.str(), name );
// wire the pieces together
if ( custom_obj != NULL ) {
obj_trans -> addKid( custom_obj );
}
new_tile->addKid( obj_trans );
} else if ( token == "RWY_LIGHTS" ) {
double lon, lat, hdg, len, width;
string common, end1, end2;
in >> lon >> lat >> hdg >> len >> width
>> common >> end1 >> end2;
SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
<< " pos = " << lon << ", " << lat
<< " hdg = " << hdg
<< " size = " << len << ", " << width
<< " codes = " << common << " "
<< end1 << " " << end2 );
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"Unknown token " << token << " in "
<< stg_name.str() );
in >> ::skipws;
}
}
} else {
// no .stg file so this must be old scenery
new_tile = obj_load( basename.str(), light_pts, true );
// load custom objects
SG_LOG( SG_TERRAIN, SG_DEBUG, "Checking for custom objects ..." );
SGPath index_path = tile_path;
index_path.append( index_str );
index_path.concat( ".ind" );
SG_LOG( SG_TERRAIN, SG_DEBUG, "Looking in " << index_path.str() );
sg_gzifstream in( index_path.str() );
if ( in.is_open() ) {
string token, name;
while ( ! in.eof() ) {
in >> token;
if ( token == "OBJECT" ) {
in >> name >> ::skipws;
SG_LOG( SG_TERRAIN, SG_DEBUG, "token = " << token
<< " name = " << name );
SGPath custom_path = tile_path;
custom_path.append( name );
ssgBranch *custom_obj
= obj_load( custom_path.str(), NULL, false );
if ( (new_tile != NULL) && (custom_obj != NULL) ) {
new_tile -> addKid( custom_obj );
}
} else if ( token == "OBJECT_STATIC" ) {
// load object info
double lon, lat, elev, hdg;
in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
<< " name = " << name
<< " pos = " << lon << ", " << lat
<< " elevation = " << elev
<< " heading = " << hdg );
// object loading is deferred to main render thread,
// but lets figure out the paths right now.
SGPath custom_path = tile_path;
custom_path.append( name );
sgCoord obj_pos;
WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
ssgTransform *obj_trans = new ssgTransform;
obj_trans->setTransform( &obj_pos );
// wire as much of the scene graph together as we can
new_tile->addKid( obj_trans );
// bump up the pending models count
pending_models++;
// push an entry onto the model load queue
FGDeferredModel *dm
= new FGDeferredModel( custom_path.str(),
tile_path.str(),
this, obj_trans );
FGTileMgr::model_ready( dm );
} else if ( token == "OBJECT_TAXI_SIGN" ) {
// load object info
double lon, lat, elev, hdg;
in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
<< " name = " << name
<< " pos = " << lon << ", " << lat
<< " elevation = " << elev
<< " heading = " << hdg );
// load the object itself
SGPath custom_path = tile_path;
custom_path.append( name );
sgCoord obj_pos;
WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
ssgTransform *obj_trans = new ssgTransform;
obj_trans->setTransform( &obj_pos );
ssgBranch *custom_obj
= gen_taxi_sign( custom_path.str(), name );
// wire the pieces together
if ( (new_tile != NULL) && (custom_obj != NULL) ) {
obj_trans -> addKid( custom_obj );
}
new_tile->addKid( obj_trans );
} else if ( token == "OBJECT_RUNWAY_SIGN" ) {
// load object info
double lon, lat, elev, hdg;
in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
<< " name = " << name
<< " pos = " << lon << ", " << lat
<< " elevation = " << elev
<< " heading = " << hdg );
// load the object itself
SGPath custom_path = tile_path;
custom_path.append( name );
sgCoord obj_pos;
WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
ssgTransform *obj_trans = new ssgTransform;
obj_trans->setTransform( &obj_pos );
ssgBranch *custom_obj
= gen_runway_sign( custom_path.str(), name );
// wire the pieces together
if ( (new_tile != NULL) && (custom_obj != NULL) ) {
obj_trans -> addKid( custom_obj );
}
new_tile->addKid( obj_trans );
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"Unknown token " << token << " in "
<< index_path.str() );
in >> ::skipws;
}
}
}
}
if ( new_tile != NULL ) {
terra_range->addKid( new_tile );
}
terra_transform->addKid( terra_range );
// calculate initial tile offset
SetOffset( scenery.get_center() );
sgCoord sgcoord;
sgSetCoord( &sgcoord,
offset.x(), offset.y(), offset.z(),
0.0, 0.0, 0.0 );
terra_transform->setTransform( &sgcoord );
// terrain->addKid( terra_transform );
// Add ground lights to scene graph if any exist
gnd_lights_transform = NULL;
gnd_lights_range = NULL;
if ( light_pts->getNum() ) {
SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
gnd_lights_transform = new ssgTransform;
gnd_lights_range = new ssgRangeSelector;
gnd_lights_brightness = new ssgSelector;
ssgLeaf *lights;
lights = gen_lights( light_pts, 4, 0.7 );
gnd_lights_brightness->addKid( lights );
lights = gen_lights( light_pts, 2, 0.85 );
gnd_lights_brightness->addKid( lights );
lights = gen_lights( light_pts, 1, 1.0 );
gnd_lights_brightness->addKid( lights );
gnd_lights_range->addKid( gnd_lights_brightness );
gnd_lights_transform->addKid( gnd_lights_range );
gnd_lights_transform->setTransform( &sgcoord );
// ground->addKid( gnd_lights_transform );
}
// ADA
// Create runway lights - 23 Mar 2001
lightmaps_transform = NULL;
lightmaps_sequence = NULL;
ols_transform = NULL;
// lightmaps_range = NULL;
if ( lights_rway->getNum() ) {
SG_LOG( SG_TERRAIN, SG_DEBUG, "generating airport lights" );
lightmaps_transform = new ssgTransform;
// lightmaps_range = new ssgRangeSelector;
lightmaps_brightness = new ssgSelector;
lightmaps_sequence = new ssgSelector;
ols_transform = new ssgTransform;
ssgBranch *lightmaps_branch;
// call function to generate the runway lights
lightmaps_branch = gen_runway_lights( lights_rway,
lights_normal, lights_dir, lights_type);
lightmaps_brightness->addKid( lightmaps_branch );
// build the runway lights' scene
// lightmaps_range->addKid( lightmaps_brightness ); //dont know why this doesnt work !!
// lightmaps_transform->addKid( lightmaps_range ); //dont know why this doesnt work !!
lightmaps_transform->addKid( lightmaps_brightness );
lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
lightmaps_transform->addKid( lightmaps_sequence );
lightmaps_transform->setTransform( &sgcoord );
}
// ADA
}
void
FGTileEntry::add_ssg_nodes( ssgBranch* terrain_branch,
ssgBranch* gnd_lights_branch,
ssgBranch* rwy_lights_branch )
{
// bump up the ref count so we can remove this later without
// having ssg try to free the memory.
terra_transform->ref();
terrain_branch->addKid( terra_transform );
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() );
if ( gnd_lights_transform != NULL ) {
// bump up the ref count so we can remove this later without
// having ssg try to free the memory.
gnd_lights_transform->ref();
gnd_lights_branch->addKid( gnd_lights_transform );
}
if ( rwy_lights_transform != NULL ) {
// bump up the ref count so we can remove this later without
// having ssg try to free the memory.
rwy_lights_transform->ref();
rwy_lights_branch->addKid( rwy_lights_transform );
}
// ADA
if ( lightmaps_transform != 0 ) {
// bump up the ref count so we can remove this later without
// having ssg try to free the memory.
lightmaps_transform->ref();
gnd_lights_branch->addKid( lightmaps_transform );
}
// ADA
loaded = true;
}
void
FGTileEntry::disconnect_ssg_nodes()
{
SG_LOG( SG_TERRAIN, SG_INFO, "disconnecting ssg nodes" );
if ( ! loaded ) {
SG_LOG( SG_TERRAIN, SG_INFO, "removing a not-fully loaded tile!" );
} else {
SG_LOG( SG_TERRAIN, SG_INFO, "removing a fully loaded tile! terra_transform = " << terra_transform );
}
// find the terrain branch parent
int pcount = terra_transform->getNumParents();
if ( pcount > 0 ) {
// find the first parent (should only be one)
ssgBranch *parent = terra_transform->getParent( 0 ) ;
if( parent ) {
// disconnect the tile (we previously ref()'d it so it
// won't get freed now)
parent->removeKid( terra_transform );
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"parent pointer is NULL! Dying" );
exit(-1);
}
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"Parent count is zero for an ssg tile! Dying" );
exit(-1);
}
// find the terrain lighting branch
if ( gnd_lights_transform ) {
pcount = gnd_lights_transform->getNumParents();
if ( pcount > 0 ) {
// find the first parent (should only be one)
ssgBranch *parent = gnd_lights_transform->getParent( 0 ) ;
if( parent ) {
// disconnect the light branch (we previously ref()'d
// it so it won't get freed now)
parent->removeKid( gnd_lights_transform );
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"parent pointer is NULL! Dying" );
exit(-1);
}
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"Parent count is zero for an ssg light tile! Dying" );
exit(-1);
}
}
// ADA
//runway lights - 23 Mar 2001
// Delete runway lights and free memory
if ( lightmaps_transform ) {
// delete the runway lighting branch
pcount = lightmaps_transform->getNumParents();
if ( pcount > 0 ) {
// find the first parent (should only be one)
ssgBranch *parent = lightmaps_transform->getParent( 0 ) ;
if( parent ) {
parent->removeKid( lightmaps_transform );
lightmaps_transform = NULL;
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"lightmaps parent pointer is NULL! Dying" );
exit(-1);
}
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"Parent count is zero for an ssg lightmap tile! Dying" );
exit(-1);
}
}
// ADA
}