FGTileEntry::load(): store objects in a vector, then generate terrain or
sea tile, and finally process the objects. This guarantees that all objects are placed relative to a valid tile center, rather than to the origin (0/0/0). This is important for objects in sea tiles, and allows to display objects of *.stg files that came sooner in FG_SCENERY.
This commit is contained in:
parent
ca96f2b3a4
commit
00e0546cab
1 changed files with 211 additions and 217 deletions
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@ -659,18 +659,48 @@ bool FGTileEntry::obj_load( const string& path,
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}
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typedef enum {
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OBJECT,
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OBJECT_SHARED,
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OBJECT_STATIC,
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OBJECT_TAXI_SIGN,
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OBJECT_RUNWAY_SIGN
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} object_type;
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// storage class for deferred object processing in FGTileEntry::load()
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struct Object {
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Object(object_type t, string& token, const SGPath& p, istream& in)
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: type(t), path(p)
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{
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in >> name;
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if (type != OBJECT)
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in >> lon >> lat >> elev >> hdg;
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in >> ::skipeol;
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if (type == OBJECT)
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SG_LOG(SG_TERRAIN, SG_INFO, token << " " << name);
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else
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SG_LOG(SG_TERRAIN, SG_INFO, token << " " << name << " lon=" << lon
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<< " lat=" << lat << " elev=" << elev << " hdg=" << hdg);
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}
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object_type type;
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string name;
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SGPath path;
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double lon, lat, elev, hdg;
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};
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void
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FGTileEntry::load( const string_list &path_list, bool is_base )
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{
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bool found_tile_base = false;
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// obj_load() will generate ground lighting for us ...
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ssgVertexArray *light_pts = new ssgVertexArray( 100 );
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SGPath object_base;
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vector<const Object*> objects;
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ssgBranch* new_tile = new ssgBranch;
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unsigned int i = 0;
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while ( i < path_list.size() ) {
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// scan and parse all files and store information
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for (int i = 0; i < path_list.size(); i++) {
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bool has_base = false;
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@ -682,243 +712,99 @@ FGTileEntry::load( const string_list &path_list, bool is_base )
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SGPath basename = tile_path;
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basename.append( index_str );
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// string path = basename.str();
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SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
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#define FG_MAX_LIGHTS 1000
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// Check for master .stg (scene terra gear) file
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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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continue;
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if ( in.is_open() ) {
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string token, name;
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while ( ! in.eof() ) {
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string token;
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in >> token;
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while ( ! in.eof() ) {
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in >> token;
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if ( token[0] == '#' ) {
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in >> ::skipeol;
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continue;
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}
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// Load only once (first found)
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if ( token == "OBJECT_BASE" ) {
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string name;
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in >> name >> ::skipws;
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SG_LOG( SG_TERRAIN, SG_INFO, token << " " << name );
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if ( token[0] == '#' ) {
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in >> ::skipeol;
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continue;
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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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object_base = tile_path;
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object_base.append(name);
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} else
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SG_LOG(SG_TERRAIN, SG_INFO, " (skipped)");
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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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objects.push_back(new Object(OBJECT, token, tile_path, in));
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else {
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string name;
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in >> name >> ::skipeol;
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SG_LOG(SG_TERRAIN, SG_INFO, token << " " << name << " (skipped)");
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}
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// Load only once (first found)
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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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if (!found_tile_base) {
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found_tile_base = true;
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has_base = true;
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// Always OK to load
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} else if ( token == "OBJECT_STATIC" ) {
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objects.push_back(new Object(OBJECT_STATIC, token, tile_path, in));
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SGPath custom_path = tile_path;
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custom_path.append( name );
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} else if ( token == "OBJECT_SHARED" ) {
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objects.push_back(new Object(OBJECT_SHARED, token, tile_path, in));
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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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{
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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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new_tile -> addKid( geometry );
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} else {
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delete geometry;
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}
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} else {
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SG_LOG( SG_TERRAIN, SG_INFO, " (skipped)" );
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}
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} else if ( token == "OBJECT_TAXI_SIGN" ) {
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objects.push_back(new Object(OBJECT_TAXI_SIGN, token, tile_path, in));
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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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<< " name = " << name );
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} else if ( token == "OBJECT_RUNWAY_SIGN" ) {
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objects.push_back(new Object(OBJECT_RUNWAY_SIGN, token, tile_path, in));
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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 ) {
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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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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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vasi_lights_transform -> addKid( vasi_lights );
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} else {
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delete vasi_lights;
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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 {
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delete rwy_lights;
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}
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if ( taxi_lights -> getNumKids() > 0 ) {
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taxi_lights_transform -> addKid( taxi_lights );
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} else {
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delete taxi_lights;
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}
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} else {
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delete geometry;
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delete vasi_lights;
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delete rwy_lights;
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delete taxi_lights;
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}
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}
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// Always OK to load
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} else if ( token == "OBJECT_STATIC" ||
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token == "OBJECT_SHARED" ) {
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// load object info
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double lon, lat, elev, hdg;
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in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
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SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
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<< " name = " << name
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<< " pos = " << lon << ", " << lat
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<< " elevation = " << elev
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<< " heading = " << hdg );
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// object loading is deferred to main render thread,
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// but lets figure out the paths right now.
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SGPath custom_path;
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if ( token == "OBJECT_STATIC" ) {
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custom_path= tile_path;
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} else {
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custom_path = globals->get_fg_root();
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}
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custom_path.append( name );
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sgCoord obj_pos;
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WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
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ssgTransform *obj_trans = new ssgTransform;
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obj_trans->setTransform( &obj_pos );
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// wire as much of the scene graph together as we can
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new_tile->addKid( obj_trans );
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// bump up the pending models count
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pending_models++;
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// push an entry onto the model load queue
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FGDeferredModel *dm
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= new FGDeferredModel( custom_path.str(),
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tile_path.str(),
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tile_bucket,
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this, obj_trans );
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FGTileMgr::model_ready( dm );
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// Do we even use this one?
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} else if ( token == "OBJECT_TAXI_SIGN" ) {
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// load object info
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double lon, lat, elev, hdg;
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in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
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SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
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<< " name = " << name
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<< " pos = " << lon << ", " << lat
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<< " elevation = " << elev
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<< " heading = " << hdg );
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// load the object itself
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SGPath custom_path = tile_path;
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custom_path.append( name );
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sgCoord obj_pos;
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WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
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ssgTransform *obj_trans = new ssgTransform;
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obj_trans->setTransform( &obj_pos );
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ssgBranch *custom_obj
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= sgMakeTaxiSign( globals->get_matlib(),
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custom_path.str(), name );
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// wire the pieces together
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if ( custom_obj != NULL ) {
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obj_trans -> addKid( custom_obj );
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}
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new_tile->addKid( obj_trans );
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// Do we even use this one?
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} else if ( token == "OBJECT_RUNWAY_SIGN" ) {
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// load object info
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double lon, lat, elev, hdg;
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in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
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SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
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<< " name = " << name
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<< " pos = " << lon << ", " << lat
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<< " elevation = " << elev
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<< " heading = " << hdg );
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// load the object itself
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SGPath custom_path = tile_path;
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custom_path.append( name );
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sgCoord obj_pos;
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WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
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ssgTransform *obj_trans = new ssgTransform;
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obj_trans->setTransform( &obj_pos );
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ssgBranch *custom_obj
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= sgMakeRunwaySign( globals->get_matlib(),
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custom_path.str(), name );
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// wire the pieces together
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if ( custom_obj != NULL ) {
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obj_trans -> addKid( custom_obj );
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}
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new_tile->addKid( obj_trans );
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// I don't think we use this, either
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} else if ( token == "RWY_LIGHTS" ) {
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double lon, lat, hdg, len, width;
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string common, end1, end2;
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in >> lon >> lat >> hdg >> len >> width
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>> common >> end1 >> end2;
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SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
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<< " pos = " << lon << ", " << lat
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<< " hdg = " << hdg
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<< " size = " << len << ", " << width
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<< " codes = " << common << " "
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<< end1 << " " << end2 );
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} else {
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SG_LOG( SG_TERRAIN, SG_DEBUG,
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"Unknown token " << token << " in "
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<< stg_name.str() );
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in >> ::skipws;
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}
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} else {
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SG_LOG( SG_TERRAIN, SG_DEBUG,
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"Unknown token '" << token << "' in " << stg_name.str() );
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in >> ::skipws;
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}
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}
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i++;
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}
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if ( !found_tile_base ) {
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// no tile base found, generate an ocean tile on the fly for
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// this area
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// obj_load() will generate ground lighting for us ...
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ssgVertexArray *light_pts = new ssgVertexArray( 100 );
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ssgBranch* new_tile = new ssgBranch;
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if (found_tile_base) {
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// load tile if found ...
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ssgBranch *geometry = new ssgBranch;
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if ( obj_load( object_base.str(), geometry,
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NULL, NULL, NULL, light_pts, true ) ) {
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geometry->getKid( 0 )->setTravCallback(SSG_CALLBACK_PRETRAV,
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&FGTileMgr::tile_filter_cb);
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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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} else {
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// ... or generate an ocean tile on the fly
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ssgBranch *geometry = new ssgBranch;
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Point3D c;
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double br;
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if ( sgGenTile( path_list[0], tile_bucket, &c, &br,
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globals->get_matlib(), geometry ) )
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{
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globals->get_matlib(), geometry ) ) {
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center = c;
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bounding_radius = br;
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new_tile -> addKid( geometry );
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@ -929,6 +815,114 @@ FGTileEntry::load( const string_list &path_list, bool is_base )
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}
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}
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// now that we have a valid center, process all the objects
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for (int j = 0; j < objects.size(); j++) {
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const Object *obj = objects[j];
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if (obj->type == OBJECT) {
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SGPath custom_path = obj->path;
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custom_path.append( obj->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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if ( geometry -> getNumKids() > 0 ) {
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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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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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vasi_lights_transform -> addKid( vasi_lights );
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else
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delete vasi_lights;
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if ( rwy_lights -> getNumKids() > 0 )
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rwy_lights_transform -> addKid( rwy_lights );
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else
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delete rwy_lights;
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if ( taxi_lights -> getNumKids() > 0 )
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taxi_lights_transform -> addKid( taxi_lights );
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else
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delete taxi_lights;
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} else {
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delete geometry;
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delete vasi_lights;
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delete rwy_lights;
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delete taxi_lights;
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}
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} else if (obj->type == OBJECT_SHARED || obj->type == OBJECT_STATIC) {
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// object loading is deferred to main render thread,
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// but lets figure out the paths right now.
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SGPath custom_path;
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if ( obj->type == OBJECT_STATIC ) {
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custom_path = obj->path;
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} else {
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custom_path = globals->get_fg_root();
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}
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custom_path.append( obj->name );
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sgCoord obj_pos;
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WorldCoordinate( &obj_pos, center, obj->lat, obj->lon, obj->elev, obj->hdg );
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ssgTransform *obj_trans = new ssgTransform;
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obj_trans->setTransform( &obj_pos );
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// wire as much of the scene graph together as we can
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new_tile->addKid( obj_trans );
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pending_models++;
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// push an entry onto the model load queue
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FGDeferredModel *dm
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= new FGDeferredModel( custom_path.str(),
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obj->path.str(),
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tile_bucket,
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this, obj_trans );
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FGTileMgr::model_ready( dm );
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} else if (obj->type == OBJECT_TAXI_SIGN || obj->type == OBJECT_RUNWAY_SIGN) {
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ssgBranch *(*make_sign)(SGMaterialLib *, const string, const string);
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make_sign = obj->type == OBJECT_TAXI_SIGN ? sgMakeTaxiSign : sgMakeRunwaySign;
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// load the object itself
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SGPath custom_path = obj->path;
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custom_path.append( obj->name );
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sgCoord obj_pos;
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WorldCoordinate( &obj_pos, center, obj->lat, obj->lon, obj->elev, obj->hdg );
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ssgTransform *obj_trans = new ssgTransform;
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obj_trans->setTransform( &obj_pos );
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ssgBranch *custom_obj
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= (*make_sign)(globals->get_matlib(), custom_path.str(), obj->name);
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// wire the pieces together
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if ( custom_obj != NULL ) {
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obj_trans -> addKid( custom_obj );
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}
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new_tile->addKid( obj_trans );
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}
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delete obj;
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}
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if ( new_tile != NULL ) {
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terra_range->addKid( new_tile );
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}
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Reference in a new issue