Random-object and -light placement optimizations from Norman Vine.
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4dac47f558
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2 changed files with 136 additions and 194 deletions
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@ -47,6 +47,7 @@
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#include <simgear/math/polar3d.hxx>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/math/sg_random.h>
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#include <simgear/math/vector.hxx>
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#include <simgear/misc/sgstream.hxx>
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#include <simgear/misc/stopwatch.hxx>
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#include <simgear/misc/texcoord.hxx>
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@ -253,8 +254,6 @@ bool fgGenTile( const string& path, SGBucket b,
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static void random_pt_inside_tri( float *res,
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float *n1, float *n2, float *n3 )
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{
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sgVec3 p1, p2, p3;
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double a = sg_random();
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double b = sg_random();
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if ( a + b > 1.0 ) {
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@ -263,12 +262,9 @@ static void random_pt_inside_tri( float *res,
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}
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double c = 1 - a - b;
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sgScaleVec3( p1, n1, a );
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sgScaleVec3( p2, n2, b );
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sgScaleVec3( p3, n3, c );
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sgAddVec3( res, p1, p2 );
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sgAddVec3( res, p3 );
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res[0] = n1[0]*a + n2[0]*b + n3[0]*c;
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res[1] = n1[1]*a + n2[1]*b + n3[1]*c;
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res[2] = n1[2]*a + n2[2]*b + n3[2]*c;
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}
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@ -282,7 +278,7 @@ static void gen_random_surface_points( ssgLeaf *leaf, ssgVertexArray *lights,
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// generate a repeatable random seed
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p1 = leaf->getVertex( 0 );
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unsigned int seed = (unsigned int)p1[0];
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unsigned int seed = (unsigned int)(fabs(p1[0]*100));
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sg_srandom( seed );
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for ( int i = 0; i < num; ++i ) {
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@ -315,92 +311,22 @@ static void gen_random_surface_points( ssgLeaf *leaf, ssgVertexArray *lights,
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/**
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* Create a rotation matrix to align an object for the current lat/lon.
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*
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* By default, objects are aligned for the north pole. This code
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* calculates a matrix to rotate them for the surface of the earth in
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* the current location.
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*
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* TODO: there should be a single version of this method somewhere
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* for all of SimGear.
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*
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* @param ROT The resulting rotation matrix.
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* @param hdg_deg The object heading in degrees.
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* @param lon_deg The longitude in degrees.
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* @param lat_deg The latitude in degrees.
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* User data for populating leaves when they come in range.
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*/
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static void
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makeWorldUpRotationMatrix (sgMat4 ROT, double hdg_deg,
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double lon_deg, double lat_deg)
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class LeafUserData : public ssgBase
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{
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SGfloat sin_lat = sin( lat_deg * SGD_DEGREES_TO_RADIANS );
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SGfloat cos_lat = cos( lat_deg * SGD_DEGREES_TO_RADIANS );
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SGfloat sin_lon = sin( lon_deg * SGD_DEGREES_TO_RADIANS );
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SGfloat cos_lon = cos( lon_deg * SGD_DEGREES_TO_RADIANS );
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SGfloat sin_hdg = sin( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
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SGfloat cos_hdg = cos( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
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public:
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bool is_filled_in;
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ssgLeaf * leaf;
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FGNewMat * mat;
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ssgBranch * branch;
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float sin_lat;
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float cos_lat;
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float sin_lon;
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float cos_lon;
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ROT[0][0] = cos_hdg * sin_lat * cos_lon - sin_hdg * sin_lon;
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ROT[0][1] = cos_hdg * sin_lat * sin_lon + sin_hdg * cos_lon;
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ROT[0][2] = -cos_hdg * cos_lat;
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ROT[0][3] = SG_ZERO;
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ROT[1][0] = -sin_hdg * sin_lat * cos_lon - cos_hdg * sin_lon;
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ROT[1][1] = -sin_hdg * sin_lat * sin_lon + cos_hdg * cos_lon;
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ROT[1][2] = sin_hdg * cos_lat;
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ROT[1][3] = SG_ZERO;
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ROT[2][0] = cos_lat * cos_lon;
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ROT[2][1] = cos_lat * sin_lon;
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ROT[2][2] = sin_lat;
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ROT[2][3] = SG_ZERO;
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ROT[3][0] = SG_ZERO;
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ROT[3][1] = SG_ZERO;
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ROT[3][2] = SG_ZERO;
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ROT[3][3] = SG_ONE ;
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}
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/**
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* Add an object to a random location inside a triangle.
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*
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* @param p1 The first vertex of the triangle.
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* @param p2 The second vertex of the triangle.
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* @param p3 The third vertex of the triangle.
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* @param center The center of the triangle.
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* @param lon_deg The longitude of the surface center, in degrees.
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* @param lat_deg The latitude of the surface center, in degrees.
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* @param object The randomly-placed object.
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* @param branch The branch where the object should be added to the
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* scene graph.
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*/
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static void
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add_object_to_triangle (sgVec3 p1, sgVec3 p2, sgVec3 p3, sgVec3 center,
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double lon_deg, double lat_deg,
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FGNewMat::Object * object, ssgBranch * branch)
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{
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// Set up the random heading if required.
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double hdg_deg = 0;
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if (object->get_heading_type() == FGNewMat::Object::HEADING_RANDOM)
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hdg_deg = sg_random() * 360;
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sgVec3 result;
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sgMat4 ROT;
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makeWorldUpRotationMatrix(ROT, hdg_deg, lon_deg, lat_deg);
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random_pt_inside_tri(result, p1, p2, p3);
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sgSubVec3(result, center);
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sgMat4 OBJ_pos, OBJ;
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sgMakeTransMat4(OBJ_pos, result);
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sgCopyMat4(OBJ, ROT);
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sgPostMultMat4(OBJ, OBJ_pos);
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ssgTransform * pos = new ssgTransform;
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pos->setTransform(OBJ);
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pos->addKid(object->get_random_model());
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branch->addKid(pos);
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}
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void setup_triangle( int i );
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};
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/**
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@ -413,11 +339,16 @@ public:
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float * p1;
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float * p2;
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float * p3;
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sgVec3 center;
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double area;
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FGNewMat::ObjectGroup * object_group;
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ssgBranch * branch;
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double lon_deg;
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double lat_deg;
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LeafUserData * leafData;
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unsigned int seed;
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void fill_in_triangle();
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void add_object_to_triangle(FGNewMat::Object * object);
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void makeWorldMatrix (sgMat4 ROT, double hdg_deg );
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};
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@ -427,38 +358,22 @@ public:
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* This method is invoked by a callback when the triangle is in range
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* but not yet populated.
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*
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* @param p1 The first vertex of the triangle.
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* @param p2 The second vertex of the triangle.
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* @param p3 The third vertex of the triangle.
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* @param mat The triangle's material.
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* @param object_index The index of the random object in the triangle.
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* @param branch The branch where the objects should be added.
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* @param lon_deg The longitude of the surface center, in degrees.
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* @param lat_deg The latitude of the surface center, in degrees.
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*/
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static void
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fill_in_triangle (float * p1, float * p2, float * p3,
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FGNewMat::ObjectGroup * object_group, ssgBranch * branch,
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double lon_deg, double lat_deg, unsigned int seed)
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void TriUserData::fill_in_triangle ()
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{
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// generate a repeatable random seed
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sg_srandom(seed);
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int nObjects = object_group->get_object_count();
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for (int i = 0; i < nObjects; i++) {
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FGNewMat::Object * object = object_group->get_object(i);
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sgVec3 center;
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sgSetVec3(center,
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(p1[0] + p2[0] + p3[0]) / 3.0,
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(p1[1] + p2[1] + p3[1]) / 3.0,
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(p1[2] + p2[2] + p3[2]) / 3.0);
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double area = sgTriArea(p1, p2, p3);
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double num = area / object->get_coverage_m2();
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// place an object each unit of area
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while ( num > 1.0 ) {
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add_object_to_triangle(p1, p2, p3, center, lon_deg, lat_deg,
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object, branch);
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add_object_to_triangle(object);
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num -= 1.0;
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}
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// for partial units of area, use a zombie door method to
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if ( num > 0.0 ) {
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if ( sg_random() <= num ) {
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// a zombie made it through our door
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add_object_to_triangle(p1, p2, p3, center, lon_deg, lat_deg,
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object, branch);
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add_object_to_triangle(object);
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}
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}
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}
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}
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void TriUserData::add_object_to_triangle (FGNewMat::Object * object)
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{
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// Set up the random heading if required.
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double hdg_deg = 0;
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if (object->get_heading_type() == FGNewMat::Object::HEADING_RANDOM)
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hdg_deg = sg_random() * 360;
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sgMat4 mat;
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makeWorldMatrix(mat, hdg_deg);
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ssgTransform * pos = new ssgTransform;
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pos->setTransform(mat);
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pos->addKid(object->get_random_model());
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branch->addKid(pos);
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}
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void TriUserData::makeWorldMatrix (sgMat4 mat, double hdg_deg )
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{
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if (hdg_deg == 0) {
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mat[0][0] = leafData->sin_lat * leafData->cos_lon;
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mat[0][1] = leafData->sin_lat * leafData->sin_lon;
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mat[0][2] = -leafData->cos_lat;
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mat[0][3] = SG_ZERO;
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mat[1][0] = -leafData->sin_lon;
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mat[1][1] = leafData->cos_lon;
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mat[1][2] = SG_ZERO;
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mat[1][3] = SG_ZERO;
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} else {
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float sin_hdg = sin( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
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float cos_hdg = cos( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
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mat[0][0] = cos_hdg * leafData->sin_lat * leafData->cos_lon - sin_hdg * leafData->sin_lon;
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mat[0][1] = cos_hdg * leafData->sin_lat * leafData->sin_lon + sin_hdg * leafData->cos_lon;
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mat[0][2] = -cos_hdg * leafData->cos_lat;
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mat[0][3] = SG_ZERO;
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mat[1][0] = -sin_hdg * leafData->sin_lat * leafData->cos_lon - cos_hdg * leafData->sin_lon;
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mat[1][1] = -sin_hdg * leafData->sin_lat * leafData->sin_lon + cos_hdg * leafData->cos_lon;
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mat[1][2] = sin_hdg * leafData->cos_lat;
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mat[1][3] = SG_ZERO;
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}
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mat[2][0] = leafData->cos_lat * leafData->cos_lon;
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mat[2][1] = leafData->cos_lat * leafData->sin_lon;
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mat[2][2] = leafData->sin_lat;
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mat[2][3] = SG_ZERO;
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// translate to random point in triangle
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sgVec3 result;
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random_pt_inside_tri(result, p1, p2, p3);
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sgSubVec3(mat[3], result, center);
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mat[3][3] = SG_ONE ;
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}
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/**
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* SSG callback for an in-range triangle of randomly-placed objects.
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*
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@ -491,9 +460,7 @@ tri_in_range_callback (ssgEntity * entity, int mask)
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{
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TriUserData * data = (TriUserData *)entity->getUserData();
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if (!data->is_filled_in) {
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fill_in_triangle(data->p1, data->p2, data->p3, data->object_group,
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data->branch, data->lon_deg, data->lat_deg,
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data->seed);
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data->fill_in_triangle();
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data->is_filled_in = true;
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}
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return 1;
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@ -572,25 +539,24 @@ get_bounding_radius( sgVec3 center, float *p1, float *p2, float *p3)
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*
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* No objects will be added unless the triangle comes into range.
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*
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* @param leaf The leaf containing the data for the terrain surface.
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* @param tri_index The index of the triangle in the leaf.
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* @param mat The material data for the triangle.
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* @param branch The branch to which the randomly-placed objects
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* should be added.
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* @param lon_deg The longitude of the surface center, in degrees.
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* @param lat_deg The latitude of the surface center, in degrees.
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*/
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static void
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setup_triangle (float * p1, float * p2, float * p3,
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FGNewMat * mat, ssgBranch * branch,
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double lon_deg, double lat_deg)
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void LeafUserData::setup_triangle (int i )
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{
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short n1, n2, n3;
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leaf->getTriangle(i, &n1, &n2, &n3);
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float * p1 = leaf->getVertex(n1);
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float * p2 = leaf->getVertex(n2);
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float * p3 = leaf->getVertex(n3);
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// Set up a single center point for LOD
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sgVec3 center;
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sgSetVec3(center,
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(p1[0] + p2[0] + p3[0]) / 3.0,
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(p1[1] + p2[1] + p3[1]) / 3.0,
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(p1[2] + p2[2] + p3[2]) / 3.0);
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double area = sgTriArea(p1, p2, p3);
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// maximum radius of an object from center.
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double bounding_radius = get_bounding_radius(center, p1, p2, p3);
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// Iterate through all the object types.
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int num_groups = mat->get_object_group_count();
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for (int i = 0; i < num_groups; i++) {
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for (int j = 0; j < num_groups; j++) {
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// Look up the random object.
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FGNewMat::ObjectGroup * group = mat->get_object_group(i);
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FGNewMat::ObjectGroup * group = mat->get_object_group(j);
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// Set up the range selector for the entire
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// triangle; note that we use the object
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// range plus the bounding radius here, to
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// allow for objects far from the center.
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float ranges[] = {0,
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float ranges[] = { 0,
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group->get_range_m() + bounding_radius,
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SG_MAX};
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SG_MAX };
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ssgRangeSelector * lod = new ssgRangeSelector;
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lod->setRanges(ranges, 3);
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location->addKid(lod);
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data->p1 = p1;
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data->p2 = p2;
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data->p3 = p3;
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sgCopyVec3 (data->center, center);
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data->area = area;
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data->object_group = group;
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data->branch = in_range;
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data->lon_deg = lon_deg;
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data->lat_deg = lat_deg;
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data->seed = (unsigned int)((p1[0] + lon_deg + lat_deg) * i * 128);
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data->leafData = this;
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data->seed = (unsigned int)(p1[0] * j);
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// Set up the in-range node.
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in_range->setUserData(data);
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}
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}
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/**
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* User data for populating leaves when they come in range.
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*/
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class LeafUserData : public ssgBase
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{
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public:
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bool is_filled_in;
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ssgLeaf * leaf;
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FGNewMat * mat;
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ssgBranch * branch;
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double lon_deg;
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double lat_deg;
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};
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/**
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* SSG callback for an in-range leaf of randomly-placed objects.
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*
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// and populate them.
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int num_tris = data->leaf->getNumTriangles();
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for ( int i = 0; i < num_tris; ++i ) {
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short n1, n2, n3;
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data->leaf->getTriangle(i, &n1, &n2, &n3);
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setup_triangle(data->leaf->getVertex(n1),
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data->leaf->getVertex(n2),
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data->leaf->getVertex(n3),
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data->mat, data->branch, data->lon_deg, data->lat_deg);
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data->setup_triangle(i);
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}
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data->is_filled_in = true;
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}
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@ -744,8 +690,6 @@ leaf_out_of_range_callback (ssgEntity * entity, int mask)
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* @param leaf The surface where the objects should be placed.
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* @param branch The branch that will hold the randomly-placed objects.
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* @param center The center of the leaf in FlightGear coordinates.
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* @param lon_deg The longitude of the surface center, in degrees.
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* @param lat_deg The latitude of the surface center, in degrees.
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* @param material_name The name of the surface's material.
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*/
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static void
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@ -784,7 +728,7 @@ gen_random_surface_objects (ssgLeaf *leaf,
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// LOD for the leaf
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// max random object range: 20000m
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float ranges[] = {0, 20000, 1000000};
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float ranges[] = { 0, 20000, 1000000 };
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ssgRangeSelector * lod = new ssgRangeSelector;
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lod->setRanges(ranges, 3);
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branch->addKid(lod);
|
||||
|
@ -801,8 +745,10 @@ gen_random_surface_objects (ssgLeaf *leaf,
|
|||
data->leaf = leaf;
|
||||
data->mat = mat;
|
||||
data->branch = in_range;
|
||||
data->lon_deg = lon_deg;
|
||||
data->lat_deg = lat_deg;
|
||||
data->sin_lat = sin(lat_deg * SGD_DEGREES_TO_RADIANS);
|
||||
data->cos_lat = cos(lat_deg * SGD_DEGREES_TO_RADIANS);
|
||||
data->sin_lon = sin(lon_deg * SGD_DEGREES_TO_RADIANS);
|
||||
data->cos_lon = cos(lon_deg * SGD_DEGREES_TO_RADIANS);
|
||||
|
||||
in_range->setUserData(data);
|
||||
in_range->setTravCallback(SSG_CALLBACK_PRETRAV, leaf_in_range_callback);
|
||||
|
@ -896,7 +842,6 @@ ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
|
|||
#else
|
||||
while ( ! in.eof() ) {
|
||||
#endif
|
||||
|
||||
in >> ::skipws;
|
||||
|
||||
if ( in.get( c ) && c == '#' ) {
|
||||
|
@ -1269,8 +1214,8 @@ ssgLeaf *gen_leaf( const string& path,
|
|||
const GLenum ty, const string& material,
|
||||
const point_list& nodes, const point_list& normals,
|
||||
const point_list& texcoords,
|
||||
const int_list node_index,
|
||||
const int_list normal_index,
|
||||
const int_list& node_index,
|
||||
const int_list& normal_index,
|
||||
const int_list& tex_index,
|
||||
const bool calc_lights, ssgVertexArray *lights )
|
||||
{
|
||||
|
@ -1470,7 +1415,10 @@ bool fgBinObjLoad( const string& path, const bool is_base,
|
|||
false, ground_lights );
|
||||
|
||||
if ( is_lighting ) {
|
||||
float ranges[] = { 0, 12000 };
|
||||
float ranges[] = {
|
||||
0,
|
||||
12000
|
||||
};
|
||||
leaf->setCallback(SSG_CALLBACK_PREDRAW, runway_lights_predraw);
|
||||
ssgRangeSelector * lod = new ssgRangeSelector;
|
||||
lod->setRanges(ranges, 2);
|
||||
|
@ -1485,7 +1433,7 @@ bool fgBinObjLoad( const string& path, const bool is_base,
|
|||
// (actually an ssgRangeSelector) named "random-models".
|
||||
ssgBranch * random_object_branch = 0;
|
||||
if (use_random_objects) {
|
||||
float ranges[] = {0, 20000}; // Maximum 20km range for random objects
|
||||
float ranges[] = { 0, 20000 }; // Maximum 20km range for random objects
|
||||
ssgRangeSelector * object_lod = new ssgRangeSelector;
|
||||
object_lod->setRanges(ranges, 2);
|
||||
object_lod->setName("random-models");
|
||||
|
|
|
@ -36,15 +36,9 @@
|
|||
|
||||
#include <simgear/compiler.h>
|
||||
|
||||
// #ifdef HAVE_WINDOWS_H
|
||||
// # include <windows.h>
|
||||
// #endif
|
||||
|
||||
// #include <GL/glut.h>
|
||||
|
||||
#include STL_STRING
|
||||
|
||||
#include <plib/ssg.h> // plib include
|
||||
#include <plib/ssg.h> // plib include
|
||||
|
||||
#include <simgear/math/sg_types.hxx>
|
||||
|
||||
|
@ -57,34 +51,34 @@ SG_USING_STD(string);
|
|||
#define FG_MAX_NODES 4000
|
||||
|
||||
|
||||
// Load an Binary obj file
|
||||
// Load a Binary obj file
|
||||
bool fgBinObjLoad( const string& path, const bool is_base,
|
||||
Point3D *center,
|
||||
double *bounding_radius,
|
||||
ssgBranch* geometry,
|
||||
ssgBranch* rwy_lights,
|
||||
ssgVertexArray *ground_lights );
|
||||
Point3D *center,
|
||||
double *bounding_radius,
|
||||
ssgBranch* geometry,
|
||||
ssgBranch* rwy_lights,
|
||||
ssgVertexArray *ground_lights );
|
||||
|
||||
// Load an ascii object file
|
||||
ssgBranch *fgAsciiObjLoad(const string& path, FGTileEntry *tile,
|
||||
ssgVertexArray *lights, const bool is_base);
|
||||
ssgVertexArray *lights, const bool is_base);
|
||||
|
||||
// Generate an ocean tile
|
||||
bool fgGenTile( const string& path, SGBucket b,
|
||||
Point3D *center,
|
||||
double *bounding_radius,
|
||||
ssgBranch* geometry );
|
||||
Point3D *center,
|
||||
double *bounding_radius,
|
||||
ssgBranch* geometry );
|
||||
|
||||
|
||||
// Create an ssg leaf
|
||||
// Create a ssg leaf
|
||||
ssgLeaf *gen_leaf( const string& path,
|
||||
const GLenum ty, const string& material,
|
||||
const point_list& nodes, const point_list& normals,
|
||||
const point_list& texcoords,
|
||||
const int_list node_index,
|
||||
const int_list normal_index,
|
||||
const int_list& tex_index,
|
||||
const bool calc_lights, ssgVertexArray *lights );
|
||||
const GLenum ty, const string& material,
|
||||
const point_list& nodes, const point_list& normals,
|
||||
const point_list& texcoords,
|
||||
const int_list& node_index,
|
||||
const int_list& normal_index,
|
||||
const int_list& tex_index,
|
||||
const bool calc_lights, ssgVertexArray *lights );
|
||||
|
||||
|
||||
#endif // _OBJ_HXX
|
||||
|
|
Loading…
Add table
Reference in a new issue