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Add support for specifying a ";" delimited list of scenery locations to

search when loading scenery tiles.  (I am not set on using ";" as the
delimiter because it is a command separator in unix, but ":" is a critical
part of the windows file naming scheme (c:\foo\bar) so that is even worse.)

Example:

--fg-scenery=/stage/fgfs04/curt/Scenery-0.9.1/Scenery;/stage/helio1/curt/Scenery
-0.7.9
This commit is contained in:
curt 2003-08-08 20:11:22 +00:00
parent 85feefa59f
commit b206ef0a4b
4 changed files with 187 additions and 178 deletions

View file

@ -92,12 +92,14 @@ FGTileLoader::add( FGTileEntry* tile )
static bool beenhere = false;
if (!beenhere)
{
SGPath tmp;
if ( !globals->get_fg_scenery().empty() ) {
tile_path.set( globals->get_fg_scenery() );
tmp.set( globals->get_fg_scenery() );
} else {
tile_path.set( globals->get_fg_root() );
tmp.set( globals->get_fg_root() );
tile_path.append( "Scenery" );
}
tile_path = tmp.str();
beenhere = true;
}

View file

@ -111,7 +111,7 @@ private:
/**
* Base name of directory containing tile data file.
*/
SGPath tile_path;
string tile_path;
#ifdef ENABLE_THREADS
/**

View file

@ -557,17 +557,6 @@ bool FGTileEntry::obj_load( const string& path,
center = c;
bounding_radius = br;
}
} else {
// default to an ocean tile
if ( sgGenTile( path, tile_bucket, &c, &br,
globals->get_matlib(), geometry ) )
{
center = c;
bounding_radius = br;
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"Warning: failed to generate ocean tile!" );
}
}
return (geometry != NULL);
@ -575,14 +564,27 @@ bool FGTileEntry::obj_load( const string& path,
void
FGTileEntry::load( const SGPath& base, bool is_base )
FGTileEntry::load( const string &base_path, bool is_base )
{
SG_LOG( SG_TERRAIN, SG_INFO, "load() base = " << base.str() );
SG_LOG( SG_TERRAIN, SG_INFO, "load() base search path = "
<< base_path );
bool found_tile_base = false;
string_list search = sgPathSplit( base_path );
// obj_load() will generate ground lighting for us ...
ssgVertexArray *light_pts = new ssgVertexArray( 100 );
ssgBranch* new_tile = new ssgBranch;
unsigned int i = 0;
while ( i < search.size() && !found_tile_base ) {
// Generate names for later use
string index_str = tile_bucket.gen_index_str();
SGPath tile_path = base;
SGPath tile_path = search[i];
tile_path.append( tile_bucket.gen_base_path() );
SGPath basename = tile_path;
@ -593,11 +595,6 @@ FGTileEntry::load( const SGPath& base, bool is_base )
#define FG_MAX_LIGHTS 1000
// obj_load() will generate ground lighting for us ...
ssgVertexArray *light_pts = new ssgVertexArray( 100 );
ssgBranch* new_tile = new ssgBranch;
// Check for master .stg (scene terra gear) file
SGPath stg_name = basename;
stg_name.concat( ".stg" );
@ -615,6 +612,8 @@ FGTileEntry::load( const SGPath& base, bool is_base )
SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
<< " name = " << name );
found_tile_base = true;
SGPath custom_path = tile_path;
custom_path.append( name );
@ -676,8 +675,9 @@ FGTileEntry::load( const SGPath& base, bool is_base )
// object loading is deferred to main render thread,
// but lets figure out the paths right now.
SGPath custom_path;
if ( token == "OBJECT_STATIC" )
if ( token == "OBJECT_STATIC" ) {
custom_path= tile_path;
}
custom_path.append( name );
sgCoord obj_pos;
@ -694,7 +694,8 @@ FGTileEntry::load( const SGPath& base, bool is_base )
// push an entry onto the model load queue
FGDeferredModel *dm
= new FGDeferredModel( custom_path.str(), tile_path.str(),
= new FGDeferredModel( custom_path.str(),
tile_path.str(),
this, obj_trans );
FGTileMgr::model_ready( dm );
} else if ( token == "OBJECT_TAXI_SIGN" ) {
@ -773,14 +774,20 @@ FGTileEntry::load( const SGPath& base, bool is_base )
in >> ::skipws;
}
}
} else {
// no .stg file, generate an ocean tile on the fly for this
// area
}
i++;
}
if ( !found_tile_base ) {
// no tile base found, generate an ocean tile on the fly for
// this area
ssgBranch *geometry = new ssgBranch;
Point3D c;
double br;
if ( sgGenTile( basename.str(), tile_bucket, &c, &br,
globals->get_matlib(), geometry ) ) {
if ( sgGenTile( search[0], tile_bucket, &c, &br,
globals->get_matlib(), geometry ) )
{
center = c;
bounding_radius = br;
new_tile -> addKid( geometry );

View file

@ -212,7 +212,7 @@ public:
* @param base name of directory containing tile data file.
* @param is_base is this a base terrain object for which we should generate
* random ground light points */
void load( const SGPath& base, bool is_base );
void load( const string &base_path, bool is_base );
/**
* Return true if the tile entry is loaded, otherwise return false