Some restructuring to optimize the light point portion of the scene graph.
There's no point in having a separate leaf for each light.
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1 changed files with 229 additions and 27 deletions
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@ -113,18 +113,140 @@ ssgLeaf *gen_directional_light( sgVec3 pt, sgVec3 dir, sgVec3 up,
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}
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}
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// Generate a REIL light
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ssgLeaf *gen_dir_light_group( const point_list &nodes,
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ssgBranch *gen_reil_light( sgVec3 pt, sgVec3 dir, sgVec3 up,
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const point_list &normals,
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const string &material ) {
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const int_list &pnt_i,
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const int_list &nml_i,
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const string &material,
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sgVec3 up )
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{
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sgVec3 nup;
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sgNormalizeVec3( nup, up );
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ssgVertexArray *vl = new ssgVertexArray( 3 );
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ssgNormalArray *nl = new ssgNormalArray( 3 );
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ssgColourArray *cl = new ssgColourArray( 3 );
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unsigned int i;
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sgVec3 pt, normal;
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for ( i = 0; i < pnt_i.size(); ++i ) {
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sgSetVec3( pt, nodes[pnt_i[i]][0], nodes[pnt_i[i]][1],
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nodes[pnt_i[i]][2] );
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sgSetVec3( normal, normals[nml_i[i]][0], normals[nml_i[i]][1],
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normals[nml_i[i]][2] );
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// calculate a vector perpendicular to dir and up
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sgVec3 perp;
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sgVectorProductVec3( perp, normal, nup );
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// front face
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sgVec3 tmp3;
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sgCopyVec3( tmp3, pt );
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vl->add( tmp3 );
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sgAddVec3( tmp3, nup );
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vl->add( tmp3 );
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sgAddVec3( tmp3, perp );
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vl->add( tmp3 );
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// sgSubVec3( tmp3, nup );
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// vl->add( tmp3 );
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nl->add( normal );
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nl->add( normal );
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nl->add( normal );
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// nl->add( normal );
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sgVec4 color;
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sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
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cl->add( color );
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sgSetVec4( color, 1.0, 1.0, 1.0, 0.0 );
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cl->add( color );
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cl->add( color );
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// cl->add( color );
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}
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ssgLeaf *leaf =
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new ssgVtxTable ( GL_TRIANGLES, vl, nl, NULL, cl );
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FGNewMat *newmat = material_lib.find( material );
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if ( newmat != NULL ) {
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leaf->setState( newmat->get_state() );
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} else {
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SG_LOG( SG_TERRAIN, SG_ALERT, "Warning: can't material = "
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<< material );
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}
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return leaf;
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}
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ssgTimedSelector *gen_reil_lights( const point_list &nodes,
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const point_list &normals,
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const int_list &pnt_i,
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const int_list &nml_i,
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const string &material,
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sgVec3 up )
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{
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sgVec3 nup;
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sgNormalizeVec3( nup, up );
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ssgVertexArray *vl = new ssgVertexArray( 6 );
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ssgNormalArray *nl = new ssgNormalArray( 6 );
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ssgColourArray *cl = new ssgColourArray( 6 );
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unsigned int i;
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sgVec3 pt, normal;
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for ( i = 0; i < pnt_i.size(); ++i ) {
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sgSetVec3( pt, nodes[pnt_i[i]][0], nodes[pnt_i[i]][1],
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nodes[pnt_i[i]][2] );
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sgSetVec3( normal, normals[nml_i[i]][0], normals[nml_i[i]][1],
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normals[nml_i[i]][2] );
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// calculate a vector perpendicular to dir and up
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sgVec3 perp;
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sgVectorProductVec3( perp, normal, nup );
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// front face
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sgVec3 tmp3;
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sgCopyVec3( tmp3, pt );
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vl->add( tmp3 );
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sgAddVec3( tmp3, nup );
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vl->add( tmp3 );
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sgAddVec3( tmp3, perp );
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vl->add( tmp3 );
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// sgSubVec3( tmp3, nup );
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// vl->add( tmp3 );
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nl->add( normal );
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nl->add( normal );
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nl->add( normal );
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// nl->add( normal );
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sgVec4 color;
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sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
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cl->add( color );
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sgSetVec4( color, 1.0, 1.0, 1.0, 0.0 );
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cl->add( color );
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cl->add( color );
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// cl->add( color );
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}
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ssgLeaf *leaf =
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new ssgVtxTable ( GL_TRIANGLES, vl, nl, NULL, cl );
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FGNewMat *newmat = material_lib.find( "RWY_WHITE_LIGHTS" );
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if ( newmat != NULL ) {
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leaf->setState( newmat->get_state() );
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} else {
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SG_LOG( SG_TERRAIN, SG_ALERT, "Warning: can't material = "
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<< material );
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}
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ssgTimedSelector *reil = new ssgTimedSelector;
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ssgTimedSelector *reil = new ssgTimedSelector;
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ssgLeaf *leaf;
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// need to add this twice to work around an ssg bug
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leaf = gen_directional_light( pt, dir, up, "RWY_WHITE_LIGHTS" );
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reil->addKid( leaf );
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reil->addKid( leaf );
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leaf = gen_directional_light( pt, dir, up, "RWY_WHITE_LIGHTS" );
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reil->addKid( leaf );
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reil->addKid( leaf );
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reil->setDuration( 60 );
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reil->setDuration( 60 );
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@ -136,6 +258,89 @@ ssgBranch *gen_reil_light( sgVec3 pt, sgVec3 dir, sgVec3 up,
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}
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}
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ssgTimedSelector *gen_rabbit_lights( const point_list &nodes,
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const point_list &normals,
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const int_list &pnt_i,
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const int_list &nml_i,
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const string &material,
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sgVec3 up )
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{
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bool first = true;
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sgVec3 nup;
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sgNormalizeVec3( nup, up );
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ssgTimedSelector *rabbit = new ssgTimedSelector;
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unsigned int i;
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sgVec3 pt, normal;
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for ( i = 0; i < pnt_i.size(); ++i ) {
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ssgVertexArray *vl = new ssgVertexArray( 3 );
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ssgNormalArray *nl = new ssgNormalArray( 3 );
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ssgColourArray *cl = new ssgColourArray( 3 );
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sgSetVec3( pt, nodes[pnt_i[i]][0], nodes[pnt_i[i]][1],
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nodes[pnt_i[i]][2] );
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sgSetVec3( normal, normals[nml_i[i]][0], normals[nml_i[i]][1],
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normals[nml_i[i]][2] );
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// calculate a vector perpendicular to dir and up
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sgVec3 perp;
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sgVectorProductVec3( perp, normal, nup );
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// front face
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sgVec3 tmp3;
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sgCopyVec3( tmp3, pt );
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vl->add( tmp3 );
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sgAddVec3( tmp3, nup );
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vl->add( tmp3 );
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sgAddVec3( tmp3, perp );
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vl->add( tmp3 );
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// sgSubVec3( tmp3, nup );
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// vl->add( tmp3 );
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nl->add( normal );
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nl->add( normal );
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nl->add( normal );
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// nl->add( normal );
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sgVec4 color;
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sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
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cl->add( color );
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sgSetVec4( color, 1.0, 1.0, 1.0, 0.0 );
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cl->add( color );
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cl->add( color );
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// cl->add( color );
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ssgLeaf *leaf =
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new ssgVtxTable ( GL_TRIANGLES, vl, nl, NULL, cl );
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FGNewMat *newmat = material_lib.find( "RWY_WHITE_LIGHTS" );
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if ( newmat != NULL ) {
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leaf->setState( newmat->get_state() );
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} else {
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SG_LOG( SG_TERRAIN, SG_ALERT, "Warning: can't material = "
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<< material );
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}
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rabbit->addKid( leaf );
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if ( first ) {
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// ssg bug where first entry in animation is ignored.
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rabbit->addKid( leaf );
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}
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}
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rabbit->setDuration( 5 );
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rabbit->setLimits( 0, pnt_i.size() );
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rabbit->setMode( SSG_ANIM_SHUTTLE );
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rabbit->control( SSG_ANIM_START );
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return rabbit;
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}
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// Generate a directional light
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// Generate a directional light
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ssgLeaf *gen_normal_line( sgVec3 pt, sgVec3 dir, sgVec3 up ) {
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ssgLeaf *gen_normal_line( sgVec3 pt, sgVec3 dir, sgVec3 up ) {
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@ -176,24 +381,21 @@ ssgBranch *gen_directional_lights( const point_list &nodes,
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sgVec3 nup;
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sgVec3 nup;
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sgNormalizeVec3( nup, up );
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sgNormalizeVec3( nup, up );
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unsigned int i;
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if ( material == "RWY_REIL_LIGHTS" ) {
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sgVec3 pt, normal;
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cout << "found a reil" << endl;
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for ( i = 0; i < pnt_i.size(); ++i ) {
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ssgTimedSelector *reil = gen_reil_lights( nodes, normals, pnt_i, nml_i,
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sgSetVec3( pt, nodes[pnt_i[i]][0], nodes[pnt_i[i]][1],
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material, up );
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nodes[pnt_i[i]][2] );
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result->addKid( reil );
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sgSetVec3( normal, normals[nml_i[i]][0], normals[nml_i[i]][1],
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} else if ( material == "RWY_SEQUENCED_LIGHTS" ) {
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normals[nml_i[i]][2] );
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cout << "found a rabbit" << endl;
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if ( material == "RWY_REIL_LIGHTS" ) {
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ssgTimedSelector *rabbit = gen_rabbit_lights( nodes, normals,
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cout << "found a reil" << endl;
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pnt_i, nml_i,
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ssgBranch *light = gen_reil_light( pt, normal, nup, material );
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material, up );
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result->addKid( light );
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result->addKid( rabbit );
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} else {
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} else {
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// standard directional lights
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ssgLeaf *light_group = gen_dir_light_group( nodes, normals, pnt_i,
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ssgLeaf *light = gen_directional_light( pt, normal, nup, material );
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nml_i, material, up );
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result->addKid( light );
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result->addKid( light_group );
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}
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// light = gen_normal_line( pt, normal, nup );
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// result->addKid( light );
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}
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}
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return result;
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return result;
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