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flightgear/src/Scenery/tileentry.cxx
timoore b8de58bcdd cleanup of precipitation contribution
Reindent to Stroustrup style.

Make FGPrecipitationMgr an SGSubsystem and remove all references to it
in main.cxx and renderer.cxx.

Use SGGeod::makeZUpFrame instead of a private function in
tileentry.cxx. Rewrite that function, WorldCoordinate, to use
makeZUpFrame too.
2008-03-04 09:03:54 +00:00

592 lines
18 KiB
C++

// tileentry.cxx -- routines to handle a scenery tile
//
// Written by Curtis Olson, started May 1998.
//
// Copyright (C) 1998 - 2001 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/compiler.h>
#include <plib/ul.h>
#include <Main/main.hxx>
#include STL_STRING
#include <sstream>
#include <osg/Array>
#include <osg/Geometry>
#include <osg/Geode>
#include <osg/LOD>
#include <osg/MatrixTransform>
#include <osg/Math>
#include <osg/NodeCallback>
#include <osg/Switch>
#include <osgDB/FileNameUtils>
#include <osgDB/ReaderWriter>
#include <osgDB/ReadFile>
#include <osgDB/Registry>
#include <simgear/bucket/newbucket.hxx>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/polar3d.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/math/SGMath.hxx>
#include <simgear/misc/sgstream.hxx>
#include <simgear/scene/material/mat.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/model/ModelRegistry.hxx>
#include <simgear/scene/tgdb/apt_signs.hxx>
#include <simgear/scene/tgdb/obj.hxx>
#include <simgear/scene/tgdb/SGReaderWriterBTGOptions.hxx>
#include <simgear/scene/model/placementtrans.hxx>
#include <simgear/scene/util/SGUpdateVisitor.hxx>
#include <Aircraft/aircraft.hxx>
#include <Include/general.hxx>
#include <Main/fg_props.hxx>
#include <Main/globals.hxx>
#include <Main/viewer.hxx>
#include <Scenery/scenery.hxx>
#include <Time/light.hxx>
#include "tileentry.hxx"
#include "tilemgr.hxx"
SG_USING_STD(string);
using namespace simgear;
// FIXME: investigate what huge update flood is clamped away here ...
class FGTileUpdateCallback : public osg::NodeCallback {
public:
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
assert(dynamic_cast<SGUpdateVisitor*>(nv));
SGUpdateVisitor* updateVisitor = static_cast<SGUpdateVisitor*>(nv);
osg::Vec3 center = node->getBound().center();
double distance = dist(updateVisitor->getGlobalEyePos(),
SGVec3d(center[0], center[1], center[2]));
if (updateVisitor->getVisibility() + node->getBound().radius() < distance)
return;
traverse(node, nv);
}
};
namespace
{
// Update the timestamp on a tile whenever it is in view.
class TileCullCallback : public osg::NodeCallback
{
public:
TileCullCallback() : _timeStamp(0) {}
TileCullCallback(const TileCullCallback& tc, const osg::CopyOp& copyOp) :
NodeCallback(tc, copyOp), _timeStamp(tc._timeStamp)
{
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv);
double getTimeStamp() const { return _timeStamp; }
void setTimeStamp(double timeStamp) { _timeStamp = timeStamp; }
protected:
double _timeStamp;
};
}
void TileCullCallback::operator()(osg::Node* node, osg::NodeVisitor* nv)
{
if (nv->getFrameStamp())
_timeStamp = nv->getFrameStamp()->getReferenceTime();
traverse(node, nv);
}
double FGTileEntry::get_timestamp() const
{
if (_node.valid()) {
return (dynamic_cast<TileCullCallback*>(_node->getCullCallback()))
->getTimeStamp();
} else
return DBL_MAX;
}
void FGTileEntry::set_timestamp(double time_ms)
{
if (_node.valid()) {
TileCullCallback* cb
= dynamic_cast<TileCullCallback*>(_node->getCullCallback());
if (cb)
cb->setTimeStamp(time_ms);
}
}
// Constructor
FGTileEntry::FGTileEntry ( const SGBucket& b )
: tile_bucket( b ),
_node( new osg::LOD ),
is_inner_ring(false),
free_tracker(0),
tileFileName(b.gen_index_str())
{
_node->setUpdateCallback(new FGTileUpdateCallback);
_node->setCullCallback(new TileCullCallback);
tileFileName += ".stg";
_node->setName(tileFileName);
// Give a default LOD range so that traversals that traverse
// active children (like the groundcache lookup) will work before
// tile manager has had a chance to update this node.
_node->setRange(0, 0.0, 10000.0);
}
// Destructor
FGTileEntry::~FGTileEntry ()
{
}
static void WorldCoordinate(osg::Matrix& obj_pos, double lat,
double lon, double elev, double hdg)
{
SGGeod geod = SGGeod::fromDegM(lon, lat, elev);
obj_pos = geod.makeZUpFrame();
// hdg is not a compass heading, but a counter-clockwise rotation
// around the Z axis
obj_pos.preMult(osg::Matrix::rotate(hdg * SGD_DEGREES_TO_RADIANS,
0.0, 0.0, 1.0));
}
// Free "n" leaf elements of an ssg tree. returns the number of
// elements freed. An empty branch node is considered a leaf. This
// is intended to spread the load of freeing a complex tile out over
// several frames.
static int fgPartialFreeSSGtree( osg::Group *b, int n ) {
int num_deletes = b->getNumChildren();
b->removeChildren(0, b->getNumChildren());
return num_deletes;
}
// Clean up the memory used by this tile and delete the arrays used by
// ssg as well as the whole ssg branch
bool FGTileEntry::free_tile() {
int delete_size = 100;
SG_LOG( SG_TERRAIN, SG_DEBUG,
"FREEING TILE = (" << tile_bucket << ")" );
SG_LOG( SG_TERRAIN, SG_DEBUG, "(start) free_tracker = " << free_tracker );
if ( !(free_tracker & NODES) ) {
free_tracker |= NODES;
} else if ( !(free_tracker & VEC_PTRS) ) {
free_tracker |= VEC_PTRS;
} else if ( !(free_tracker & TERRA_NODE) ) {
// delete the terrain branch (this should already have been
// disconnected from the scene graph)
SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING terra_transform" );
if ( fgPartialFreeSSGtree( _node.get(), delete_size ) == 0 ) {
_node = 0;
free_tracker |= TERRA_NODE;
}
} else if ( !(free_tracker & LIGHTMAPS) ) {
free_tracker |= LIGHTMAPS;
} else {
return true;
}
SG_LOG( SG_TERRAIN, SG_DEBUG, "(end) free_tracker = " << free_tracker );
// if we fall down to here, we still have work todo, return false
return false;
}
// Update the ssg transform node for this tile so it can be
// properly drawn relative to our (0,0,0) point
void FGTileEntry::prep_ssg_node(float vis) {
if (!is_loaded())
return;
// visibility can change from frame to frame so we update the
// range selector cutoff's each time.
float bounding_radius = _node->getChild(0)->getBound().radius();
_node->setRange( 0, 0, vis + bounding_radius );
}
bool FGTileEntry::obj_load( const string& path,
osg::Group *geometry, bool is_base )
{
bool use_random_objects =
fgGetBool("/sim/rendering/random-objects", true);
bool use_random_vegetation =
fgGetBool("/sim/rendering/random-vegetation", true);
// try loading binary format
osg::ref_ptr<SGReaderWriterBTGOptions> options
= new SGReaderWriterBTGOptions();
options->setMatlib(globals->get_matlib());
options->setCalcLights(is_base);
options->setUseRandomObjects(use_random_objects);
options->setUseRandomVegetation(use_random_vegetation);
osg::Node* node = osgDB::readNodeFile(path, options.get());
if (node)
geometry->addChild(node);
return node;
}
typedef enum {
OBJECT,
OBJECT_SHARED,
OBJECT_STATIC,
OBJECT_SIGN,
OBJECT_RUNWAY_SIGN
} object_type;
// storage class for deferred object processing in FGTileEntry::load()
struct Object {
Object(object_type t, const string& token, const SGPath& p, istream& in)
: type(t), path(p)
{
in >> name;
if (type != OBJECT)
in >> lon >> lat >> elev >> hdg;
in >> ::skipeol;
if (type == OBJECT)
SG_LOG(SG_TERRAIN, SG_INFO, " " << token << " " << name);
else
SG_LOG(SG_TERRAIN, SG_INFO, " " << token << " " << name << " lon=" <<
lon << " lat=" << lat << " elev=" << elev << " hdg=" << hdg);
}
object_type type;
string name;
SGPath path;
double lon, lat, elev, hdg;
};
// Work in progress... load the tile based entirely by name cuz that's
// what we'll want to do with the database pager.
osg::Node*
FGTileEntry::loadTileByName(const string& index_str,
const string_list &path_list)
{
long tileIndex;
{
istringstream idxStream(index_str);
idxStream >> tileIndex;
}
SGBucket tile_bucket(tileIndex);
const string basePath = tile_bucket.gen_base_path();
bool found_tile_base = false;
SGPath object_base;
vector<const Object*> objects;
SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << index_str );
// scan and parse all files and store information
for (unsigned int i = 0; i < path_list.size(); i++) {
// If we found a terrain tile in Terrain/, we have to process the
// Objects/ dir in the same group, too, before we can stop scanning.
// FGGlobals::set_fg_scenery() inserts an empty string to path_list
// as marker.
if (path_list[i].empty()) {
if (found_tile_base)
break;
else
continue;
}
bool has_base = false;
SGPath tile_path = path_list[i];
tile_path.append(basePath);
SGPath basename = tile_path;
basename.append( index_str );
SG_LOG( SG_TERRAIN, SG_INFO, " Trying " << basename.str() );
// Check for master .stg (scene terra gear) file
SGPath stg_name = basename;
stg_name.concat( ".stg" );
sg_gzifstream in( stg_name.str() );
if ( !in.is_open() )
continue;
while ( ! in.eof() ) {
string token;
in >> token;
if ( token.empty() || token[0] == '#' ) {
in >> ::skipeol;
continue;
}
// Load only once (first found)
if ( token == "OBJECT_BASE" ) {
string name;
in >> name >> ::skipws;
SG_LOG( SG_TERRAIN, SG_INFO, " " << token << " " << name );
if (!found_tile_base) {
found_tile_base = true;
has_base = true;
object_base = tile_path;
object_base.append(name);
} else
SG_LOG(SG_TERRAIN, SG_INFO, " (skipped)");
// Load only if base is not in another file
} else if ( token == "OBJECT" ) {
if (!found_tile_base || has_base)
objects.push_back(new Object(OBJECT, token, tile_path, in));
else {
string name;
in >> name >> ::skipeol;
SG_LOG(SG_TERRAIN, SG_INFO, " " << token << " "
<< name << " (skipped)");
}
// Always OK to load
} else if ( token == "OBJECT_STATIC" ) {
objects.push_back(new Object(OBJECT_STATIC, token, tile_path, in));
} else if ( token == "OBJECT_SHARED" ) {
objects.push_back(new Object(OBJECT_SHARED, token, tile_path, in));
} else if ( token == "OBJECT_SIGN" ) {
objects.push_back(new Object(OBJECT_SIGN, token, tile_path, in));
} else if ( token == "OBJECT_RUNWAY_SIGN" ) {
objects.push_back(new Object(OBJECT_RUNWAY_SIGN, token, tile_path, in));
} else {
SG_LOG( SG_TERRAIN, SG_DEBUG,
"Unknown token '" << token << "' in " << stg_name.str() );
in >> ::skipws;
}
}
}
// obj_load() will generate ground lighting for us ...
osg::Group* new_tile = new osg::Group;
if (found_tile_base) {
// load tile if found ...
obj_load( object_base.str(), new_tile, true );
} else {
// ... or generate an ocean tile on the fly
SG_LOG(SG_TERRAIN, SG_INFO, " Generating ocean tile");
if ( !SGGenTile( path_list[0], tile_bucket,
globals->get_matlib(), new_tile ) ) {
SG_LOG( SG_TERRAIN, SG_ALERT,
"Warning: failed to generate ocean tile!" );
}
}
// now that we have a valid center, process all the objects
for (unsigned int j = 0; j < objects.size(); j++) {
const Object *obj = objects[j];
if (obj->type == OBJECT) {
SGPath custom_path = obj->path;
custom_path.append( obj->name );
obj_load( custom_path.str(), new_tile, false );
} else if (obj->type == OBJECT_SHARED || obj->type == OBJECT_STATIC) {
// object loading is deferred to main render thread,
// but lets figure out the paths right now.
SGPath custom_path;
if ( obj->type == OBJECT_STATIC ) {
custom_path = obj->path;
} else {
custom_path = globals->get_fg_root();
}
custom_path.append( obj->name );
osg::Matrix obj_pos;
WorldCoordinate( obj_pos, obj->lat, obj->lon, obj->elev, obj->hdg );
osg::MatrixTransform *obj_trans = new osg::MatrixTransform;
obj_trans->setMatrix( obj_pos );
// wire as much of the scene graph together as we can
new_tile->addChild( obj_trans );
osg::Node* model
= FGTileMgr::loadTileModel(custom_path.str(),
obj->type == OBJECT_SHARED);
if (model)
obj_trans->addChild(model);
} else if (obj->type == OBJECT_SIGN || obj->type == OBJECT_RUNWAY_SIGN) {
// load the object itself
SGPath custom_path = obj->path;
custom_path.append( obj->name );
osg::Matrix obj_pos;
WorldCoordinate( obj_pos, obj->lat, obj->lon, obj->elev, obj->hdg );
osg::MatrixTransform *obj_trans = new osg::MatrixTransform;
obj_trans->setMatrix( obj_pos );
osg::Node *custom_obj = 0;
if (obj->type == OBJECT_SIGN)
custom_obj = SGMakeSign(globals->get_matlib(), custom_path.str(), obj->name);
else
custom_obj = SGMakeRunwaySign(globals->get_matlib(), custom_path.str(), obj->name);
// wire the pieces together
if ( custom_obj != NULL ) {
obj_trans -> addChild( custom_obj );
}
new_tile->addChild( obj_trans );
}
delete obj;
}
return new_tile;
}
void
FGTileEntry::add_ssg_nodes( osg::Group *terrain_branch )
{
// bump up the ref count so we can remove this later without
// having ssg try to free the memory.
terrain_branch->addChild( _node.get() );
SG_LOG( SG_TERRAIN, SG_DEBUG,
"connected a tile into scene graph. _node = "
<< _node.get() );
SG_LOG( SG_TERRAIN, SG_DEBUG, "num parents now = "
<< _node->getNumParents() );
}
void
FGTileEntry::disconnect_ssg_nodes()
{
SG_LOG( SG_TERRAIN, SG_DEBUG, "disconnecting ssg nodes" );
if (! is_loaded()) {
SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a not-fully loaded tile!" );
} else {
SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a fully loaded tile! _node = " << _node.get() );
}
// find the terrain branch parent
int pcount = _node->getNumParents();
if ( pcount > 0 ) {
// find the first parent (should only be one)
osg::Group *parent = _node->getParent( 0 ) ;
if( parent ) {
// disconnect the tile (we previously ref()'d it so it
// won't get freed now)
parent->removeChild( _node.get() );
} else {
// This should be impossible.
SG_LOG( SG_TERRAIN, SG_ALERT,
"parent pointer is NULL! Dying" );
exit(-1);
}
}
}
namespace
{
class ReaderWriterSTG : public osgDB::ReaderWriter {
public:
virtual const char* className() const;
virtual bool acceptsExtension(const string& extension) const;
virtual ReadResult readNode(const string& fileName,
const osgDB::ReaderWriter::Options* options)
const;
};
const char* ReaderWriterSTG::className() const
{
return "STG Database reader";
}
bool ReaderWriterSTG::acceptsExtension(const string& extension) const
{
return (osgDB::equalCaseInsensitive(extension, "gz")
|| osgDB::equalCaseInsensitive(extension, "stg"));
}
//#define SLOW_PAGER 1
#ifdef SLOW_PAGER
#include <unistd.h>
#endif
osgDB::ReaderWriter::ReadResult
ReaderWriterSTG::readNode(const string& fileName,
const osgDB::ReaderWriter::Options* options) const
{
string ext = osgDB::getLowerCaseFileExtension(fileName);
if(!acceptsExtension(ext))
return ReadResult::FILE_NOT_HANDLED;
string stgFileName;
if (osgDB::equalCaseInsensitive(ext, "gz")) {
stgFileName = osgDB::getNameLessExtension(fileName);
if (!acceptsExtension(
osgDB::getLowerCaseFileExtension(stgFileName))) {
return ReadResult::FILE_NOT_HANDLED;
}
} else {
stgFileName = fileName;
}
osg::Node* result
= FGTileEntry::loadTileByName(osgDB::getNameLessExtension(stgFileName),
globals->get_fg_scenery());
// For debugging race conditions
#ifdef SLOW_PAGER
sleep(5);
#endif
if (result)
return result; // Constructor converts to ReadResult
else
return ReadResult::FILE_NOT_HANDLED;
}
osgDB::RegisterReaderWriterProxy<ReaderWriterSTG> g_readerWriterSTGProxy;
ModelRegistryCallbackProxy<LoadOnlyCallback> g_stgCallbackProxy("stg");
} // namespace