b8de58bcdd
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.
592 lines
18 KiB
C++
592 lines
18 KiB
C++
// tileentry.cxx -- routines to handle a scenery tile
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//
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// Written by Curtis Olson, started May 1998.
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//
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// Copyright (C) 1998 - 2001 Curtis L. Olson - http://www.flightgear.org/~curt
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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// $Id$
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include <simgear/compiler.h>
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#include <plib/ul.h>
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#include <Main/main.hxx>
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#include STL_STRING
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#include <sstream>
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#include <osg/Array>
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#include <osg/Geometry>
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#include <osg/Geode>
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#include <osg/LOD>
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#include <osg/MatrixTransform>
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#include <osg/Math>
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#include <osg/NodeCallback>
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#include <osg/Switch>
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#include <osgDB/FileNameUtils>
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#include <osgDB/ReaderWriter>
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#include <osgDB/ReadFile>
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#include <osgDB/Registry>
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#include <simgear/bucket/newbucket.hxx>
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#include <simgear/debug/logstream.hxx>
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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/SGMath.hxx>
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#include <simgear/misc/sgstream.hxx>
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#include <simgear/scene/material/mat.hxx>
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#include <simgear/scene/material/matlib.hxx>
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#include <simgear/scene/model/ModelRegistry.hxx>
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#include <simgear/scene/tgdb/apt_signs.hxx>
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#include <simgear/scene/tgdb/obj.hxx>
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#include <simgear/scene/tgdb/SGReaderWriterBTGOptions.hxx>
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#include <simgear/scene/model/placementtrans.hxx>
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#include <simgear/scene/util/SGUpdateVisitor.hxx>
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#include <Aircraft/aircraft.hxx>
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#include <Include/general.hxx>
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#include <Main/fg_props.hxx>
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#include <Main/globals.hxx>
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#include <Main/viewer.hxx>
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#include <Scenery/scenery.hxx>
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#include <Time/light.hxx>
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#include "tileentry.hxx"
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#include "tilemgr.hxx"
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SG_USING_STD(string);
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using namespace simgear;
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// FIXME: investigate what huge update flood is clamped away here ...
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class FGTileUpdateCallback : public osg::NodeCallback {
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public:
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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assert(dynamic_cast<SGUpdateVisitor*>(nv));
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SGUpdateVisitor* updateVisitor = static_cast<SGUpdateVisitor*>(nv);
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osg::Vec3 center = node->getBound().center();
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double distance = dist(updateVisitor->getGlobalEyePos(),
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SGVec3d(center[0], center[1], center[2]));
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if (updateVisitor->getVisibility() + node->getBound().radius() < distance)
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return;
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traverse(node, nv);
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}
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};
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namespace
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{
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// Update the timestamp on a tile whenever it is in view.
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class TileCullCallback : public osg::NodeCallback
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{
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public:
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TileCullCallback() : _timeStamp(0) {}
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TileCullCallback(const TileCullCallback& tc, const osg::CopyOp& copyOp) :
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NodeCallback(tc, copyOp), _timeStamp(tc._timeStamp)
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{
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}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv);
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double getTimeStamp() const { return _timeStamp; }
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void setTimeStamp(double timeStamp) { _timeStamp = timeStamp; }
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protected:
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double _timeStamp;
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};
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}
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void TileCullCallback::operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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if (nv->getFrameStamp())
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_timeStamp = nv->getFrameStamp()->getReferenceTime();
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traverse(node, nv);
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}
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double FGTileEntry::get_timestamp() const
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{
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if (_node.valid()) {
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return (dynamic_cast<TileCullCallback*>(_node->getCullCallback()))
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->getTimeStamp();
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} else
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return DBL_MAX;
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}
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void FGTileEntry::set_timestamp(double time_ms)
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{
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if (_node.valid()) {
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TileCullCallback* cb
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= dynamic_cast<TileCullCallback*>(_node->getCullCallback());
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if (cb)
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cb->setTimeStamp(time_ms);
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}
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}
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// Constructor
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FGTileEntry::FGTileEntry ( const SGBucket& b )
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: tile_bucket( b ),
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_node( new osg::LOD ),
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is_inner_ring(false),
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free_tracker(0),
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tileFileName(b.gen_index_str())
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{
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_node->setUpdateCallback(new FGTileUpdateCallback);
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_node->setCullCallback(new TileCullCallback);
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tileFileName += ".stg";
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_node->setName(tileFileName);
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// Give a default LOD range so that traversals that traverse
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// active children (like the groundcache lookup) will work before
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// tile manager has had a chance to update this node.
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_node->setRange(0, 0.0, 10000.0);
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}
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// Destructor
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FGTileEntry::~FGTileEntry ()
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{
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}
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static void WorldCoordinate(osg::Matrix& obj_pos, double lat,
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double lon, double elev, double hdg)
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{
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SGGeod geod = SGGeod::fromDegM(lon, lat, elev);
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obj_pos = geod.makeZUpFrame();
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// hdg is not a compass heading, but a counter-clockwise rotation
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// around the Z axis
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obj_pos.preMult(osg::Matrix::rotate(hdg * SGD_DEGREES_TO_RADIANS,
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0.0, 0.0, 1.0));
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}
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// Free "n" leaf elements of an ssg tree. returns the number of
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// elements freed. An empty branch node is considered a leaf. This
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// is intended to spread the load of freeing a complex tile out over
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// several frames.
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static int fgPartialFreeSSGtree( osg::Group *b, int n ) {
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int num_deletes = b->getNumChildren();
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b->removeChildren(0, b->getNumChildren());
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return num_deletes;
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}
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// Clean up the memory used by this tile and delete the arrays used by
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// ssg as well as the whole ssg branch
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bool FGTileEntry::free_tile() {
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int delete_size = 100;
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SG_LOG( SG_TERRAIN, SG_DEBUG,
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"FREEING TILE = (" << tile_bucket << ")" );
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SG_LOG( SG_TERRAIN, SG_DEBUG, "(start) free_tracker = " << free_tracker );
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if ( !(free_tracker & NODES) ) {
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free_tracker |= NODES;
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} else if ( !(free_tracker & VEC_PTRS) ) {
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free_tracker |= VEC_PTRS;
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} else if ( !(free_tracker & TERRA_NODE) ) {
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// delete the terrain branch (this should already have been
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// disconnected from the scene graph)
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SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING terra_transform" );
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if ( fgPartialFreeSSGtree( _node.get(), delete_size ) == 0 ) {
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_node = 0;
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free_tracker |= TERRA_NODE;
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}
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} else if ( !(free_tracker & LIGHTMAPS) ) {
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free_tracker |= LIGHTMAPS;
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} else {
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return true;
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}
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SG_LOG( SG_TERRAIN, SG_DEBUG, "(end) free_tracker = " << free_tracker );
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// if we fall down to here, we still have work todo, return false
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return false;
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}
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// Update the ssg transform node for this tile so it can be
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// properly drawn relative to our (0,0,0) point
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void FGTileEntry::prep_ssg_node(float vis) {
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if (!is_loaded())
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return;
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// visibility can change from frame to frame so we update the
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// range selector cutoff's each time.
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float bounding_radius = _node->getChild(0)->getBound().radius();
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_node->setRange( 0, 0, vis + bounding_radius );
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}
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bool FGTileEntry::obj_load( const string& path,
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osg::Group *geometry, bool is_base )
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{
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bool use_random_objects =
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fgGetBool("/sim/rendering/random-objects", true);
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bool use_random_vegetation =
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fgGetBool("/sim/rendering/random-vegetation", true);
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// try loading binary format
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osg::ref_ptr<SGReaderWriterBTGOptions> options
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= new SGReaderWriterBTGOptions();
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options->setMatlib(globals->get_matlib());
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options->setCalcLights(is_base);
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options->setUseRandomObjects(use_random_objects);
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options->setUseRandomVegetation(use_random_vegetation);
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osg::Node* node = osgDB::readNodeFile(path, options.get());
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if (node)
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geometry->addChild(node);
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return node;
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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_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, const 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=" <<
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lon << " 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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// Work in progress... load the tile based entirely by name cuz that's
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// what we'll want to do with the database pager.
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osg::Node*
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FGTileEntry::loadTileByName(const string& index_str,
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const string_list &path_list)
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{
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long tileIndex;
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{
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istringstream idxStream(index_str);
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idxStream >> tileIndex;
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}
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SGBucket tile_bucket(tileIndex);
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const string basePath = tile_bucket.gen_base_path();
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bool found_tile_base = false;
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SGPath object_base;
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vector<const Object*> objects;
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SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << index_str );
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// scan and parse all files and store information
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for (unsigned int i = 0; i < path_list.size(); i++) {
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// If we found a terrain tile in Terrain/, we have to process the
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// Objects/ dir in the same group, too, before we can stop scanning.
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// FGGlobals::set_fg_scenery() inserts an empty string to path_list
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// as marker.
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if (path_list[i].empty()) {
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if (found_tile_base)
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break;
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else
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continue;
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}
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bool has_base = false;
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SGPath tile_path = path_list[i];
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tile_path.append(basePath);
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SGPath basename = tile_path;
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basename.append( index_str );
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SG_LOG( SG_TERRAIN, SG_INFO, " Trying " << basename.str() );
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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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while ( ! in.eof() ) {
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string token;
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in >> token;
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if ( token.empty() || 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 (!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 << " "
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<< name << " (skipped)");
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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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objects.push_back(new Object(OBJECT_STATIC, token, tile_path, in));
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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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} else if ( token == "OBJECT_SIGN" ) {
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objects.push_back(new Object(OBJECT_SIGN, token, tile_path, in));
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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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} 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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}
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// obj_load() will generate ground lighting for us ...
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osg::Group* new_tile = new osg::Group;
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if (found_tile_base) {
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// load tile if found ...
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obj_load( object_base.str(), new_tile, true );
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} else {
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// ... or generate an ocean tile on the fly
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SG_LOG(SG_TERRAIN, SG_INFO, " Generating ocean tile");
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if ( !SGGenTile( path_list[0], tile_bucket,
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globals->get_matlib(), new_tile ) ) {
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SG_LOG( SG_TERRAIN, SG_ALERT,
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"Warning: failed to generate ocean tile!" );
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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 (unsigned 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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obj_load( custom_path.str(), new_tile, false );
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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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osg::Matrix obj_pos;
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WorldCoordinate( obj_pos, obj->lat, obj->lon, obj->elev, obj->hdg );
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osg::MatrixTransform *obj_trans = new osg::MatrixTransform;
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obj_trans->setMatrix( obj_pos );
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// wire as much of the scene graph together as we can
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new_tile->addChild( obj_trans );
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osg::Node* model
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= FGTileMgr::loadTileModel(custom_path.str(),
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obj->type == OBJECT_SHARED);
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if (model)
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obj_trans->addChild(model);
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} else if (obj->type == OBJECT_SIGN || obj->type == OBJECT_RUNWAY_SIGN) {
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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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osg::Matrix obj_pos;
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WorldCoordinate( obj_pos, obj->lat, obj->lon, obj->elev, obj->hdg );
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osg::MatrixTransform *obj_trans = new osg::MatrixTransform;
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obj_trans->setMatrix( obj_pos );
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osg::Node *custom_obj = 0;
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if (obj->type == OBJECT_SIGN)
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custom_obj = SGMakeSign(globals->get_matlib(), custom_path.str(), obj->name);
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else
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custom_obj = SGMakeRunwaySign(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 -> addChild( custom_obj );
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}
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new_tile->addChild( obj_trans );
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}
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delete obj;
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}
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return new_tile;
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}
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void
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FGTileEntry::add_ssg_nodes( osg::Group *terrain_branch )
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{
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// bump up the ref count so we can remove this later without
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// having ssg try to free the memory.
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terrain_branch->addChild( _node.get() );
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SG_LOG( SG_TERRAIN, SG_DEBUG,
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"connected a tile into scene graph. _node = "
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<< _node.get() );
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SG_LOG( SG_TERRAIN, SG_DEBUG, "num parents now = "
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<< _node->getNumParents() );
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}
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void
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FGTileEntry::disconnect_ssg_nodes()
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{
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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
|