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flightgear/src/Scenery/tileentry.cxx
ehofman 7b824755ee Mathias Fröhlich:
I have prepared a patch that:
- Introduces a FGTileMgr::scenery_available method which asks the tilemanager
  if scenery for a given range around a lat/lon pair is already loaded and make
  use of that method at some -9999 meter checks.
- Introduces a FGScenery::get_elevation_m method which queries the altitude at
  a given position. In constrast to the groundcache functions this is the best
  choice if you ask for one *single* altitude value. Make use of that thing in
  AI/ATC classes and for the current views ground level. At the current views
  part the groundcache is reused if possible.
- The computation of the 'current groundlevel' is no longer done on the
  tilemanagers update since the required functions are now better seperated.

Alltogether it eliminates somehow redundant terrain level computations which
are now superseeded by that more finegrained functions and the existence of
the groundcache. Additionally it introduces an api to commonly required
functions which was very complex to do prevously.
2005-08-14 12:57:12 +00:00

1190 lines
43 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., 675 Mass Ave, Cambridge, MA 02139, 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 <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/misc/sgstream.hxx>
#include <simgear/scene/material/mat.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/tgdb/apt_signs.hxx>
#include <simgear/scene/tgdb/obj.hxx>
#include <simgear/scene/tgdb/vasi.hxx>
#include <simgear/scene/model/placementtrans.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);
// Constructor
FGTileEntry::FGTileEntry ( const SGBucket& b )
: center( Point3D( 0.0 ) ),
tile_bucket( b ),
terra_transform( new ssgPlacementTransform ),
vasi_lights_transform( new ssgPlacementTransform ),
rwy_lights_transform( new ssgPlacementTransform ),
taxi_lights_transform( new ssgPlacementTransform ),
terra_range( new ssgRangeSelector ),
vasi_lights_selector( new ssgSelector ),
rwy_lights_selector( new ssgSelector ),
taxi_lights_selector( new ssgSelector ),
loaded(false),
pending_models(0),
is_inner_ring(false),
free_tracker(0)
{
// update the contents
// if ( vec3_ptrs.size() || vec2_ptrs.size() || index_ptrs.size() ) {
// SG_LOG( SG_TERRAIN, SG_ALERT,
// "Attempting to overwrite existing or"
// << " not properly freed leaf data." );
// exit(-1);
// }
}
// Destructor
FGTileEntry::~FGTileEntry () {
// cout << "nodes = " << nodes.size() << endl;;
// delete[] nodes;
}
#if 0
// Please keep this for reference. We use Norman's optimized routine,
// but here is what the routine really is doing.
void
FGTileEntry::WorldCoordinate( sgCoord *obj_pos, Point3D center,
double lat, double lon, double elev, double hdg)
{
// setup transforms
Point3D geod( lon * SGD_DEGREES_TO_RADIANS,
lat * SGD_DEGREES_TO_RADIANS,
elev );
Point3D world_pos = sgGeodToCart( geod );
Point3D offset = world_pos - center;
sgMat4 POS;
sgMakeTransMat4( POS, offset.x(), offset.y(), offset.z() );
sgVec3 obj_rt, obj_up;
sgSetVec3( obj_rt, 0.0, 1.0, 0.0); // Y axis
sgSetVec3( obj_up, 0.0, 0.0, 1.0); // Z axis
sgMat4 ROT_lon, ROT_lat, ROT_hdg;
sgMakeRotMat4( ROT_lon, lon, obj_up );
sgMakeRotMat4( ROT_lat, 90 - lat, obj_rt );
sgMakeRotMat4( ROT_hdg, hdg, obj_up );
sgMat4 TUX;
sgCopyMat4( TUX, ROT_hdg );
sgPostMultMat4( TUX, ROT_lat );
sgPostMultMat4( TUX, ROT_lon );
sgPostMultMat4( TUX, POS );
sgSetCoord( obj_pos, TUX );
}
#endif
// Norman's 'fast hack' for above
static void WorldCoordinate( sgCoord *obj_pos, Point3D center, double lat,
double lon, double elev, double hdg )
{
double lon_rad = lon * SGD_DEGREES_TO_RADIANS;
double lat_rad = lat * SGD_DEGREES_TO_RADIANS;
double hdg_rad = hdg * SGD_DEGREES_TO_RADIANS;
// setup transforms
Point3D geod( lon_rad, lat_rad, elev );
Point3D world_pos = sgGeodToCart( geod );
Point3D offset = world_pos - center;
sgMat4 mat;
SGfloat sin_lat = (SGfloat)sin( lat_rad );
SGfloat cos_lat = (SGfloat)cos( lat_rad );
SGfloat cos_lon = (SGfloat)cos( lon_rad );
SGfloat sin_lon = (SGfloat)sin( lon_rad );
SGfloat sin_hdg = (SGfloat)sin( hdg_rad ) ;
SGfloat cos_hdg = (SGfloat)cos( hdg_rad ) ;
mat[0][0] = cos_hdg * (SGfloat)sin_lat * (SGfloat)cos_lon - sin_hdg * (SGfloat)sin_lon;
mat[0][1] = cos_hdg * (SGfloat)sin_lat * (SGfloat)sin_lon + sin_hdg * (SGfloat)cos_lon;
mat[0][2] = -cos_hdg * (SGfloat)cos_lat;
mat[0][3] = SG_ZERO;
mat[1][0] = -sin_hdg * (SGfloat)sin_lat * (SGfloat)cos_lon - cos_hdg * (SGfloat)sin_lon;
mat[1][1] = -sin_hdg * (SGfloat)sin_lat * (SGfloat)sin_lon + cos_hdg * (SGfloat)cos_lon;
mat[1][2] = sin_hdg * (SGfloat)cos_lat;
mat[1][3] = SG_ZERO;
mat[2][0] = (SGfloat)cos_lat * (SGfloat)cos_lon;
mat[2][1] = (SGfloat)cos_lat * (SGfloat)sin_lon;
mat[2][2] = (SGfloat)sin_lat;
mat[2][3] = SG_ZERO;
mat[3][0] = offset.x();
mat[3][1] = offset.y();
mat[3][2] = offset.z();
mat[3][3] = SG_ONE ;
sgSetCoord( obj_pos, mat );
}
// recurse an ssg tree and call removeKid() on every node from the
// bottom up. Leaves the original branch in existance, but empty so
// it can be removed by the calling routine.
static void my_remove_branch( ssgBranch * branch ) {
for ( ssgEntity *k = branch->getKid( 0 );
k != NULL;
k = branch->getNextKid() )
{
if ( k -> isAKindOf ( ssgTypeBranch() ) ) {
my_remove_branch( (ssgBranch *)k );
branch -> removeKid ( k );
} else if ( k -> isAKindOf ( ssgTypeLeaf() ) ) {
branch -> removeKid ( k ) ;
}
}
}
// 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( ssgBranch *b, int n ) {
#if 0
// for testing: we could call the following two lines and replace
// the functionality of this entire function and everything will
// get properly freed, but it will happen all at once and could
// cause a huge frame rate hit.
ssgDeRefDelete( b );
return 0;
#endif
int num_deletes = 0;
if ( n > 0 ) {
// we still have some delete budget left
// if ( b->getNumKids() > 100 ) {
// cout << "large family = " << b->getNumKids() << endl;
// }
// deleting in reverse would help if my plib patch get's
// applied, but for now it will make things slower.
// for ( int i = b->getNumKids() - 1; i >= 0 ; --i ) {
for ( int i = 0; i < b->getNumKids(); ++i ) {
ssgEntity *kid = b->getKid(i);
if ( kid->isAKindOf( ssgTypeBranch() ) && kid->getRef() <= 1 ) {
int result = fgPartialFreeSSGtree( (ssgBranch *)kid, n );
num_deletes += result;
n -= result;
if ( n < 0 ) {
break;
}
}
// remove the kid if (a) it is now empty -or- (b) it's ref
// count is > zero at which point we don't care if it's
// empty, we don't want to touch it's contents.
if ( kid->getNumKids() == 0 || kid->getRef() > 1 ) {
b->removeKid( kid );
num_deletes++;
n--;
}
}
}
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( terra_transform, delete_size ) == 0 ) {
ssgDeRefDelete( terra_transform );
free_tracker |= TERRA_NODE;
}
} else if ( !(free_tracker & GROUND_LIGHTS) && gnd_lights_transform ) {
// delete the terrain lighting branch (this should already have been
// disconnected from the scene graph)
SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING gnd_lights_transform" );
if ( fgPartialFreeSSGtree( gnd_lights_transform, delete_size ) == 0 ) {
ssgDeRefDelete( gnd_lights_transform );
free_tracker |= GROUND_LIGHTS;
}
} else if ( !(free_tracker & VASI_LIGHTS) && vasi_lights_selector ) {
// delete the runway lighting branch (this should already have
// been disconnected from the scene graph)
SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING vasi_lights_selector" );
if ( fgPartialFreeSSGtree( vasi_lights_selector, delete_size ) == 0 ) {
ssgDeRefDelete( vasi_lights_selector );
free_tracker |= VASI_LIGHTS;
}
} else if ( !(free_tracker & RWY_LIGHTS) && rwy_lights_selector ) {
// delete the runway lighting branch (this should already have
// been disconnected from the scene graph)
SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING rwy_lights_selector" );
if ( fgPartialFreeSSGtree( rwy_lights_selector, delete_size ) == 0 ) {
ssgDeRefDelete( rwy_lights_selector );
free_tracker |= RWY_LIGHTS;
}
} else if ( !(free_tracker & TAXI_LIGHTS) && taxi_lights_selector ) {
// delete the taxi lighting branch (this should already have been
// disconnected from the scene graph)
SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING taxi_lights_selector" );
if ( fgPartialFreeSSGtree( taxi_lights_selector, delete_size ) == 0 ) {
ssgDeRefDelete( taxi_lights_selector );
free_tracker |= TAXI_LIGHTS;
}
} 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( const Point3D& p, sgVec3 up, float vis) {
if ( !loaded ) return;
// visibility can change from frame to frame so we update the
// range selector cutoff's each time.
terra_range->setRange( 0, SG_ZERO );
terra_range->setRange( 1, vis + bounding_radius );
if ( gnd_lights_range ) {
gnd_lights_range->setRange( 0, SG_ZERO );
gnd_lights_range->setRange( 1, vis * 1.5 + bounding_radius );
}
sgdVec3 sgdTrans;
sgdSetVec3( sgdTrans, center.x(), center.y(), center.z() );
FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
if ( gnd_lights_transform ) {
// we need to lift the lights above the terrain to avoid
// z-buffer fighting. We do this based on our altitude and
// the distance this tile is away from scenery center.
// we expect 'up' to be a unit vector coming in, but since we
// modify the value of lift_vec, we need to create a local
// copy.
sgVec3 lift_vec;
sgCopyVec3( lift_vec, up );
double agl;
agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
- globals->get_current_view()->getSGLocation()->get_cur_elev_m();
// Compute the distance of the scenery center from the view position.
double dist = center.distance3D(p);
if ( general.get_glDepthBits() > 16 ) {
sgScaleVec3( lift_vec, 10.0 + agl / 100.0 + dist / 10000 );
} else {
sgScaleVec3( lift_vec, 10.0 + agl / 20.0 + dist / 5000 );
}
sgdVec3 dlt_trans;
sgdCopyVec3( dlt_trans, sgdTrans );
sgdVec3 dlift_vec;
sgdSetVec3( dlift_vec, lift_vec );
sgdAddVec3( dlt_trans, dlift_vec );
gnd_lights_transform->setTransform( dlt_trans );
// select which set of lights based on sun angle
float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
if ( sun_angle > 95 ) {
gnd_lights_brightness->select(0x04);
} else if ( sun_angle > 92 ) {
gnd_lights_brightness->select(0x02);
} else if ( sun_angle > 89 ) {
gnd_lights_brightness->select(0x01);
} else {
gnd_lights_brightness->select(0x00);
}
}
if ( vasi_lights_transform ) {
// we need to lift the lights above the terrain to avoid
// z-buffer fighting. We do this based on our altitude and
// the distance this tile is away from scenery center.
sgVec3 lift_vec;
sgCopyVec3( lift_vec, up );
// we fudge agl by 30 meters so that the lifting function
// doesn't phase in until we are > 30m agl.
double agl;
agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
- globals->get_current_view()->getSGLocation()->get_cur_elev_m()
- 30.0;
if ( agl < 0.0 ) {
agl = 0.0;
}
if ( general.get_glDepthBits() > 16 ) {
sgScaleVec3( lift_vec, 0.25 + agl / 400.0 + agl*agl / 5000000.0 );
} else {
sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
}
sgdVec3 dlt_trans;
sgdCopyVec3( dlt_trans, sgdTrans );
sgdVec3 dlift_vec;
sgdSetVec3( dlift_vec, lift_vec );
sgdAddVec3( dlt_trans, dlift_vec );
vasi_lights_transform->setTransform( dlt_trans );
// generally, vasi lights are always on
vasi_lights_selector->select(0x01);
}
if ( rwy_lights_transform ) {
// we need to lift the lights above the terrain to avoid
// z-buffer fighting. We do this based on our altitude and
// the distance this tile is away from scenery center.
sgVec3 lift_vec;
sgCopyVec3( lift_vec, up );
// we fudge agl by 30 meters so that the lifting function
// doesn't phase in until we are > 30m agl.
double agl;
agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
- globals->get_current_view()->getSGLocation()->get_cur_elev_m()
- 30.0;
if ( agl < 0.0 ) {
agl = 0.0;
}
if ( general.get_glDepthBits() > 16 ) {
sgScaleVec3( lift_vec, 0.01 + agl / 400.0 + agl*agl / 5000000.0 );
} else {
sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
}
sgdVec3 dlt_trans;
sgdCopyVec3( dlt_trans, sgdTrans );
sgdVec3 dlift_vec;
sgdSetVec3( dlift_vec, lift_vec );
sgdAddVec3( dlt_trans, dlift_vec );
rwy_lights_transform->setTransform( dlt_trans );
// turn runway lights on/off based on sun angle and visibility
float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
if ( sun_angle > 85 ||
(fgGetDouble("/environment/visibility-m") < 5000.0) ) {
rwy_lights_selector->select(0x01);
} else {
rwy_lights_selector->select(0x00);
}
}
if ( taxi_lights_transform ) {
// we need to lift the lights above the terrain to avoid
// z-buffer fighting. We do this based on our altitude and
// the distance this tile is away from scenery center.
sgVec3 lift_vec;
sgCopyVec3( lift_vec, up );
// we fudge agl by 30 meters so that the lifting function
// doesn't phase in until we are > 30m agl.
double agl;
agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
- globals->get_current_view()->getSGLocation()->get_cur_elev_m()
- 30.0;
if ( agl < 0.0 ) {
agl = 0.0;
}
if ( general.get_glDepthBits() > 16 ) {
sgScaleVec3( lift_vec, 0.01 + agl / 400.0 + agl*agl / 5000000.0 );
} else {
sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
}
sgdVec3 dlt_trans;
sgdCopyVec3( dlt_trans, sgdTrans );
sgdVec3 dlift_vec;
sgdSetVec3( dlift_vec, lift_vec );
sgdAddVec3( dlt_trans, dlift_vec );
taxi_lights_transform->setTransform( dlt_trans );
// turn taxi lights on/off based on sun angle and visibility
float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
if ( sun_angle > 85 ||
(fgGetDouble("/environment/visibility-m") < 5000.0) ) {
taxi_lights_selector->select(0x01);
} else {
taxi_lights_selector->select(0x00);
}
}
if ( vasi_lights_transform && is_inner_ring ) {
// now we need to traverse the list of vasi lights and update
// their coloring (but only for the inner ring, no point in
// doing this extra work for tiles that are relatively far
// away.)
for ( int i = 0; i < vasi_lights_transform->getNumKids(); ++i ) {
// cout << "vasi root = " << i << endl;
ssgBranch *v = (ssgBranch *)vasi_lights_transform->getKid(i);
for ( int j = 0; j < v->getNumKids(); ++j ) {
// cout << " vasi branch = " << j << endl;
ssgTransform *kid = (ssgTransform *)v->getKid(j);
SGVASIUserData *vasi = (SGVASIUserData *)kid->getUserData();
if ( vasi != NULL ) {
sgdVec3 s;
sgdCopyVec3( s, vasi->get_abs_pos() );
Point3D start(s[0], s[1], s[2]);
sgdVec3 d;
sgdCopyVec3( d, globals->get_current_view()->get_absolute_view_pos() );
double dist = sgdDistanceVec3( s, d );
if ( dist < 10000 ) {
double cur_alt
= globals->get_current_view()->getAltitudeASL_ft()
* SG_FEET_TO_METER;
double y = cur_alt - vasi->get_alt_m();
double angle;
if ( dist != 0 ) {
angle = asin( y / dist );
} else {
angle = 0.0;
}
vasi->set_color(angle * SG_RADIANS_TO_DEGREES);
}
// cout << " dist = " << dist
// << " angle = " << angle * SG_RADIANS_TO_DEGREES
// << endl;
} else {
SG_LOG( SG_TERRAIN, SG_ALERT, "no vasi data!" );
}
}
}
}
}
// Set up lights rendering call backs
static int fgLightsPredraw( ssgEntity *e ) {
#if 0
if (glPointParameterIsSupported) {
static float quadratic[3] = {1.0, 0.01, 0.0001};
glPointParameterfvProc(GL_DISTANCE_ATTENUATION_EXT, quadratic);
glPointParameterfProc(GL_POINT_SIZE_MIN_EXT, 1.0);
glPointSize(4.0);
}
#endif
return true;
}
static int fgLightsPostdraw( ssgEntity *e ) {
#if 0
if (glPointParameterIsSupported) {
static float default_attenuation[3] = {1.0, 0.0, 0.0};
glPointParameterfvProc(GL_DISTANCE_ATTENUATION_EXT,
default_attenuation);
glPointSize(1.0);
}
#endif
return true;
}
ssgLeaf* FGTileEntry::gen_lights( SGMaterialLib *matlib, ssgVertexArray *lights,
int inc, float bright )
{
// generate a repeatable random seed
float *p1 = lights->get( 0 );
unsigned int *seed = (unsigned int *)p1;
sg_srandom( *seed );
int size = lights->getNum() / inc;
// Allocate ssg structure
ssgVertexArray *vl = new ssgVertexArray( size + 1 );
ssgNormalArray *nl = NULL;
ssgTexCoordArray *tl = NULL;
ssgColourArray *cl = new ssgColourArray( size + 1 );
sgVec4 color;
for ( int i = 0; i < lights->getNum(); ++i ) {
// this loop is slightly less efficient than it otherwise
// could be, but we want a red light to always be red, and a
// yellow light to always be yellow, etc. so we are trying to
// preserve the random sequence.
float zombie = sg_random();
if ( i % inc == 0 ) {
vl->add( lights->get(i) );
// factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
float factor = sg_random();
factor *= factor;
if ( zombie > 0.5 ) {
// 50% chance of yellowish
sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 );
} else if ( zombie > 0.15 ) {
// 35% chance of whitish
sgSetVec4( color, 0.9, 0.9, 0.8, bright - factor * 0.2 );
} else if ( zombie > 0.05 ) {
// 10% chance of orangish
sgSetVec4( color, 0.9, 0.6, 0.2, bright - factor * 0.2 );
} else {
// 5% chance of redish
sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 );
}
cl->add( color );
}
}
// create ssg leaf
ssgLeaf *leaf =
new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
// assign state
SGMaterial *mat = matlib->find( "GROUND_LIGHTS" );
leaf->setState( mat->get_state() );
leaf->setCallback( SSG_CALLBACK_PREDRAW, fgLightsPredraw );
leaf->setCallback( SSG_CALLBACK_POSTDRAW, fgLightsPostdraw );
return leaf;
}
bool FGTileEntry::obj_load( const string& path,
ssgBranch *geometry,
ssgBranch *vasi_lights,
ssgBranch *rwy_lights,
ssgBranch *taxi_lights,
ssgVertexArray *ground_lights, bool is_base )
{
Point3D c; // returned center point
double br; // returned bounding radius
bool use_random_objects =
fgGetBool("/sim/rendering/random-objects", true);
// try loading binary format
if ( sgBinObjLoad( path, is_base,
&c, &br, globals->get_matlib(), use_random_objects,
geometry, vasi_lights, rwy_lights, taxi_lights,
ground_lights ) )
{
if ( is_base ) {
center = c;
bounding_radius = br;
}
}
return (geometry != NULL);
}
void
FGTileEntry::load( const string_list &path_list, bool is_base )
{
bool found_tile_base = false;
// 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 < path_list.size() ) {
bool has_base = false;
// Generate names for later use
string index_str = tile_bucket.gen_index_str();
SGPath tile_path = path_list[i];
tile_path.append( tile_bucket.gen_base_path() );
SGPath basename = tile_path;
basename.append( index_str );
// string path = basename.str();
SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
#define FG_MAX_LIGHTS 1000
// 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() ) {
string token, name;
while ( ! in.eof() ) {
in >> token;
if ( token[0] == '#' ) {
in >> ::skipeol;
continue;
}
// Load only once (first found)
if ( token == "OBJECT_BASE" ) {
in >> name >> ::skipws;
SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
<< " name = " << name );
if (!found_tile_base) {
found_tile_base = true;
has_base = true;
SGPath custom_path = tile_path;
custom_path.append( name );
ssgBranch *geometry = new ssgBranch;
if ( obj_load( custom_path.str(),
geometry, NULL, NULL, NULL, light_pts,
true ) )
{
geometry->getKid( 0 )->setTravCallback(
SSG_CALLBACK_PRETRAV,
&FGTileMgr::tile_filter_cb );
new_tile -> addKid( geometry );
} else {
delete geometry;
}
} 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) {
in >> name >> ::skipws;
SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
<< " name = " << name );
SGPath custom_path = tile_path;
custom_path.append( name );
ssgBranch *geometry = new ssgBranch;
ssgBranch *vasi_lights = new ssgBranch;
ssgBranch *rwy_lights = new ssgBranch;
ssgBranch *taxi_lights = new ssgBranch;
if ( obj_load( custom_path.str(),
geometry, vasi_lights, rwy_lights,
taxi_lights, NULL, false ) )
{
if ( geometry -> getNumKids() > 0 ) {
geometry->getKid( 0 )->setTravCallback(
SSG_CALLBACK_PRETRAV,
&FGTileMgr::tile_filter_cb );
new_tile -> addKid( geometry );
} else {
delete geometry;
}
if ( vasi_lights -> getNumKids() > 0 ) {
vasi_lights_transform -> addKid( vasi_lights );
} else {
delete vasi_lights;
}
if ( rwy_lights -> getNumKids() > 0 ) {
rwy_lights_transform -> addKid( rwy_lights );
} else {
delete rwy_lights;
}
if ( taxi_lights -> getNumKids() > 0 ) {
taxi_lights_transform -> addKid( taxi_lights );
} else {
delete taxi_lights;
}
} else {
delete geometry;
delete vasi_lights;
delete rwy_lights;
delete taxi_lights;
}
}
// Always OK to load
} else if ( token == "OBJECT_STATIC" ||
token == "OBJECT_SHARED" ) {
// load object info
double lon, lat, elev, hdg;
in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
<< " name = " << name
<< " pos = " << lon << ", " << lat
<< " elevation = " << elev
<< " heading = " << hdg );
// object loading is deferred to main render thread,
// but lets figure out the paths right now.
SGPath custom_path;
if ( token == "OBJECT_STATIC" ) {
custom_path= tile_path;
} else {
custom_path = globals->get_fg_root();
}
custom_path.append( name );
sgCoord obj_pos;
WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
ssgTransform *obj_trans = new ssgTransform;
obj_trans->setTransform( &obj_pos );
// wire as much of the scene graph together as we can
new_tile->addKid( obj_trans );
// bump up the pending models count
pending_models++;
// push an entry onto the model load queue
FGDeferredModel *dm
= new FGDeferredModel( custom_path.str(),
tile_path.str(),
tile_bucket,
this, obj_trans );
FGTileMgr::model_ready( dm );
// Do we even use this one?
} else if ( token == "OBJECT_TAXI_SIGN" ) {
// load object info
double lon, lat, elev, hdg;
in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
<< " name = " << name
<< " pos = " << lon << ", " << lat
<< " elevation = " << elev
<< " heading = " << hdg );
// load the object itself
SGPath custom_path = tile_path;
custom_path.append( name );
sgCoord obj_pos;
WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
ssgTransform *obj_trans = new ssgTransform;
obj_trans->setTransform( &obj_pos );
ssgBranch *custom_obj
= sgMakeTaxiSign( globals->get_matlib(),
custom_path.str(), name );
// wire the pieces together
if ( custom_obj != NULL ) {
obj_trans -> addKid( custom_obj );
}
new_tile->addKid( obj_trans );
// Do we even use this one?
} else if ( token == "OBJECT_RUNWAY_SIGN" ) {
// load object info
double lon, lat, elev, hdg;
in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
<< " name = " << name
<< " pos = " << lon << ", " << lat
<< " elevation = " << elev
<< " heading = " << hdg );
// load the object itself
SGPath custom_path = tile_path;
custom_path.append( name );
sgCoord obj_pos;
WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
ssgTransform *obj_trans = new ssgTransform;
obj_trans->setTransform( &obj_pos );
ssgBranch *custom_obj
= sgMakeRunwaySign( globals->get_matlib(),
custom_path.str(), name );
// wire the pieces together
if ( custom_obj != NULL ) {
obj_trans -> addKid( custom_obj );
}
new_tile->addKid( obj_trans );
// I don't think we use this, either
} else if ( token == "RWY_LIGHTS" ) {
double lon, lat, hdg, len, width;
string common, end1, end2;
in >> lon >> lat >> hdg >> len >> width
>> common >> end1 >> end2;
SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
<< " pos = " << lon << ", " << lat
<< " hdg = " << hdg
<< " size = " << len << ", " << width
<< " codes = " << common << " "
<< end1 << " " << end2 );
} else {
SG_LOG( SG_TERRAIN, SG_DEBUG,
"Unknown token " << token << " in "
<< stg_name.str() );
in >> ::skipws;
}
}
}
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( path_list[0], tile_bucket, &c, &br,
globals->get_matlib(), geometry ) )
{
center = c;
bounding_radius = br;
new_tile -> addKid( geometry );
} else {
delete geometry;
SG_LOG( SG_TERRAIN, SG_ALERT,
"Warning: failed to generate ocean tile!" );
}
}
if ( new_tile != NULL ) {
terra_range->addKid( new_tile );
}
terra_transform->addKid( terra_range );
// calculate initial tile offset
sgdVec3 sgdTrans;
sgdSetVec3( sgdTrans, center.x(), center.y(), center.z() );
terra_transform->setTransform( sgdTrans );
// Add ground lights to scene graph if any exist
gnd_lights_transform = NULL;
gnd_lights_range = NULL;
if ( light_pts->getNum() ) {
SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
gnd_lights_transform = new ssgPlacementTransform;
gnd_lights_range = new ssgRangeSelector;
gnd_lights_brightness = new ssgSelector;
ssgLeaf *lights;
lights = gen_lights( globals->get_matlib(), light_pts, 4, 0.7 );
gnd_lights_brightness->addKid( lights );
lights = gen_lights( globals->get_matlib(), light_pts, 2, 0.85 );
gnd_lights_brightness->addKid( lights );
lights = gen_lights( globals->get_matlib(), light_pts, 1, 1.0 );
gnd_lights_brightness->addKid( lights );
gnd_lights_range->addKid( gnd_lights_brightness );
gnd_lights_transform->addKid( gnd_lights_range );
gnd_lights_transform->setTransform( sgdTrans );
}
// Update vasi lights transform
if ( vasi_lights_transform->getNumKids() > 0 ) {
vasi_lights_transform->setTransform( sgdTrans );
}
// Update runway lights transform
if ( rwy_lights_transform->getNumKids() > 0 ) {
rwy_lights_transform->setTransform( sgdTrans );
}
// Update taxi lights transform
if ( taxi_lights_transform->getNumKids() > 0 ) {
taxi_lights_transform->setTransform( sgdTrans );
}
}
void
FGTileEntry::makeDList( ssgBranch *b )
{
int nb = b->getNumKids();
for (int i = 0; i<nb; i++) {
ssgEntity *e = b->getKid(i);
if (e->isAKindOf(ssgTypeLeaf())) {
((ssgLeaf*)e)->makeDList();
} else if (e->isAKindOf(ssgTypeBranch())) {
makeDList( (ssgBranch*)e );
}
}
}
void
FGTileEntry::add_ssg_nodes( ssgBranch *terrain_branch,
ssgBranch *gnd_lights_branch,
ssgBranch *vasi_lights_branch,
ssgBranch *rwy_lights_branch,
ssgBranch *taxi_lights_branch )
{
// bump up the ref count so we can remove this later without
// having ssg try to free the memory.
#if PLIB_VERSION > 183
if ( fgGetBool( "/sim/rendering/use-display-list", true ) ) {
makeDList( terra_transform );
}
#endif
terra_transform->ref();
terrain_branch->addKid( terra_transform );
globals->get_scenery()->register_placement_transform(terra_transform);
SG_LOG( SG_TERRAIN, SG_DEBUG,
"connected a tile into scene graph. terra_transform = "
<< terra_transform );
SG_LOG( SG_TERRAIN, SG_DEBUG, "num parents now = "
<< terra_transform->getNumParents() );
if ( gnd_lights_transform != NULL ) {
// bump up the ref count so we can remove this later without
// having ssg try to free the memory.
gnd_lights_transform->ref();
gnd_lights_branch->addKid( gnd_lights_transform );
globals->get_scenery()->register_placement_transform(gnd_lights_transform);
}
if ( vasi_lights_transform != NULL ) {
// bump up the ref count so we can remove this later without
// having ssg try to free the memory.
vasi_lights_selector->ref();
vasi_lights_selector->addKid( vasi_lights_transform );
globals->get_scenery()->register_placement_transform(vasi_lights_transform);
vasi_lights_branch->addKid( vasi_lights_selector );
}
if ( rwy_lights_transform != NULL ) {
// bump up the ref count so we can remove this later without
// having ssg try to free the memory.
rwy_lights_selector->ref();
rwy_lights_selector->addKid( rwy_lights_transform );
globals->get_scenery()->register_placement_transform(rwy_lights_transform);
rwy_lights_branch->addKid( rwy_lights_selector );
}
if ( taxi_lights_transform != NULL ) {
// bump up the ref count so we can remove this later without
// having ssg try to free the memory.
taxi_lights_selector->ref();
taxi_lights_selector->addKid( taxi_lights_transform );
globals->get_scenery()->register_placement_transform(taxi_lights_transform);
taxi_lights_branch->addKid( taxi_lights_selector );
}
loaded = true;
}
void
FGTileEntry::disconnect_ssg_nodes()
{
SG_LOG( SG_TERRAIN, SG_DEBUG, "disconnecting ssg nodes" );
if ( ! 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! terra_transform = " << terra_transform );
}
// Unregister that one at the scenery manager
globals->get_scenery()->unregister_placement_transform(terra_transform);
// find the terrain branch parent
int pcount = terra_transform->getNumParents();
if ( pcount > 0 ) {
// find the first parent (should only be one)
ssgBranch *parent = terra_transform->getParent( 0 ) ;
if( parent ) {
// disconnect the tile (we previously ref()'d it so it
// won't get freed now)
parent->removeKid( terra_transform );
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"parent pointer is NULL! Dying" );
exit(-1);
}
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"Parent count is zero for an ssg tile! Dying" );
exit(-1);
}
// find the ground lighting branch
if ( gnd_lights_transform ) {
// Unregister that one at the scenery manager
globals->get_scenery()->unregister_placement_transform(gnd_lights_transform);
pcount = gnd_lights_transform->getNumParents();
if ( pcount > 0 ) {
// find the first parent (should only be one)
ssgBranch *parent = gnd_lights_transform->getParent( 0 ) ;
if( parent ) {
// disconnect the light branch (we previously ref()'d
// it so it won't get freed now)
parent->removeKid( gnd_lights_transform );
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"parent pointer is NULL! Dying" );
exit(-1);
}
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"Parent count is zero for an ssg light tile! Dying" );
exit(-1);
}
}
// find the vasi lighting branch
if ( vasi_lights_transform ) {
// Unregister that one at the scenery manager
globals->get_scenery()->unregister_placement_transform(vasi_lights_transform);
pcount = vasi_lights_transform->getNumParents();
if ( pcount > 0 ) {
// find the first parent (should only be one)
ssgBranch *parent = vasi_lights_transform->getParent( 0 ) ;
if( parent ) {
// disconnect the light branch (we previously ref()'d
// it so it won't get freed now)
parent->removeKid( vasi_lights_transform );
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"parent pointer is NULL! Dying" );
exit(-1);
}
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"Parent count is zero for an ssg light tile! Dying" );
exit(-1);
}
}
// find the runway lighting branch
if ( rwy_lights_transform ) {
// Unregister that one at the scenery manager
globals->get_scenery()->unregister_placement_transform(rwy_lights_transform);
pcount = rwy_lights_transform->getNumParents();
if ( pcount > 0 ) {
// find the first parent (should only be one)
ssgBranch *parent = rwy_lights_transform->getParent( 0 ) ;
if( parent ) {
// disconnect the light branch (we previously ref()'d
// it so it won't get freed now)
parent->removeKid( rwy_lights_transform );
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"parent pointer is NULL! Dying" );
exit(-1);
}
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"Parent count is zero for an ssg light tile! Dying" );
exit(-1);
}
}
// find the taxi lighting branch
if ( taxi_lights_transform ) {
// Unregister that one at the scenery manager
globals->get_scenery()->unregister_placement_transform(taxi_lights_transform);
pcount = taxi_lights_transform->getNumParents();
if ( pcount > 0 ) {
// find the first parent (should only be one)
ssgBranch *parent = taxi_lights_transform->getParent( 0 ) ;
if( parent ) {
// disconnect the light branch (we previously ref()'d
// it so it won't get freed now)
parent->removeKid( taxi_lights_transform );
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"parent pointer is NULL! Dying" );
exit(-1);
}
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"Parent count is zero for an ssg light tile! Dying" );
exit(-1);
}
}
}