1
0
Fork 0
flightgear/src/Scenery/tileentry.cxx
ehofman a47725e92f Mathias Fröhlich:
Make use of the automatic reference counting class for ssg* data in flightgear.
2006-02-08 10:25:56 +00:00

1166 lines
40 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 ) {
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 ) {
terra_transform = 0;
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 ) {
gnd_lights_transform = 0;
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 ) {
vasi_lights_selector = 0;
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 ) {
rwy_lights_selector = 0;
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 ) {
taxi_lights_selector = 0;
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);
}
typedef enum {
OBJECT,
OBJECT_SHARED,
OBJECT_STATIC,
OBJECT_TAXI_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;
};
void
FGTileEntry::load( const string_list &path_list, bool is_base )
{
bool found_tile_base = false;
SGPath object_base;
vector<const Object*> objects;
string index_str = tile_bucket.gen_index_str();
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( tile_bucket.gen_base_path() );
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[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_TAXI_SIGN" ) {
objects.push_back(new Object(OBJECT_TAXI_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 ...
ssgVertexArray *light_pts = new ssgVertexArray( 100 );
ssgBranch* new_tile = new ssgBranch;
if (found_tile_base) {
// load tile if found ...
ssgSharedPtr<ssgBranch> geometry = new ssgBranch;
if ( obj_load( object_base.str(), geometry,
NULL, NULL, NULL, light_pts, true ) ) {
geometry->getKid( 0 )->setTravCallback(SSG_CALLBACK_PRETRAV,
&FGTileMgr::tile_filter_cb);
new_tile -> addKid( geometry );
}
} else {
// ... or generate an ocean tile on the fly
SG_LOG(SG_TERRAIN, SG_INFO, " Generating ocean tile");
ssgSharedPtr<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 {
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 );
ssgSharedPtr<ssgBranch> geometry = new ssgBranch;
ssgSharedPtr<ssgBranch> vasi_lights = new ssgBranch;
ssgSharedPtr<ssgBranch> rwy_lights = new ssgBranch;
ssgSharedPtr<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 );
}
if ( vasi_lights -> getNumKids() > 0 )
vasi_lights_transform -> addKid( vasi_lights );
if ( rwy_lights -> getNumKids() > 0 )
rwy_lights_transform -> addKid( rwy_lights );
if ( taxi_lights -> getNumKids() > 0 )
taxi_lights_transform -> addKid( taxi_lights );
}
} 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 );
sgCoord obj_pos;
WorldCoordinate( &obj_pos, center, obj->lat, obj->lon, obj->elev, obj->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 );
pending_models++;
// push an entry onto the model load queue
FGDeferredModel *dm
= new FGDeferredModel( custom_path.str(),
obj->path.str(),
tile_bucket,
this, obj_trans );
FGTileMgr::model_ready( dm );
} else if (obj->type == OBJECT_TAXI_SIGN || obj->type == OBJECT_RUNWAY_SIGN) {
ssgBranch *(*make_sign)(SGMaterialLib *, const string, const string);
make_sign = obj->type == OBJECT_TAXI_SIGN ? sgMakeTaxiSign : sgMakeRunwaySign;
// load the object itself
SGPath custom_path = obj->path;
custom_path.append( obj->name );
sgCoord obj_pos;
WorldCoordinate( &obj_pos, center, obj->lat, obj->lon, obj->elev, obj->hdg );
ssgTransform *obj_trans = new ssgTransform;
obj_trans->setTransform( &obj_pos );
ssgBranch *custom_obj
= (*make_sign)(globals->get_matlib(), custom_path.str(), obj->name);
// wire the pieces together
if ( custom_obj != NULL ) {
obj_trans -> addKid( custom_obj );
}
new_tile->addKid( obj_trans );
}
delete obj;
}
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 );
}
delete light_pts;
}
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
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_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->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->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->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);
}
}
}