dafa6ced1b
I have done a valgrind run in flightgear. Just start it up and close it at the fist change I had about half an hour later. source-leak.diff: Also two minor ones, but leaks ...
1192 lines
43 KiB
C++
1192 lines
43 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., 675 Mass Ave, Cambridge, MA 02139, 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 <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/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/tgdb/apt_signs.hxx>
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#include <simgear/scene/tgdb/obj.hxx>
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#include <simgear/scene/tgdb/vasi.hxx>
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#include <simgear/scene/model/placementtrans.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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// Constructor
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FGTileEntry::FGTileEntry ( const SGBucket& b )
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: center( Point3D( 0.0 ) ),
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tile_bucket( b ),
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terra_transform( new ssgPlacementTransform ),
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vasi_lights_transform( new ssgPlacementTransform ),
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rwy_lights_transform( new ssgPlacementTransform ),
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taxi_lights_transform( new ssgPlacementTransform ),
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terra_range( new ssgRangeSelector ),
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vasi_lights_selector( new ssgSelector ),
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rwy_lights_selector( new ssgSelector ),
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taxi_lights_selector( new ssgSelector ),
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loaded(false),
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pending_models(0),
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is_inner_ring(false),
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free_tracker(0)
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{
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// update the contents
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// if ( vec3_ptrs.size() || vec2_ptrs.size() || index_ptrs.size() ) {
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// SG_LOG( SG_TERRAIN, SG_ALERT,
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// "Attempting to overwrite existing or"
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// << " not properly freed leaf data." );
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// exit(-1);
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// }
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}
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// Destructor
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FGTileEntry::~FGTileEntry () {
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// cout << "nodes = " << nodes.size() << endl;;
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// delete[] nodes;
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}
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#if 0
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// Please keep this for reference. We use Norman's optimized routine,
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// but here is what the routine really is doing.
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void
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FGTileEntry::WorldCoordinate( sgCoord *obj_pos, Point3D center,
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double lat, double lon, double elev, double hdg)
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{
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// setup transforms
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Point3D geod( lon * SGD_DEGREES_TO_RADIANS,
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lat * SGD_DEGREES_TO_RADIANS,
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elev );
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Point3D world_pos = sgGeodToCart( geod );
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Point3D offset = world_pos - center;
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sgMat4 POS;
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sgMakeTransMat4( POS, offset.x(), offset.y(), offset.z() );
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sgVec3 obj_rt, obj_up;
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sgSetVec3( obj_rt, 0.0, 1.0, 0.0); // Y axis
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sgSetVec3( obj_up, 0.0, 0.0, 1.0); // Z axis
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sgMat4 ROT_lon, ROT_lat, ROT_hdg;
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sgMakeRotMat4( ROT_lon, lon, obj_up );
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sgMakeRotMat4( ROT_lat, 90 - lat, obj_rt );
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sgMakeRotMat4( ROT_hdg, hdg, obj_up );
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sgMat4 TUX;
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sgCopyMat4( TUX, ROT_hdg );
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sgPostMultMat4( TUX, ROT_lat );
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sgPostMultMat4( TUX, ROT_lon );
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sgPostMultMat4( TUX, POS );
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sgSetCoord( obj_pos, TUX );
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}
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#endif
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// Norman's 'fast hack' for above
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static void WorldCoordinate( sgCoord *obj_pos, Point3D center, double lat,
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double lon, double elev, double hdg )
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{
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double lon_rad = lon * SGD_DEGREES_TO_RADIANS;
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double lat_rad = lat * SGD_DEGREES_TO_RADIANS;
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double hdg_rad = hdg * SGD_DEGREES_TO_RADIANS;
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// setup transforms
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Point3D geod( lon_rad, lat_rad, elev );
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Point3D world_pos = sgGeodToCart( geod );
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Point3D offset = world_pos - center;
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sgMat4 mat;
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SGfloat sin_lat = (SGfloat)sin( lat_rad );
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SGfloat cos_lat = (SGfloat)cos( lat_rad );
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SGfloat cos_lon = (SGfloat)cos( lon_rad );
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SGfloat sin_lon = (SGfloat)sin( lon_rad );
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SGfloat sin_hdg = (SGfloat)sin( hdg_rad ) ;
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SGfloat cos_hdg = (SGfloat)cos( hdg_rad ) ;
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mat[0][0] = cos_hdg * (SGfloat)sin_lat * (SGfloat)cos_lon - sin_hdg * (SGfloat)sin_lon;
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mat[0][1] = cos_hdg * (SGfloat)sin_lat * (SGfloat)sin_lon + sin_hdg * (SGfloat)cos_lon;
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mat[0][2] = -cos_hdg * (SGfloat)cos_lat;
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mat[0][3] = SG_ZERO;
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mat[1][0] = -sin_hdg * (SGfloat)sin_lat * (SGfloat)cos_lon - cos_hdg * (SGfloat)sin_lon;
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mat[1][1] = -sin_hdg * (SGfloat)sin_lat * (SGfloat)sin_lon + cos_hdg * (SGfloat)cos_lon;
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mat[1][2] = sin_hdg * (SGfloat)cos_lat;
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mat[1][3] = SG_ZERO;
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mat[2][0] = (SGfloat)cos_lat * (SGfloat)cos_lon;
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mat[2][1] = (SGfloat)cos_lat * (SGfloat)sin_lon;
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mat[2][2] = (SGfloat)sin_lat;
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mat[2][3] = SG_ZERO;
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mat[3][0] = offset.x();
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mat[3][1] = offset.y();
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mat[3][2] = offset.z();
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mat[3][3] = SG_ONE ;
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sgSetCoord( obj_pos, mat );
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}
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// recurse an ssg tree and call removeKid() on every node from the
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// bottom up. Leaves the original branch in existance, but empty so
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// it can be removed by the calling routine.
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static void my_remove_branch( ssgBranch * branch ) {
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for ( ssgEntity *k = branch->getKid( 0 );
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k != NULL;
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k = branch->getNextKid() )
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{
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if ( k -> isAKindOf ( ssgTypeBranch() ) ) {
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my_remove_branch( (ssgBranch *)k );
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branch -> removeKid ( k );
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} else if ( k -> isAKindOf ( ssgTypeLeaf() ) ) {
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branch -> removeKid ( k ) ;
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}
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}
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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( ssgBranch *b, int n ) {
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#if 0
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// for testing: we could call the following two lines and replace
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// the functionality of this entire function and everything will
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// get properly freed, but it will happen all at once and could
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// cause a huge frame rate hit.
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ssgDeRefDelete( b );
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return 0;
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#endif
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int num_deletes = 0;
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if ( n > 0 ) {
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// we still have some delete budget left
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// if ( b->getNumKids() > 100 ) {
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// cout << "large family = " << b->getNumKids() << endl;
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// }
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// deleting in reverse would help if my plib patch get's
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// applied, but for now it will make things slower.
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// for ( int i = b->getNumKids() - 1; i >= 0 ; --i ) {
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for ( int i = 0; i < b->getNumKids(); ++i ) {
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ssgEntity *kid = b->getKid(i);
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if ( kid->isAKindOf( ssgTypeBranch() ) && kid->getRef() <= 1 ) {
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int result = fgPartialFreeSSGtree( (ssgBranch *)kid, n );
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num_deletes += result;
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n -= result;
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if ( n < 0 ) {
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break;
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}
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}
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// remove the kid if (a) it is now empty -or- (b) it's ref
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// count is > zero at which point we don't care if it's
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// empty, we don't want to touch it's contents.
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if ( kid->getNumKids() == 0 || kid->getRef() > 1 ) {
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b->removeKid( kid );
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num_deletes++;
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n--;
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}
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}
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}
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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( terra_transform, delete_size ) == 0 ) {
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ssgDeRefDelete( terra_transform );
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free_tracker |= TERRA_NODE;
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}
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} else if ( !(free_tracker & GROUND_LIGHTS) && gnd_lights_transform ) {
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// delete the terrain lighting 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 gnd_lights_transform" );
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if ( fgPartialFreeSSGtree( gnd_lights_transform, delete_size ) == 0 ) {
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ssgDeRefDelete( gnd_lights_transform );
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free_tracker |= GROUND_LIGHTS;
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}
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} else if ( !(free_tracker & VASI_LIGHTS) && vasi_lights_selector ) {
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// delete the runway lighting branch (this should already have
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// been disconnected from the scene graph)
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SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING vasi_lights_selector" );
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if ( fgPartialFreeSSGtree( vasi_lights_selector, delete_size ) == 0 ) {
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ssgDeRefDelete( vasi_lights_selector );
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free_tracker |= VASI_LIGHTS;
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}
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} else if ( !(free_tracker & RWY_LIGHTS) && rwy_lights_selector ) {
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// delete the runway lighting branch (this should already have
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// been disconnected from the scene graph)
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SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING rwy_lights_selector" );
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if ( fgPartialFreeSSGtree( rwy_lights_selector, delete_size ) == 0 ) {
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ssgDeRefDelete( rwy_lights_selector );
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free_tracker |= RWY_LIGHTS;
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}
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} else if ( !(free_tracker & TAXI_LIGHTS) && taxi_lights_selector ) {
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// delete the taxi lighting 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 taxi_lights_selector" );
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if ( fgPartialFreeSSGtree( taxi_lights_selector, delete_size ) == 0 ) {
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ssgDeRefDelete( taxi_lights_selector );
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free_tracker |= TAXI_LIGHTS;
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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( const Point3D& p, sgVec3 up, float vis) {
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if ( !loaded ) 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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terra_range->setRange( 0, SG_ZERO );
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terra_range->setRange( 1, vis + bounding_radius );
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if ( gnd_lights_range ) {
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gnd_lights_range->setRange( 0, SG_ZERO );
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gnd_lights_range->setRange( 1, vis * 1.5 + bounding_radius );
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}
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sgdVec3 sgdTrans;
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sgdSetVec3( sgdTrans, center.x(), center.y(), center.z() );
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FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
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if ( gnd_lights_transform ) {
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// we need to lift the lights above the terrain to avoid
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// z-buffer fighting. We do this based on our altitude and
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// the distance this tile is away from scenery center.
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// we expect 'up' to be a unit vector coming in, but since we
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// modify the value of lift_vec, we need to create a local
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// copy.
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sgVec3 lift_vec;
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sgCopyVec3( lift_vec, up );
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double agl;
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agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
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- globals->get_current_view()->getSGLocation()->get_cur_elev_m();
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// Compute the distance of the scenery center from the view position.
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double dist = center.distance3D(p);
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if ( general.get_glDepthBits() > 16 ) {
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sgScaleVec3( lift_vec, 10.0 + agl / 100.0 + dist / 10000 );
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} else {
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sgScaleVec3( lift_vec, 10.0 + agl / 20.0 + dist / 5000 );
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}
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sgdVec3 dlt_trans;
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sgdCopyVec3( dlt_trans, sgdTrans );
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sgdVec3 dlift_vec;
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sgdSetVec3( dlift_vec, lift_vec );
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sgdAddVec3( dlt_trans, dlift_vec );
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gnd_lights_transform->setTransform( dlt_trans );
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// select which set of lights based on sun angle
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float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
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if ( sun_angle > 95 ) {
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gnd_lights_brightness->select(0x04);
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} else if ( sun_angle > 92 ) {
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gnd_lights_brightness->select(0x02);
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} else if ( sun_angle > 89 ) {
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gnd_lights_brightness->select(0x01);
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} else {
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gnd_lights_brightness->select(0x00);
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}
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}
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if ( vasi_lights_transform ) {
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// we need to lift the lights above the terrain to avoid
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// z-buffer fighting. We do this based on our altitude and
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// the distance this tile is away from scenery center.
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sgVec3 lift_vec;
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sgCopyVec3( lift_vec, up );
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// we fudge agl by 30 meters so that the lifting function
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// doesn't phase in until we are > 30m agl.
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double agl;
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agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
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- globals->get_current_view()->getSGLocation()->get_cur_elev_m()
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- 30.0;
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if ( agl < 0.0 ) {
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agl = 0.0;
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}
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if ( general.get_glDepthBits() > 16 ) {
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sgScaleVec3( lift_vec, 0.25 + agl / 400.0 + agl*agl / 5000000.0 );
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} else {
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sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
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}
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sgdVec3 dlt_trans;
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sgdCopyVec3( dlt_trans, sgdTrans );
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sgdVec3 dlift_vec;
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sgdSetVec3( dlift_vec, lift_vec );
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sgdAddVec3( dlt_trans, dlift_vec );
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vasi_lights_transform->setTransform( dlt_trans );
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// generally, vasi lights are always on
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vasi_lights_selector->select(0x01);
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}
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if ( rwy_lights_transform ) {
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// we need to lift the lights above the terrain to avoid
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// z-buffer fighting. We do this based on our altitude and
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// the distance this tile is away from scenery center.
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sgVec3 lift_vec;
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sgCopyVec3( lift_vec, up );
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// we fudge agl by 30 meters so that the lifting function
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// doesn't phase in until we are > 30m agl.
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double agl;
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agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
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- globals->get_current_view()->getSGLocation()->get_cur_elev_m()
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- 30.0;
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if ( agl < 0.0 ) {
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agl = 0.0;
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}
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if ( general.get_glDepthBits() > 16 ) {
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sgScaleVec3( lift_vec, 0.01 + agl / 400.0 + agl*agl / 5000000.0 );
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} else {
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sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
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}
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sgdVec3 dlt_trans;
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sgdCopyVec3( dlt_trans, sgdTrans );
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sgdVec3 dlift_vec;
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sgdSetVec3( dlift_vec, lift_vec );
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sgdAddVec3( dlt_trans, dlift_vec );
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rwy_lights_transform->setTransform( dlt_trans );
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// turn runway lights on/off based on sun angle and visibility
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float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
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if ( sun_angle > 85 ||
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(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 );
|
|
}
|
|
|
|
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
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|