Implement runway guard lights and tweak the hold short lights animation a bit

This commit is contained in:
Christian Schmitt
2012-11-22 16:42:56 +01:00
parent 767184cf3c
commit 31aa0ddabe
3 changed files with 44 additions and 3 deletions

View File

@@ -88,6 +88,7 @@ struct SGTileGeometryBin {
SGDirectionalLightListBin rabitLights;
SGLightListBin odalLights;
SGDirectionalLightListBin holdshortLights;
SGDirectionalLightListBin guardLights;
SGDirectionalLightListBin reilLights;
SGMatModelBin randomModels;
SGBuildingBinList randomBuildings;
@@ -172,6 +173,11 @@ struct SGTileGeometryBin {
addPointGeometry(holdshortLights.back(), obj.get_wgs84_nodes(),
obj.get_normals(), color, obj.get_pts_v()[grp],
obj.get_pts_n()[grp]);
} else if (materialName == "RWY_GUARD_LIGHTS") {
guardLights.push_back(SGDirectionalLightBin());
addPointGeometry(guardLights.back(), obj.get_wgs84_nodes(),
obj.get_normals(), color, obj.get_pts_v()[grp],
obj.get_pts_n()[grp]);
} else if (materialName == "RWY_REIL_LIGHTS") {
reilLights.push_back(SGDirectionalLightBin());
addPointGeometry(reilLights.back(), obj.get_wgs84_nodes(),
@@ -1091,7 +1097,8 @@ SGLoadBTG(const std::string& path, const simgear::SGReaderWriterOptions* options
|| !tileGeometryBin.rabitLights.empty()
|| !tileGeometryBin.reilLights.empty()
|| !tileGeometryBin.odalLights.empty()
|| !tileGeometryBin.holdshortLights.empty()) {
|| !tileGeometryBin.holdshortLights.empty()
|| !tileGeometryBin.guardLights.empty()) {
osg::Group* rwyLights = new osg::Group;
rwyLights->setStateSet(lightManager->getRunwayLightStateSet());
rwyLights->setNodeMask(RUNWAYLIGHTS_BIT);
@@ -1115,6 +1122,10 @@ SGLoadBTG(const std::string& path, const simgear::SGReaderWriterOptions* options
i != tileGeometryBin.holdshortLights.end(); ++i) {
rwyLights->addChild(SGLightFactory::getHoldShort(*i));
}
for (i = tileGeometryBin.guardLights.begin();
i != tileGeometryBin.guardLights.end(); ++i) {
rwyLights->addChild(SGLightFactory::getGuard(*i));
}
SGLightListBin::const_iterator j;
for (j = tileGeometryBin.odalLights.begin();
j != tileGeometryBin.odalLights.end(); ++j) {

View File

@@ -549,7 +549,7 @@ SGLightFactory::getHoldShort(const SGDirectionalLightBin& lights)
return 0;
sg_srandom(unsigned(lights.getLight(0).position[0]));
float flashTime = 2 + 0.1 * sg_random();
float flashTime = 1 + 0.1 * sg_random();
osg::Sequence* sequence = new osg::Sequence;
// start with lights off
@@ -557,7 +557,7 @@ SGLightFactory::getHoldShort(const SGDirectionalLightBin& lights)
// ...and increase the lights in steps
for (int i = 2; i < 7; i+=2) {
Effect* effect = getLightEffect(i, osg::Vec3(1, 0.001, 0.000002),
0, i, true);
0.0f, i, true);
EffectGeode* egeode = new EffectGeode;
for (unsigned int j = 0; j < lights.getNumLights(); ++j) {
egeode->addDrawable(getLightDrawable(lights.getLight(j)));
@@ -572,3 +572,30 @@ SGLightFactory::getHoldShort(const SGDirectionalLightBin& lights)
return sequence;
}
// Alternating runway guard lights ("wig-wag")
osg::Node*
SGLightFactory::getGuard(const SGDirectionalLightBin& lights)
{
if (lights.getNumLights() < 2)
return 0;
// generate a repeatable random seed
sg_srandom(unsigned(lights.getLight(0).position[0]));
float flashTime = 1.0f + 1*sg_random();
osg::Sequence* sequence = new osg::Sequence;
sequence->setDefaultTime(flashTime);
Effect* effect = getLightEffect(10.0f, osg::Vec3(1.0, 0.001, 0.000002),
0.0f, 8.0f, true);
for (unsigned int i = 0; i < lights.getNumLights(); ++i) {
EffectGeode* egeode = new EffectGeode;
egeode->setEffect(effect);
egeode->addDrawable(getLightDrawable(lights.getLight(i)));
sequence->addChild(egeode, flashTime);
}
sequence->setInterval(osg::Sequence::LOOP, 0, -1);
sequence->setDuration(1.0f, -1);
sequence->setMode(osg::Sequence::START);
sequence->setSync(true);
return sequence;
}

View File

@@ -92,6 +92,9 @@ public:
static osg::Node*
getHoldShort(const SGDirectionalLightBin& lights);
static osg::Node*
getGuard(const SGDirectionalLightBin& lights);
};
simgear::Effect* getLightEffect(float size, const osg::Vec3& attenuation,