Implement blinking hold-short line lights
This is supported by the apt.dat 850 format and latest TG
This commit is contained in:
committed by
James Turner
parent
2d174d0b14
commit
f712bc9294
@@ -85,6 +85,7 @@ struct SGTileGeometryBin {
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SGDirectionalLightListBin vasiLights;
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SGDirectionalLightListBin vasiLights;
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SGDirectionalLightListBin rabitLights;
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SGDirectionalLightListBin rabitLights;
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SGLightListBin odalLights;
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SGLightListBin odalLights;
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SGDirectionalLightListBin holdshortLights;
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SGDirectionalLightListBin reilLights;
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SGDirectionalLightListBin reilLights;
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SGMatModelBin randomModels;
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SGMatModelBin randomModels;
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SGBuildingBinList randomBuildings;
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SGBuildingBinList randomBuildings;
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@@ -164,6 +165,11 @@ struct SGTileGeometryBin {
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odalLights.push_back(SGLightBin());
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odalLights.push_back(SGLightBin());
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addPointGeometry(odalLights.back(), obj.get_wgs84_nodes(),
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addPointGeometry(odalLights.back(), obj.get_wgs84_nodes(),
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color, obj.get_pts_v()[grp]);
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color, obj.get_pts_v()[grp]);
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} else if (materialName == "RWY_YELLOW_PULSE_LIGHTS") {
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holdshortLights.push_back(SGDirectionalLightBin());
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addPointGeometry(holdshortLights.back(), obj.get_wgs84_nodes(),
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obj.get_normals(), color, obj.get_pts_v()[grp],
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obj.get_pts_n()[grp]);
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} else if (materialName == "RWY_REIL_LIGHTS") {
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} else if (materialName == "RWY_REIL_LIGHTS") {
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reilLights.push_back(SGDirectionalLightBin());
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reilLights.push_back(SGDirectionalLightBin());
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addPointGeometry(reilLights.back(), obj.get_wgs84_nodes(),
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addPointGeometry(reilLights.back(), obj.get_wgs84_nodes(),
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@@ -1044,7 +1050,8 @@ SGLoadBTG(const std::string& path, const simgear::SGReaderWriterOptions* options
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if (tileGeometryBin.runwayLights.getNumLights() > 0
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if (tileGeometryBin.runwayLights.getNumLights() > 0
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|| !tileGeometryBin.rabitLights.empty()
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|| !tileGeometryBin.rabitLights.empty()
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|| !tileGeometryBin.reilLights.empty()
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|| !tileGeometryBin.reilLights.empty()
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|| !tileGeometryBin.odalLights.empty()) {
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|| !tileGeometryBin.odalLights.empty()
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|| !tileGeometryBin.holdshortLights.empty()) {
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osg::Group* rwyLights = new osg::Group;
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osg::Group* rwyLights = new osg::Group;
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rwyLights->setStateSet(lightManager->getRunwayLightStateSet());
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rwyLights->setStateSet(lightManager->getRunwayLightStateSet());
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rwyLights->setNodeMask(RUNWAYLIGHTS_BIT);
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rwyLights->setNodeMask(RUNWAYLIGHTS_BIT);
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@@ -1064,6 +1071,10 @@ SGLoadBTG(const std::string& path, const simgear::SGReaderWriterOptions* options
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i != tileGeometryBin.reilLights.end(); ++i) {
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i != tileGeometryBin.reilLights.end(); ++i) {
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rwyLights->addChild(SGLightFactory::getSequenced(*i));
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rwyLights->addChild(SGLightFactory::getSequenced(*i));
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}
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}
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for (i = tileGeometryBin.holdshortLights.begin();
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i != tileGeometryBin.holdshortLights.end(); ++i) {
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rwyLights->addChild(SGLightFactory::getHoldShort(*i));
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}
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SGLightListBin::const_iterator j;
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SGLightListBin::const_iterator j;
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for (j = tileGeometryBin.odalLights.begin();
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for (j = tileGeometryBin.odalLights.begin();
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j != tileGeometryBin.odalLights.end(); ++j) {
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j != tileGeometryBin.odalLights.end(); ++j) {
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@@ -540,3 +540,34 @@ SGLightFactory::getOdal(const SGLightBin& lights)
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return sequence;
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return sequence;
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}
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}
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// Blinking hold short line lights
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osg::Node*
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SGLightFactory::getHoldShort(const SGDirectionalLightBin& lights)
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{
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if (lights.getNumLights() < 2)
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return 0;
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float flashTime = 2;
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osg::Sequence* sequence = new osg::Sequence;
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sequence->setDefaultTime(flashTime);
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Effect* effect = getLightEffect(6, osg::Vec3(1, 0.001, 0.000002),
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0, 6, true);
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// Lights on
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EffectGeode* egeode = new EffectGeode;
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for (int i = lights.getNumLights(); 0 <= i; --i) {
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egeode->setEffect(effect);
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egeode->addDrawable(getLightDrawable(lights.getLight(i)));
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}
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sequence->addChild(egeode, flashTime);
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// Lights off
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sequence->addChild(new osg::Group, flashTime);
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sequence->setInterval(osg::Sequence::LOOP, 0, -1);
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sequence->setDuration(1.0f, -1);
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sequence->setMode(osg::Sequence::START);
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sequence->setSync(true);
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return sequence;
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}
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@@ -89,6 +89,9 @@ public:
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static osg::Node*
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static osg::Node*
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getOdal(const SGLightBin& lights);
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getOdal(const SGLightBin& lights);
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static osg::Node*
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getHoldShort(const SGDirectionalLightBin& lights);
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};
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};
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simgear::Effect* getLightEffect(float size, const osg::Vec3& attenuation,
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simgear::Effect* getLightEffect(float size, const osg::Vec3& attenuation,
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