Files
simgear/simgear/scene/tgdb/obj.cxx
T

839 lines
30 KiB
C++

// obj.cxx -- routines to handle loading scenery and building the plib
// scene graph.
//
// Written by Curtis Olson, started October 1997.
//
// Copyright (C) 1997 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <simgear_config.h>
#endif
#include "obj.hxx"
#include <simgear/compiler.h>
#include <osg/Fog>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Group>
#include <osg/LOD>
#include <osg/MatrixTransform>
#include <osg/Point>
#include <osg/StateSet>
#include <osg/Switch>
#include <boost/foreach.hpp>
#include <algorithm>
#include <simgear/debug/logstream.hxx>
#include <simgear/io/sg_binobj.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/scene/material/Effect.hxx>
#include <simgear/scene/material/EffectGeode.hxx>
#include <simgear/scene/material/mat.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/model/SGOffsetTransform.hxx>
#include <simgear/scene/util/SGUpdateVisitor.hxx>
#include <simgear/scene/util/SGNodeMasks.hxx>
#include <simgear/scene/util/QuadTreeBuilder.hxx>
#include "SGTexturedTriangleBin.hxx"
#include "SGLightBin.hxx"
#include "SGModelBin.hxx"
#include "TreeBin.hxx"
#include "SGDirectionalLightBin.hxx"
#include "GroundLightManager.hxx"
#include "userdata.hxx"
#include "pt_lights.hxx"
using namespace simgear;
typedef std::map<std::string,SGTexturedTriangleBin> SGMaterialTriangleMap;
typedef std::list<SGLightBin> SGLightListBin;
typedef std::list<SGDirectionalLightBin> SGDirectionalLightListBin;
struct SGTileGeometryBin {
SGMaterialTriangleMap materialTriangleMap;
SGLightBin tileLights;
SGLightBin randomTileLights;
SGTreeBinList randomForest;
SGDirectionalLightBin runwayLights;
SGDirectionalLightBin taxiLights;
SGDirectionalLightListBin vasiLights;
SGDirectionalLightListBin rabitLights;
SGLightListBin odalLights;
SGDirectionalLightListBin reilLights;
SGMatModelBin randomModels;
static SGVec4f
getMaterialLightColor(const SGMaterial* material)
{
if (!material)
return SGVec4f(1, 1, 1, 0.8);
return material->get_light_color();
}
static void
addPointGeometry(SGLightBin& lights,
const std::vector<SGVec3d>& vertices,
const SGVec4f& color,
const int_list& pts_v)
{
for (unsigned i = 0; i < pts_v.size(); ++i)
lights.insert(toVec3f(vertices[pts_v[i]]), color);
}
static void
addPointGeometry(SGDirectionalLightBin& lights,
const std::vector<SGVec3d>& vertices,
const std::vector<SGVec3f>& normals,
const SGVec4f& color,
const int_list& pts_v,
const int_list& pts_n)
{
// If the normal indices match the vertex indices, use seperate
// normal indices. Else reuse the vertex indices for the normals.
if (pts_v.size() == pts_n.size()) {
for (unsigned i = 0; i < pts_v.size(); ++i)
lights.insert(toVec3f(vertices[pts_v[i]]), normals[pts_n[i]], color);
} else {
for (unsigned i = 0; i < pts_v.size(); ++i)
lights.insert(toVec3f(vertices[pts_v[i]]), normals[pts_v[i]], color);
}
}
bool
insertPtGeometry(const SGBinObject& obj, SGMaterialLib* matlib)
{
if (obj.get_pts_v().size() != obj.get_pts_n().size()) {
SG_LOG(SG_TERRAIN, SG_ALERT,
"Group list sizes for points do not match!");
return false;
}
for (unsigned grp = 0; grp < obj.get_pts_v().size(); ++grp) {
std::string materialName = obj.get_pt_materials()[grp];
SGMaterial* material = 0;
if (matlib)
material = matlib->find(materialName);
SGVec4f color = getMaterialLightColor(material);
if (3 <= materialName.size() && materialName.substr(0, 3) != "RWY") {
// Just plain lights. Not something for the runway.
addPointGeometry(tileLights, obj.get_wgs84_nodes(), color,
obj.get_pts_v()[grp]);
} else if (materialName == "RWY_BLUE_TAXIWAY_LIGHTS"
|| materialName == "RWY_GREEN_TAXIWAY_LIGHTS") {
addPointGeometry(taxiLights, obj.get_wgs84_nodes(), obj.get_normals(),
color, obj.get_pts_v()[grp], obj.get_pts_n()[grp]);
} else if (materialName == "RWY_VASI_LIGHTS") {
vasiLights.push_back(SGDirectionalLightBin());
addPointGeometry(vasiLights.back(), obj.get_wgs84_nodes(),
obj.get_normals(), color, obj.get_pts_v()[grp],
obj.get_pts_n()[grp]);
} else if (materialName == "RWY_SEQUENCED_LIGHTS") {
rabitLights.push_back(SGDirectionalLightBin());
addPointGeometry(rabitLights.back(), obj.get_wgs84_nodes(),
obj.get_normals(), color, obj.get_pts_v()[grp],
obj.get_pts_n()[grp]);
} else if (materialName == "RWY_ODALS_LIGHTS") {
odalLights.push_back(SGLightBin());
addPointGeometry(odalLights.back(), obj.get_wgs84_nodes(),
color, obj.get_pts_v()[grp]);
} else if (materialName == "RWY_REIL_LIGHTS") {
reilLights.push_back(SGDirectionalLightBin());
addPointGeometry(reilLights.back(), obj.get_wgs84_nodes(),
obj.get_normals(), color, obj.get_pts_v()[grp],
obj.get_pts_n()[grp]);
} else {
// what is left must be runway lights
addPointGeometry(runwayLights, obj.get_wgs84_nodes(),
obj.get_normals(), color, obj.get_pts_v()[grp],
obj.get_pts_n()[grp]);
}
}
return true;
}
static SGVec2f
getTexCoord(const std::vector<SGVec2f>& texCoords, const int_list& tc,
const SGVec2f& tcScale, unsigned i)
{
if (tc.empty())
return tcScale;
else if (tc.size() == 1)
return mult(texCoords[tc[0]], tcScale);
else
return mult(texCoords[tc[i]], tcScale);
}
static void
addTriangleGeometry(SGTexturedTriangleBin& triangles,
const std::vector<SGVec3d>& vertices,
const std::vector<SGVec3f>& normals,
const std::vector<SGVec2f>& texCoords,
const int_list& tris_v,
const int_list& tris_n,
const int_list& tris_tc,
const SGVec2f& tcScale)
{
if (tris_v.size() != tris_n.size()) {
// If the normal indices do not match, they should be inmplicitly
// the same than the vertex indices. So just call ourselves again
// with the matching index vector.
addTriangleGeometry(triangles, vertices, normals, texCoords,
tris_v, tris_v, tris_tc, tcScale);
return;
}
for (unsigned i = 2; i < tris_v.size(); i += 3) {
SGVertNormTex v0;
v0.vertex = toVec3f(vertices[tris_v[i-2]]);
v0.normal = normals[tris_n[i-2]];
v0.texCoord = getTexCoord(texCoords, tris_tc, tcScale, i-2);
SGVertNormTex v1;
v1.vertex = toVec3f(vertices[tris_v[i-1]]);
v1.normal = normals[tris_n[i-1]];
v1.texCoord = getTexCoord(texCoords, tris_tc, tcScale, i-1);
SGVertNormTex v2;
v2.vertex = toVec3f(vertices[tris_v[i]]);
v2.normal = normals[tris_n[i]];
v2.texCoord = getTexCoord(texCoords, tris_tc, tcScale, i);
triangles.insert(v0, v1, v2);
}
}
static void
addStripGeometry(SGTexturedTriangleBin& triangles,
const std::vector<SGVec3d>& vertices,
const std::vector<SGVec3f>& normals,
const std::vector<SGVec2f>& texCoords,
const int_list& strips_v,
const int_list& strips_n,
const int_list& strips_tc,
const SGVec2f& tcScale)
{
if (strips_v.size() != strips_n.size()) {
// If the normal indices do not match, they should be inmplicitly
// the same than the vertex indices. So just call ourselves again
// with the matching index vector.
addStripGeometry(triangles, vertices, normals, texCoords,
strips_v, strips_v, strips_tc, tcScale);
return;
}
for (unsigned i = 2; i < strips_v.size(); ++i) {
SGVertNormTex v0;
v0.vertex = toVec3f(vertices[strips_v[i-2]]);
v0.normal = normals[strips_n[i-2]];
v0.texCoord = getTexCoord(texCoords, strips_tc, tcScale, i-2);
SGVertNormTex v1;
v1.vertex = toVec3f(vertices[strips_v[i-1]]);
v1.normal = normals[strips_n[i-1]];
v1.texCoord = getTexCoord(texCoords, strips_tc, tcScale, i-1);
SGVertNormTex v2;
v2.vertex = toVec3f(vertices[strips_v[i]]);
v2.normal = normals[strips_n[i]];
v2.texCoord = getTexCoord(texCoords, strips_tc, tcScale, i);
if (i%2)
triangles.insert(v1, v0, v2);
else
triangles.insert(v0, v1, v2);
}
}
static void
addFanGeometry(SGTexturedTriangleBin& triangles,
const std::vector<SGVec3d>& vertices,
const std::vector<SGVec3f>& normals,
const std::vector<SGVec2f>& texCoords,
const int_list& fans_v,
const int_list& fans_n,
const int_list& fans_tc,
const SGVec2f& tcScale)
{
if (fans_v.size() != fans_n.size()) {
// If the normal indices do not match, they should be implicitly
// the same than the vertex indices. So just call ourselves again
// with the matching index vector.
addFanGeometry(triangles, vertices, normals, texCoords,
fans_v, fans_v, fans_tc, tcScale);
return;
}
SGVertNormTex v0;
v0.vertex = toVec3f(vertices[fans_v[0]]);
v0.normal = normals[fans_n[0]];
v0.texCoord = getTexCoord(texCoords, fans_tc, tcScale, 0);
SGVertNormTex v1;
v1.vertex = toVec3f(vertices[fans_v[1]]);
v1.normal = normals[fans_n[1]];
v1.texCoord = getTexCoord(texCoords, fans_tc, tcScale, 1);
for (unsigned i = 2; i < fans_v.size(); ++i) {
SGVertNormTex v2;
v2.vertex = toVec3f(vertices[fans_v[i]]);
v2.normal = normals[fans_n[i]];
v2.texCoord = getTexCoord(texCoords, fans_tc, tcScale, i);
triangles.insert(v0, v1, v2);
v1 = v2;
}
}
SGVec2f getTexCoordScale(const std::string& name, SGMaterialLib* matlib)
{
if (!matlib)
return SGVec2f(1, 1);
SGMaterial* material = matlib->find(name);
if (!material)
return SGVec2f(1, 1);
return material->get_tex_coord_scale();
}
bool
insertSurfaceGeometry(const SGBinObject& obj, SGMaterialLib* matlib)
{
if (obj.get_tris_n().size() < obj.get_tris_v().size() ||
obj.get_tris_tc().size() < obj.get_tris_v().size()) {
SG_LOG(SG_TERRAIN, SG_ALERT,
"Group list sizes for triangles do not match!");
return false;
}
for (unsigned grp = 0; grp < obj.get_tris_v().size(); ++grp) {
std::string materialName = obj.get_tri_materials()[grp];
SGVec2f tcScale = getTexCoordScale(materialName, matlib);
addTriangleGeometry(materialTriangleMap[materialName],
obj.get_wgs84_nodes(), obj.get_normals(),
obj.get_texcoords(), obj.get_tris_v()[grp],
obj.get_tris_n()[grp], obj.get_tris_tc()[grp],
tcScale);
}
if (obj.get_strips_n().size() < obj.get_strips_v().size() ||
obj.get_strips_tc().size() < obj.get_strips_v().size()) {
SG_LOG(SG_TERRAIN, SG_ALERT,
"Group list sizes for strips do not match!");
return false;
}
for (unsigned grp = 0; grp < obj.get_strips_v().size(); ++grp) {
std::string materialName = obj.get_strip_materials()[grp];
SGVec2f tcScale = getTexCoordScale(materialName, matlib);
addStripGeometry(materialTriangleMap[materialName],
obj.get_wgs84_nodes(), obj.get_normals(),
obj.get_texcoords(), obj.get_strips_v()[grp],
obj.get_strips_n()[grp], obj.get_strips_tc()[grp],
tcScale);
}
if (obj.get_fans_n().size() < obj.get_fans_v().size() ||
obj.get_fans_tc().size() < obj.get_fans_v().size()) {
SG_LOG(SG_TERRAIN, SG_ALERT,
"Group list sizes for fans do not match!");
return false;
}
for (unsigned grp = 0; grp < obj.get_fans_v().size(); ++grp) {
std::string materialName = obj.get_fan_materials()[grp];
SGVec2f tcScale = getTexCoordScale(materialName, matlib);
addFanGeometry(materialTriangleMap[materialName],
obj.get_wgs84_nodes(), obj.get_normals(),
obj.get_texcoords(), obj.get_fans_v()[grp],
obj.get_fans_n()[grp], obj.get_fans_tc()[grp],
tcScale);
}
return true;
}
osg::Node* getSurfaceGeometry(SGMaterialLib* matlib) const
{
if (materialTriangleMap.empty())
return 0;
EffectGeode* eg = 0;
osg::Group* group = (materialTriangleMap.size() > 1 ? new osg::Group : 0);
//osg::Geode* geode = new osg::Geode;
SGMaterialTriangleMap::const_iterator i;
for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
osg::Geometry* geometry = i->second.buildGeometry();
SGMaterial *mat = 0;
if (matlib)
mat = matlib->find(i->first);
eg = new EffectGeode;
if (mat)
eg->setEffect(mat->get_effect(i->second));
eg->addDrawable(geometry);
eg->runGenerators(geometry); // Generate extra data needed by effect
if (group)
group->addChild(eg);
}
if (group)
return group;
else
return eg;
}
void computeRandomSurfaceLights(SGMaterialLib* matlib)
{
SGMaterialTriangleMap::iterator i;
// generate a repeatable random seed
mt seed;
mt_init(&seed, unsigned(123));
for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
SGMaterial *mat = matlib->find(i->first);
if (!mat)
continue;
float coverage = mat->get_light_coverage();
if (coverage <= 0)
continue;
if (coverage < 10000.0) {
SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
<< coverage << ", pushing up to 10000");
coverage = 10000;
}
std::vector<SGVec3f> randomPoints;
i->second.addRandomSurfacePoints(coverage, 3, mat->get_object_mask(i->second), randomPoints);
std::vector<SGVec3f>::iterator j;
for (j = randomPoints.begin(); j != randomPoints.end(); ++j) {
float zombie = mt_rand(&seed);
// factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
float factor = mt_rand(&seed);
factor *= factor;
float bright = 1;
SGVec4f color;
if ( zombie > 0.5 ) {
// 50% chance of yellowish
color = SGVec4f(0.9f, 0.9f, 0.3f, bright - factor * 0.2f);
} else if (zombie > 0.15f) {
// 35% chance of whitish
color = SGVec4f(0.9, 0.9f, 0.8f, bright - factor * 0.2f);
} else if (zombie > 0.05f) {
// 10% chance of orangish
color = SGVec4f(0.9f, 0.6f, 0.2f, bright - factor * 0.2f);
} else {
// 5% chance of redish
color = SGVec4f(0.9f, 0.2f, 0.2f, bright - factor * 0.2f);
}
randomTileLights.insert(*j, color);
}
}
}
void computeRandomForest(SGMaterialLib* matlib, float vegetation_density)
{
SGMaterialTriangleMap::iterator i;
// generate a repeatable random seed
mt seed;
mt_init(&seed, unsigned(586));
for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
SGMaterial *mat = matlib->find(i->first);
if (!mat)
continue;
float wood_coverage = mat->get_wood_coverage();
if (wood_coverage <= 0)
continue;
// Attributes that don't vary by tree but do vary by material
bool found = false;
TreeBin* bin = NULL;
BOOST_FOREACH(bin, randomForest)
{
if ((bin->texture == mat->get_tree_texture() ) &&
(bin->texture_varieties == mat->get_tree_varieties()) &&
(bin->range == mat->get_tree_range() ) &&
(bin->width == mat->get_tree_width() ) &&
(bin->height == mat->get_tree_height() ) ) {
found = true;
break;
}
}
if (!found) {
bin = new TreeBin();
bin->texture = mat->get_tree_texture();
SG_LOG(SG_INPUT, SG_DEBUG, "Tree texture " << bin->texture);
bin->range = mat->get_tree_range();
bin->width = mat->get_tree_width();
bin->height = mat->get_tree_height();
bin->texture_varieties = mat->get_tree_varieties();
randomForest.push_back(bin);
}
std::vector<SGVec3f> randomPoints;
i->second.addRandomTreePoints(wood_coverage,
mat->get_object_mask(i->second),
vegetation_density,
randomPoints);
std::vector<SGVec3f>::iterator k;
for (k = randomPoints.begin(); k != randomPoints.end(); ++k) {
bin->insert(*k);
}
}
}
void computeRandomObjects(SGMaterialLib* matlib)
{
SGMaterialTriangleMap::iterator i;
// generate a repeatable random seed
mt seed;
mt_init(&seed, unsigned(123));
for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
SGMaterial *mat = matlib->find(i->first);
if (!mat)
continue;
int group_count = mat->get_object_group_count();
if (group_count > 0)
{
for (int j = 0; j < group_count; j++)
{
SGMatModelGroup *object_group = mat->get_object_group(j);
int nObjects = object_group->get_object_count();
if (nObjects > 0)
{
// For each of the random models in the group, determine an appropriate
// number of random placements and insert them.
for (int k = 0; k < nObjects; k++) {
SGMatModel * object = object_group->get_object(k);
std::vector<std::pair<SGVec3f, float> > randomPoints;
i->second.addRandomPoints(object->get_coverage_m2(),
object->get_spacing_m(),
mat->get_object_mask(i->second),
randomPoints);
std::vector<std::pair<SGVec3f, float> >::iterator l;
for (l = randomPoints.begin(); l != randomPoints.end(); ++l) {
// Only add the model if it is sufficiently far from the
// other models
bool close = false;
for (unsigned i = 0; i < randomModels.getNumModels(); i++) {
float spacing = randomModels.getMatModel(i).model->get_spacing_m() + object->get_spacing_m();
spacing = spacing * spacing;
if (distSqr(randomModels.getMatModel(i).position, l->first) < spacing) {
close = true;
}
}
if (!close) {
randomModels.insert(l->first, object, (int)object->get_randomized_range_m(&seed), l->second);
}
}
}
}
}
}
}
}
bool insertBinObj(const SGBinObject& obj, SGMaterialLib* matlib)
{
if (!insertPtGeometry(obj, matlib))
return false;
if (!insertSurfaceGeometry(obj, matlib))
return false;
return true;
}
};
typedef std::pair<osg::Node*, int> ModelLOD;
struct MakeQuadLeaf {
osg::LOD* operator() () const { return new osg::LOD; }
};
struct AddModelLOD {
void operator() (osg::LOD* leaf, ModelLOD& mlod) const
{
leaf->addChild(mlod.first, 0, mlod.second);
}
};
struct GetModelLODCoord {
GetModelLODCoord() {}
GetModelLODCoord(const GetModelLODCoord& rhs)
{}
osg::Vec3 operator() (const ModelLOD& mlod) const
{
return mlod.first->getBound().center();
}
};
typedef QuadTreeBuilder<osg::LOD*, ModelLOD, MakeQuadLeaf, AddModelLOD,
GetModelLODCoord> RandomObjectsQuadtree;
osg::Node*
SGLoadBTG(const std::string& path, SGMaterialLib *matlib, bool use_random_objects, bool use_random_vegetation, float vegetation_density)
{
SGBinObject tile;
if (!tile.read_bin(path))
return NULL;
SGVec3d center = tile.get_gbs_center();
SGGeod geodPos = SGGeod::fromCart(center);
SGQuatd hlOr = SGQuatd::fromLonLat(geodPos)*SGQuatd::fromEulerDeg(0, 0, 180);
// rotate the tiles so that the bounding boxes get nearly axis aligned.
// this will help the collision tree's bounding boxes a bit ...
std::vector<SGVec3d> nodes = tile.get_wgs84_nodes();
for (unsigned i = 0; i < nodes.size(); ++i)
nodes[i] = hlOr.transform(nodes[i]);
tile.set_wgs84_nodes(nodes);
SGQuatf hlOrf(hlOr[0], hlOr[1], hlOr[2], hlOr[3]);
std::vector<SGVec3f> normals = tile.get_normals();
for (unsigned i = 0; i < normals.size(); ++i)
normals[i] = hlOrf.transform(normals[i]);
tile.set_normals(normals);
SGTileGeometryBin tileGeometryBin;
if (!tileGeometryBin.insertBinObj(tile, matlib))
return NULL;
SGVec3f up(0, 0, 1);
GroundLightManager* lightManager = GroundLightManager::instance();
osg::ref_ptr<osg::Group> lightGroup = new SGOffsetTransform(0.94);
osg::ref_ptr<osg::Group> randomObjects;
osg::ref_ptr<osg::Group> forestNode;
osg::Group* terrainGroup = new osg::Group;
osg::Node* node = tileGeometryBin.getSurfaceGeometry(matlib);
if (node)
terrainGroup->addChild(node);
if (use_random_objects || use_random_vegetation) {
if (use_random_objects) {
if (matlib)
tileGeometryBin.computeRandomObjects(matlib);
if (tileGeometryBin.randomModels.getNumModels() > 0) {
// Generate a repeatable random seed
mt seed;
mt_init(&seed, unsigned(123));
std::vector<ModelLOD> models;
for (unsigned int i = 0;
i < tileGeometryBin.randomModels.getNumModels(); i++) {
SGMatModelBin::MatModel obj
= tileGeometryBin.randomModels.getMatModel(i);
osg::Node* node = sgGetRandomModel(obj.model, &seed);
// Create a matrix to place the object in the correct
// location, and then apply the rotation matrix created
// above, with an additional random (or taken from
// the object mask) heading rotation if appropriate.
osg::Matrix transformMat;
transformMat = osg::Matrix::translate(toOsg(obj.position));
if (obj.model->get_heading_type() == SGMatModel::HEADING_RANDOM) {
// Rotate the object around the z axis.
double hdg = mt_rand(&seed) * M_PI * 2;
transformMat.preMult(osg::Matrix::rotate(hdg,
osg::Vec3d(0.0, 0.0, 1.0)));
}
if (obj.model->get_heading_type() == SGMatModel::HEADING_MASK) {
// Rotate the object around the z axis.
double hdg = - obj.rotation * M_PI * 2;
transformMat.preMult(osg::Matrix::rotate(hdg,
osg::Vec3d(0.0, 0.0, 1.0)));
}
osg::MatrixTransform* position =
new osg::MatrixTransform(transformMat);
position->addChild(node);
models.push_back(ModelLOD(position, obj.lod));
}
RandomObjectsQuadtree quadtree((GetModelLODCoord()), (AddModelLOD()));
quadtree.buildQuadTree(models.begin(), models.end());
randomObjects = quadtree.getRoot();
randomObjects->setName("random objects");
}
}
if (use_random_vegetation && matlib) {
// Now add some random forest.
tileGeometryBin.computeRandomForest(matlib, vegetation_density);
if (tileGeometryBin.randomForest.size() > 0) {
forestNode = createForest(tileGeometryBin.randomForest, osg::Matrix::identity());
forestNode->setName("Random trees");
}
}
}
// FIXME: ugly, has a side effect
if (matlib)
tileGeometryBin.computeRandomSurfaceLights(matlib);
if (tileGeometryBin.tileLights.getNumLights() > 0
|| tileGeometryBin.randomTileLights.getNumLights() > 0) {
osg::Group* groundLights0 = new osg::Group;
groundLights0->setStateSet(lightManager->getGroundLightStateSet());
groundLights0->setNodeMask(GROUNDLIGHTS0_BIT);
osg::Geode* geode = new osg::Geode;
geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.tileLights));
geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.randomTileLights, 4, -0.3f));
groundLights0->addChild(geode);
lightGroup->addChild(groundLights0);
}
if (tileGeometryBin.randomTileLights.getNumLights() > 0) {
osg::Group* groundLights1 = new osg::Group;
groundLights1->setStateSet(lightManager->getGroundLightStateSet());
groundLights1->setNodeMask(GROUNDLIGHTS1_BIT);
osg::Group* groundLights2 = new osg::Group;
groundLights2->setStateSet(lightManager->getGroundLightStateSet());
groundLights2->setNodeMask(GROUNDLIGHTS2_BIT);
osg::Geode* geode = new osg::Geode;
geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.randomTileLights, 2, -0.15f));
groundLights1->addChild(geode);
lightGroup->addChild(groundLights1);
geode = new osg::Geode;
geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.randomTileLights));
groundLights2->addChild(geode);
lightGroup->addChild(groundLights2);
}
if (!tileGeometryBin.vasiLights.empty()) {
EffectGeode* vasiGeode = new EffectGeode;
Effect* vasiEffect
= getLightEffect(6, osg::Vec3(1, 0.0001, 0.000001), 1, 6, true);
vasiGeode->setEffect(vasiEffect);
SGVec4f red(1, 0, 0, 1);
SGMaterial* mat = 0;
if (matlib)
mat = matlib->find("RWY_RED_LIGHTS");
if (mat)
red = mat->get_light_color();
SGVec4f white(1, 1, 1, 1);
mat = 0;
if (matlib)
mat = matlib->find("RWY_WHITE_LIGHTS");
if (mat)
white = mat->get_light_color();
SGDirectionalLightListBin::const_iterator i;
for (i = tileGeometryBin.vasiLights.begin();
i != tileGeometryBin.vasiLights.end(); ++i) {
vasiGeode->addDrawable(SGLightFactory::getVasi(up, *i, red, white));
}
vasiGeode->setStateSet(lightManager->getRunwayLightStateSet());
lightGroup->addChild(vasiGeode);
}
Effect* runwayEffect = 0;
if (tileGeometryBin.runwayLights.getNumLights() > 0
|| !tileGeometryBin.rabitLights.empty()
|| !tileGeometryBin.reilLights.empty()
|| !tileGeometryBin.odalLights.empty()
|| tileGeometryBin.taxiLights.getNumLights() > 0)
runwayEffect = getLightEffect(4, osg::Vec3(1, 0.001, 0.0002), 1, 4, true);
if (tileGeometryBin.runwayLights.getNumLights() > 0
|| !tileGeometryBin.rabitLights.empty()
|| !tileGeometryBin.reilLights.empty()
|| !tileGeometryBin.odalLights.empty()) {
osg::Group* rwyLights = new osg::Group;
rwyLights->setStateSet(lightManager->getRunwayLightStateSet());
rwyLights->setNodeMask(RUNWAYLIGHTS_BIT);
if (tileGeometryBin.runwayLights.getNumLights() != 0) {
EffectGeode* geode = new EffectGeode;
geode->setEffect(runwayEffect);
geode->addDrawable(SGLightFactory::getLights(tileGeometryBin
.runwayLights));
rwyLights->addChild(geode);
}
SGDirectionalLightListBin::const_iterator i;
for (i = tileGeometryBin.rabitLights.begin();
i != tileGeometryBin.rabitLights.end(); ++i) {
rwyLights->addChild(SGLightFactory::getSequenced(*i));
}
for (i = tileGeometryBin.reilLights.begin();
i != tileGeometryBin.reilLights.end(); ++i) {
rwyLights->addChild(SGLightFactory::getSequenced(*i));
}
SGLightListBin::const_iterator j;
for (j = tileGeometryBin.odalLights.begin();
j != tileGeometryBin.odalLights.end(); ++j) {
rwyLights->addChild(SGLightFactory::getOdal(*j));
}
lightGroup->addChild(rwyLights);
}
if (tileGeometryBin.taxiLights.getNumLights() > 0) {
osg::Group* taxiLights = new osg::Group;
taxiLights->setStateSet(lightManager->getTaxiLightStateSet());
taxiLights->setNodeMask(RUNWAYLIGHTS_BIT);
EffectGeode* geode = new EffectGeode;
geode->setEffect(runwayEffect);
geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.taxiLights));
taxiLights->addChild(geode);
lightGroup->addChild(taxiLights);
}
// The toplevel transform for that tile.
osg::MatrixTransform* transform = new osg::MatrixTransform;
transform->setName(path);
transform->setMatrix(osg::Matrix::rotate(toOsg(hlOr))*
osg::Matrix::translate(toOsg(center)));
transform->addChild(terrainGroup);
if (lightGroup->getNumChildren() > 0) {
osg::LOD* lightLOD = new osg::LOD;
lightLOD->addChild(lightGroup.get(), 0, 30000);
// VASI is always on, so doesn't use light bits.
lightLOD->setNodeMask(LIGHTS_BITS | MODEL_BIT);
transform->addChild(lightLOD);
}
if (randomObjects.valid() || forestNode.valid()) {
// Add a LoD node, so we don't try to display anything when the tile center
// is more than 20km away.
osg::LOD* objectLOD = new osg::LOD;
if (randomObjects.valid()) objectLOD->addChild(randomObjects.get(), 0, 20000);
if (forestNode.valid()) objectLOD->addChild(forestNode.get(), 0, 20000);
unsigned nodeMask = SG_NODEMASK_CASTSHADOW_BIT | SG_NODEMASK_RECIEVESHADOW_BIT | SG_NODEMASK_TERRAIN_BIT;
objectLOD->setNodeMask(nodeMask);
transform->addChild(objectLOD);
}
return transform;
}