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flightgear/src/Scenery/tilemgr.cxx

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// tilemgr.cxx -- routines to handle dynamic management of scenery tiles
//
// Written by Curtis Olson, started January 1998.
//
// Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
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#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
#endif
#include <GL/glut.h>
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#include <simgear/xgl/xgl.h>
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#include <simgear/constants.h>
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#include <simgear/debug/logstream.hxx>
#include <simgear/math/point3d.hxx>
#include <simgear/math/polar3d.hxx>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/math/vector.hxx>
// #include <Aircraft/aircraft.hxx>
#include <Main/globals.hxx>
#include <Objects/obj.hxx>
#ifndef FG_OLD_WEATHER
# include <WeatherCM/FGLocalWeatherDatabase.h>
#else
# include <Weather/weather.hxx>
#endif
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#include "scenery.hxx"
#include "tilecache.hxx"
#include "tilemgr.hxx"
#define TEST_LAST_HIT_CACHE
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extern ssgRoot *scene;
extern ssgBranch *terrain;
// the tile manager
FGTileMgr global_tile_mgr;
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// a temporary hack until we get everything rewritten with sgdVec3
static inline Point3D operator + (const Point3D& a, const sgdVec3 b)
{
return Point3D(a.x()+b[0], a.y()+b[1], a.z()+b[2]);
}
// Constructor
FGTileMgr::FGTileMgr ( void ):
state( Start )
{
}
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// Destructor
FGTileMgr::~FGTileMgr ( void ) {
}
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// Initialize the Tile Manager subsystem
int FGTileMgr::init( void ) {
FG_LOG( FG_TERRAIN, FG_INFO, "Initializing Tile Manager subsystem." );
if ( state != Start ) {
FG_LOG( FG_TERRAIN, FG_INFO,
"... Reinitializing." );
destroy_queue();
} else {
FG_LOG( FG_TERRAIN, FG_INFO,
"... First time through." );
}
global_tile_cache.init();
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hit_list.clear();
state = Inited;
tile_diameter = globals->get_options()->get_tile_diameter();
FG_LOG( FG_TERRAIN, FG_INFO, "Tile Diameter = " << tile_diameter);
previous_bucket.make_bad();
current_bucket.make_bad();
scroll_direction = SCROLL_INIT;
tile_index = -9999;
longitude = latitude = -1000.0;
last_longitude = last_latitude = -1000.0;
return 1;
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}
// schedule a tile for loading
int FGTileMgr::sched_tile( const FGBucket& b ) {
// see if tile already exists in the cache
int cache_index = global_tile_cache.exists( b );
if ( cache_index >= 0 ) {
// tile exists in cache, reenable it.
// cout << "REENABLING DISABLED TILE" << endl;
FGTileEntry *t = global_tile_cache.get_tile( cache_index );
t->select_ptr->select( 1 );
t->mark_loaded();
} else {
// find the next available cache entry and mark it as
// scheduled
cache_index = global_tile_cache.next_avail();
FGTileEntry *t = global_tile_cache.get_tile( cache_index );
t->mark_scheduled_for_use();
// register a load request
FGLoadRec request;
request.b = b;
request.cache_index = cache_index;
load_queue.push_back( request );
}
return cache_index;
}
// load a tile
void FGTileMgr::load_tile( const FGBucket& b, int cache_index) {
FG_LOG( FG_TERRAIN, FG_DEBUG, "Loading tile " << b );
global_tile_cache.fill_in(cache_index, b);
FG_LOG( FG_TERRAIN, FG_DEBUG, "Loaded for cache index: " << cache_index );
}
static void CurrentNormalInLocalPlane(sgVec3 dst, sgVec3 src) {
sgVec3 tmp;
sgSetVec3(tmp, src[0], src[1], src[2] );
sgMat4 TMP;
sgTransposeNegateMat4 ( TMP, globals->get_current_view()->get_UP() ) ;
sgXformVec3(tmp, tmp, TMP);
sgSetVec3(dst, tmp[2], tmp[1], tmp[0] );
}
// Determine scenery altitude via ssg. Normally this just happens
// when we render the scene, but we'd also like to be able to do this
// explicitely. lat & lon are in radians. view_pos in current world
// coordinate translated near (0,0,0) (in meters.) Returns result in
// meters.
bool FGTileMgr::current_elev_ssg( sgdVec3 abs_view_pos, sgVec3 view_pos ) {
sgdVec3 orig, dir;
sgdSetVec3(orig, view_pos );
sgdCopyVec3(dir, abs_view_pos );
hit_list.Intersect( terrain, orig, dir );
int this_hit=0;
Point3D geoc;
double result = -9999;
int hitcount = hit_list.num_hits();
for ( int i = 0; i < hitcount; ++i ) {
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geoc = sgCartToPolar3d( scenery.center + hit_list.get_point(i) );
double lat_geod, alt, sea_level_r;
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sgGeocToGeod(geoc.lat(), geoc.radius(), &lat_geod,
&alt, &sea_level_r);
if ( alt > result && alt < 10000 ) {
result = alt;
this_hit = i;
}
}
if ( result > -9000 ) {
scenery.cur_elev = result;
scenery.cur_radius = geoc.radius();
sgVec3 tmp;
sgSetVec3(tmp, hit_list.get_normal(this_hit));
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ssgState *IntersectedLeafState =
((ssgLeaf*)hit_list.get_entity(this_hit))->getState();
CurrentNormalInLocalPlane(tmp, tmp);
sgdSetVec3( scenery.cur_normal, tmp );
// cout << "NED: " << tmp[0] << " " << tmp[1] << " " << tmp[2] << endl;
return true;
} else {
FG_LOG( FG_TERRAIN, FG_INFO, "no terrain intersection" );
scenery.cur_elev = 0.0;
float *up = globals->get_current_view()->get_local_up();
sgdSetVec3(scenery.cur_normal, up[0], up[1], up[2]);
return false;
}
}
FGBucket FGTileMgr::BucketOffset( int dx, int dy )
{
double clat, clon, span;
if( scroll_direction == SCROLL_INIT ) {
// use current latitude and longitude
// walk dy units in the lat direction
clat = current_bucket.get_center_lat() + dy * FG_BUCKET_SPAN;
// find the lon span for the new latitude
span = bucket_span( clat );
// walk dx units in the lon direction
clon = longitude + dx * span;
} else {
// use previous latitude and longitude
// walk dy units in the lat direction
clat = previous_bucket.get_center_lat() + dy * FG_BUCKET_SPAN;
// find the lon span for the new latitude
span = bucket_span( clat );
// walk dx units in the lon direction
clon = last_longitude + dx * span;
}
while ( clon < -180.0 ) clon += 360.0;
while ( clon >= 180.0 ) clon -= 360.0;
pending.set_bucket( clon, clat );
FG_LOG( FG_TERRAIN, FG_DEBUG, " fgBucketOffset " << pending );
return pending;
}
// schedule a tile row(column) for loading
void FGTileMgr::scroll( void )
{
FG_LOG( FG_TERRAIN, FG_DEBUG, "schedule_row: Scrolling" );
int i, dw, dh;
switch( scroll_direction ) {
case SCROLL_NORTH:
FG_LOG( FG_TERRAIN, FG_DEBUG,
" (North) Loading " << tile_diameter << " tiles" );
dw = tile_diameter / 2;
dh = dw + 1;
for ( i = 0; i < tile_diameter; i++ ) {
sched_tile( BucketOffset( i - dw, dh ) );
}
break;
case SCROLL_EAST:
FG_LOG( FG_TERRAIN, FG_DEBUG,
" (East) Loading " << tile_diameter << " tiles" );
dh = tile_diameter / 2;
dw = dh + 1;
for ( i = 0; i < tile_diameter; i++ ) {
sched_tile( BucketOffset( dw, i - dh ) );
}
break;
case SCROLL_SOUTH:
FG_LOG( FG_TERRAIN, FG_DEBUG,
" (South) Loading " << tile_diameter << " tiles" );
dw = tile_diameter / 2;
dh = -dw - 1;
for ( i = 0; i < tile_diameter; i++ ) {
sched_tile( BucketOffset( i - dw, dh ) );
}
break;
case SCROLL_WEST:
FG_LOG( FG_TERRAIN, FG_DEBUG,
" (West) Loading " << tile_diameter << " tiles" );
dh = tile_diameter / 2;
dw = -dh - 1;
for ( i = 0; i < tile_diameter; i++ ) {
sched_tile( BucketOffset( dw, i - dh ) );
}
break;
default:
FG_LOG( FG_TERRAIN, FG_WARN, "UNKNOWN SCROLL DIRECTION in schedule_row" );
;
}
FG_LOG( FG_TERRAIN, FG_DEBUG, "\tschedule_row returns" );
}
void FGTileMgr::initialize_queue()
{
// First time through or we have teleported, initialize the
// system and load all relavant tiles
FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << current_bucket );
FG_LOG( FG_TERRAIN, FG_INFO, " Updating Tile list for " << current_bucket );
FG_LOG( FG_TERRAIN, FG_INFO, " Loading "
<< tile_diameter * tile_diameter << " tiles" );
int i;
scroll_direction = SCROLL_INIT;
// wipe/initialize tile cache
global_tile_cache.init();
previous_bucket.make_bad();
// build the local area list and schedule tiles for loading
// start with the center tile and work out in concentric
// "rings"
sched_tile( current_bucket );
for ( i = 3; i <= tile_diameter; i = i + 2 ) {
int j;
int span = i / 2;
// bottom row
for ( j = -span; j <= span; ++j ) {
sched_tile( BucketOffset( j, -span ) );
}
// top row
for ( j = -span; j <= span; ++j ) {
sched_tile( BucketOffset( j, span ) );
}
// middle rows
for ( j = -span + 1; j <= span - 1; ++j ) {
sched_tile( BucketOffset( -span, j ) );
sched_tile( BucketOffset( span, j ) );
}
}
// Now force a load of the center tile and inner ring so we
// have something to see in our first frame.
for ( i = 0; i < 9; ++i ) {
if ( load_queue.size() ) {
FG_LOG( FG_TERRAIN, FG_DEBUG,
"Load queue not empty, loading a tile" );
FGLoadRec pending = load_queue.front();
load_queue.pop_front();
load_tile( pending.b, pending.cache_index );
}
}
}
// forced emptying of the queue
// This is necessay to keep bookeeping straight for the
// tile_cache -- which actually handles all the
// (de)allocations
void FGTileMgr::destroy_queue() {
while( load_queue.size() ) {
FG_LOG( FG_TERRAIN, FG_INFO,
"Load queue not empty, popping a tile" );
FGLoadRec pending = load_queue.front();
load_queue.pop_front();
FGTileEntry *t = global_tile_cache.get_tile( pending.cache_index );
// just t->mark_unused() should be enough
// but a little paranoia doesn't hurt us here
if(t->is_scheduled_for_use())
t->mark_unused();
else
load_tile( pending.b, pending.cache_index );
}
}
// given the current lon/lat (in degrees), fill in the array of local
// chunks. If the chunk isn't already in the cache, then read it from
// disk.
int FGTileMgr::update( double lon, double lat ) {
// FG_LOG( FG_TERRAIN, FG_DEBUG, "FGTileMgr::update()" );
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// FGInterface *f = current_aircraft.fdm_state;
// lonlat for this update
// longitude = f->get_Longitude() * RAD_TO_DEG;
// latitude = f->get_Latitude() * RAD_TO_DEG;
longitude = lon;
latitude = lat;
// FG_LOG( FG_TERRAIN, FG_DEBUG, "lon "<< lonlat[LON] <<
// " lat " << lonlat[LAT] );
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current_bucket.set_bucket( longitude, latitude );
// FG_LOG( FG_TERRAIN, FG_DEBUG, "Updating Tile list for " << current_bucket );
tile_index = global_tile_cache.exists(current_bucket);
// FG_LOG( FG_TERRAIN, FG_DEBUG, "tile index " << tile_index );
if ( tile_index >= 0 ) {
current_tile = global_tile_cache.get_tile(tile_index);
scenery.next_center = current_tile->center;
} else {
FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found (Ok if initializing)" );
}
if ( state == Running ) {
if( current_bucket == previous_bucket) {
FG_LOG( FG_TERRAIN, FG_DEBUG, "Same bucket as last time" );
scroll_direction = SCROLL_NONE;
} else {
// We've moved to a new bucket, we need to scroll our
// structures, and load in the new tiles
// CURRENTLY THIS ASSUMES WE CAN ONLY MOVE TO ADJACENT TILES.
// AT ULTRA HIGH SPEEDS THIS ASSUMPTION MAY NOT BE VALID IF
// THE AIRCRAFT CAN SKIP A TILE IN A SINGLE ITERATION.
if ( (current_bucket.get_lon() > previous_bucket.get_lon()) ||
( (current_bucket.get_lon() == previous_bucket.get_lon()) &&
(current_bucket.get_x() > previous_bucket.get_x()) ) )
{
scroll_direction = SCROLL_EAST;
}
else if ( (current_bucket.get_lon() < previous_bucket.get_lon()) ||
( (current_bucket.get_lon() == previous_bucket.get_lon()) &&
(current_bucket.get_x() < previous_bucket.get_x()) ) )
{
scroll_direction = SCROLL_WEST;
}
if ( (current_bucket.get_lat() > previous_bucket.get_lat()) ||
( (current_bucket.get_lat() == previous_bucket.get_lat()) &&
(current_bucket.get_y() > previous_bucket.get_y()) ) )
{
scroll_direction = SCROLL_NORTH;
}
else if ( (current_bucket.get_lat() < previous_bucket.get_lat()) ||
( (current_bucket.get_lat() == previous_bucket.get_lat()) &&
(current_bucket.get_y() < previous_bucket.get_y()) ) )
{
scroll_direction = SCROLL_SOUTH;
}
scroll();
}
} else if ( state == Start || state == Inited ) {
initialize_queue();
state = Running;
}
if ( load_queue.size() ) {
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FG_LOG( FG_TERRAIN, FG_DEBUG, "Load queue not empty, loading a tile" );
FGLoadRec pending = load_queue.front();
load_queue.pop_front();
load_tile( pending.b, pending.cache_index );
}
if ( scenery.center == Point3D(0.0) ) {
// initializing
// cout << "initializing ... " << endl;
sgdVec3 tmp_abs_view_pos;
sgVec3 tmp_view_pos;
Point3D geod_pos = Point3D( longitude * DEG_TO_RAD,
latitude * DEG_TO_RAD,
0.0);
Point3D tmp = sgGeodToCart( geod_pos );
scenery.center = tmp;
sgdSetVec3( tmp_abs_view_pos, tmp.x(), tmp.y(), tmp.z() );
// cout << "abs_view_pos = " << tmp_abs_view_pos << endl;
prep_ssg_nodes();
sgSetVec3( tmp_view_pos, 0.0, 0.0, 0.0 );
current_elev_ssg( tmp_abs_view_pos, tmp_view_pos );
} else {
// cout << "abs view pos = " << current_view.abs_view_pos
// << " view pos = " << current_view.view_pos << endl;
current_elev_ssg( globals->get_current_view()->get_abs_view_pos(),
globals->get_current_view()->get_view_pos() );
}
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// cout << "current elevation (ssg) == " << scenery.cur_elev << endl;
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previous_bucket = current_bucket;
last_longitude = longitude;
last_latitude = latitude;
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return 1;
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}
// Prepare the ssg nodes ... for each tile, set it's proper
// transform and update it's range selector based on current
// visibilty
void FGTileMgr::prep_ssg_node( int idx ) {
}
void FGTileMgr::prep_ssg_nodes( void ) {
FGTileEntry *t;
float ranges[2];
ranges[0] = 0.0f;
double vis = 0.0;
#ifndef FG_OLD_WEATHER
if ( WeatherDatabase != NULL ) {
vis = WeatherDatabase->getWeatherVisibility();
} else {
vis = 16000;
}
#else
vis = current_weather.get_visibility();
#endif
// cout << "visibility = " << vis << endl;
// traverse the potentially viewable tile list and update range
// selector and transform
for ( int i = 0; i < (int)global_tile_cache.get_size(); i++ ) {
t = global_tile_cache.get_tile( i );
if ( t->is_loaded() ) {
// set range selector (LOD trick) to be distance to center
// of tile + bounding radius
ranges[1] = vis + t->bounding_radius;
t->range_ptr->setRanges( ranges, 2 );
// calculate tile offset
t->SetOffset( scenery.center );
// calculate ssg transform
sgCoord sgcoord;
sgSetCoord( &sgcoord,
t->offset.x(), t->offset.y(), t->offset.z(),
0.0, 0.0, 0.0 );
t->transform_ptr->setTransform( &sgcoord );
}
}
}