1998-05-23 14:09:20 +00:00
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// tile.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 Curtis L. Olson - curt@infoplane.com
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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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// (Log is kept at end of this file)
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1998-11-09 23:40:46 +00:00
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// #include <Include/fg_constants.h>
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// #include <Math/mat3.h>
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#include <Debug/logstream.hxx>
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#include <Scenery/tile.hxx>
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#include "Bucket/bucketutils.hxx"
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1998-07-12 03:18:27 +00:00
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1998-05-23 14:09:20 +00:00
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#include "tile.hxx"
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// Constructor
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1998-11-09 23:40:46 +00:00
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fgTILE::fgTILE ( void )
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: nodes(new double[MAX_NODES][3]),
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ncount(0),
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used(false)
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1998-07-22 21:41:42 +00:00
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{
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1998-07-12 03:18:27 +00:00
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}
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1998-05-23 14:09:20 +00:00
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// Destructor
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1998-11-09 23:40:46 +00:00
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fgTILE::~fgTILE ( void ) {
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// free(nodes);
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delete[] nodes;
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1998-07-22 21:41:42 +00:00
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}
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1998-11-09 23:40:46 +00:00
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// Step through the fragment list, deleting the display list, then
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// the fragment, until the list is empty.
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void
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fgTILE::release_fragments()
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1998-07-22 21:41:42 +00:00
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{
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1998-11-09 23:40:46 +00:00
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FG_LOG( FG_TERRAIN, FG_DEBUG,
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"FREEING TILE = (" << tile_bucket << ")" );
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for_each( begin(), end(),
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mem_fun_ref( &fgFRAGMENT::deleteDisplayList ));
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fragment_list.erase( begin(), end() );
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used = false;
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1998-05-23 14:09:20 +00:00
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}
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// $Log$
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1998-11-09 23:40:46 +00:00
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// Revision 1.13 1998/11/09 23:40:46 curt
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// Bernie Bright <bbright@c031.aone.net.au> writes:
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// I've made some changes to the Scenery handling. Basically just tidy ups.
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// The main difference is in tile.[ch]xx where I've changed list<fgFRAGMENT> to
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// vector<fgFRAGMENT>. Studying our usage patterns this seems reasonable.
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// Lists are good if you need to insert/delete elements randomly but we
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// don't do that. All access seems to be sequential. Two additional
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// benefits are smaller memory usage - each list element requires pointers
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// to the next and previous elements, and faster access - vector iterators
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// are smaller and faster than list iterators. This should also help
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// Charlie Hotchkiss' problem when compiling with Borland and STLport.
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//
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// ./Lib/Bucket/bucketutils.hxx
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// Convenience functions for fgBUCKET.
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//
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// ./Simulator/Scenery/tile.cxx
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// ./Simulator/Scenery/tile.hxx
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// Changed fragment list to a vector.
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// Added some convenience member functions.
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//
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// ./Simulator/Scenery/tilecache.cxx
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// ./Simulator/Scenery/tilecache.hxx
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// use const fgBUCKET& instead of fgBUCKET* where appropriate.
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//
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// ./Simulator/Scenery/tilemgr.cxx
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// ./Simulator/Scenery/tilemgr.hxx
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// uses all the new convenience functions.
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//
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1998-10-16 00:51:46 +00:00
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// Revision 1.12 1998/10/16 00:55:45 curt
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// Converted to Point3D class.
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//
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1998-09-02 14:37:08 +00:00
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// Revision 1.11 1998/09/02 14:37:08 curt
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// Use erase() instead of while ( size() ) pop_front();
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//
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1998-08-25 16:52:38 +00:00
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// Revision 1.10 1998/08/25 16:52:42 curt
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// material.cxx material.hxx obj.cxx obj.hxx texload.c texload.h moved to
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// ../Objects
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//
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1998-08-24 20:11:39 +00:00
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// Revision 1.9 1998/08/24 20:11:39 curt
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// Tweaks ...
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//
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// Revision 1.8 1998/08/22 14:49:58 curt
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1998-08-22 14:49:55 +00:00
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// Attempting to iron out seg faults and crashes.
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// Did some shuffling to fix a initialization order problem between view
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// position, scenery elevation.
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//
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1998-08-20 15:12:03 +00:00
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// Revision 1.7 1998/08/20 15:12:05 curt
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// Used a forward declaration of classes fgTILE and fgMATERIAL to eliminate
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// the need for "void" pointers and casts.
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// Quick hack to count the number of scenery polygons that are being drawn.
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//
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1998-08-12 21:13:03 +00:00
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// Revision 1.6 1998/08/12 21:13:05 curt
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// material.cxx: don't load textures if they are disabled
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// obj.cxx: optimizations from Norman Vine
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// tile.cxx: minor tweaks
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// tile.hxx: addition of num_faces
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// tilemgr.cxx: minor tweaks
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//
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1998-07-24 21:42:06 +00:00
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// Revision 1.5 1998/07/24 21:42:08 curt
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// material.cxx: whups, double method declaration with no definition.
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// obj.cxx: tweaks to avoid errors in SGI's CC.
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// tile.cxx: optimizations by Norman Vine.
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// tilemgr.cxx: optimizations by Norman Vine.
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//
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1998-07-22 21:41:42 +00:00
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// Revision 1.4 1998/07/22 21:41:42 curt
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// Add basic fgFACE methods contributed by Charlie Hotchkiss.
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// intersect optimization from Norman Vine.
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//
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1998-07-16 17:34:24 +00:00
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// Revision 1.3 1998/07/16 17:34:24 curt
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// Ground collision detection optimizations contributed by Norman Vine.
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//
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1998-07-12 03:18:27 +00:00
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// Revision 1.2 1998/07/12 03:18:28 curt
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// Added ground collision detection. This involved:
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// - saving the entire vertex list for each tile with the tile records.
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// - saving the face list for each fragment with the fragment records.
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// - code to intersect the current vertical line with the proper face in
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// an efficient manner as possible.
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// Fixed a bug where the tiles weren't being shifted to "near" (0,0,0)
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//
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1998-05-23 14:09:20 +00:00
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// Revision 1.1 1998/05/23 14:09:21 curt
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// Added tile.cxx and tile.hxx.
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// Working on rewriting the tile management system so a tile is just a list
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// fragments, and the fragment record contains the display list for that fragment.
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//
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