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flightgear/src/Scenery/tileentry.hxx

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// tileentry.hxx -- routines to handle an individual scenery tile
//
// Written by Curtis Olson, started May 1998.
//
// Copyright (C) 1998, 1999 Curtis L. Olson - curt@flightgear.org
//
// 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.
//
// $Id$
#ifndef _TILEENTRY_HXX
#define _TILEENTRY_HXX
#ifndef __cplusplus
# error This library requires C++
#endif
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <GL/glut.h>
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#include <simgear/xgl/xgl.h>
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#include <simgear/compiler.h>
#include <vector>
#include STL_STRING
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#include <plib/ssg.h> // plib includes
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#include <simgear/bucket/newbucket.hxx>
#include <simgear/math/point3d.hxx>
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#include <Objects/fragment.hxx>
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#if defined( sgi )
#include <strings.h>
#endif
FG_USING_STD(string);
FG_USING_STD(vector);
typedef vector < Point3D > point_list;
typedef point_list::iterator point_list_iterator;
typedef point_list::const_iterator const_point_list_iterator;
// Scenery tile class
class FGTileEntry {
private:
// Tile state
enum tile_state {
Unused = 0,
Scheduled_for_use = 1,
Scheduled_for_cache = 2,
Loaded = 3,
Cached = 4
};
public:
typedef vector < fgFRAGMENT > container;
typedef container::iterator FragmentIterator;
typedef container::const_iterator FragmentConstIterator;
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typedef vector < sgVec3 * > free_vec3_list;
typedef vector < sgVec2 * > free_vec2_list;
typedef vector < unsigned short * > free_index_list;
public:
// node list (the per fragment face lists reference this node list)
point_list nodes;
int ncount;
// global tile culling data
Point3D center;
double bounding_radius;
Point3D offset;
// this tile's official location in the world
FGBucket tile_bucket;
// the tile cache will keep track here if the tile is being used
tile_state state;
container fragment_list;
// ssg related structures
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// sgVec3 *vtlist;
// sgVec3 *vnlist;
// sgVec2 *tclist;
// list of pointers to memory chunks that need to be freed when
// tile entry goes away
free_vec3_list vec3_ptrs;
free_vec2_list vec2_ptrs;
free_index_list index_ptrs;
// ssg tree structure for this tile is as follows:
// ssgRoot(scene)
// - ssgBranch(terrain)
// - ssgSelector(tile)
// - ssgTransform(tile)
// - ssgRangeSelector(tile)
// - ssgEntity(tile)
// - kid1(fan)
// - kid2(fan)
// ...
// - kidn(fan)
// selector (turn tile on/off)
ssgSelector *select_ptr;
// pointer to ssg transform for this tile
ssgTransform *transform_ptr;
// pointer to ssg range selector for this tile
ssgRangeSelector *range_ptr;
public:
// Constructor
FGTileEntry ( void );
// Destructor
~FGTileEntry ( void );
FragmentIterator begin() { return fragment_list.begin(); }
FragmentConstIterator begin() const { return fragment_list.begin(); }
FragmentIterator end() { return fragment_list.end(); }
FragmentConstIterator end() const { return fragment_list.end(); }
void add_fragment( fgFRAGMENT& frag ) {
frag.tile_ptr = this;
fragment_list.push_back( frag );
}
size_t num_fragments() const {
return fragment_list.size();
}
// Step through the fragment list, deleting the display list, then
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// the fragment, until the list is empty. Also delete the arrays
// used by ssg as well as the whole ssg branch
void free_tile();
// Calculate this tile's offset
void SetOffset( const Point3D& p)
{
offset = center - p;
}
// Return this tile's offset
inline Point3D get_offset( void ) const { return offset; }
inline bool is_unused() const { return state == Unused; }
inline bool is_scheduled_for_use() const {
return state == Scheduled_for_use;
}
inline bool is_scheduled_for_cache() const {
return state == Scheduled_for_cache;
}
inline bool is_loaded() const { return state == Loaded; }
inline bool is_cached() const { return state == Cached; }
inline void mark_unused() { state = Unused; }
inline void mark_scheduled_for_use() { state = Scheduled_for_use; }
inline void mark_scheduled_for_cache() { state = Scheduled_for_use; }
inline void mark_loaded() { state = Loaded; }
// when a tile is still in the cache, but not in the immediate
// draw l ist, it can still remain in the scene graph, but we use
// a range selector to disable it from ever being drawn.
void ssg_disable();
};
typedef vector < FGTileEntry > tile_list;
typedef tile_list::iterator tile_list_iterator;
typedef tile_list::const_iterator const_tile_list_iterator;
#endif // _TILEENTRY_HXX