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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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#if defined( sgi )
#include <strings.h>
#endif
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SG_USING_STD(string);
SG_USING_STD(vector);
typedef vector < Point3D > point_list;
typedef point_list::iterator point_list_iterator;
typedef point_list::const_iterator const_point_list_iterator;
/**
* A class to encapsulate everything we need to know about a scenery tile.
*/
class FGTileEntry {
public:
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typedef vector < sgVec3 * > free_vec3_list;
typedef vector < sgVec2 * > free_vec2_list;
typedef vector < unsigned short * > free_index_list;
// 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
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SGBucket tile_bucket;
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// 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;
private:
// ssg tree structure for this tile is as follows:
// ssgRoot(scene)
// - ssgBranch(terrain)
// - ssgTransform(tile)
// - ssgRangeSelector(tile)
// - ssgEntity(tile)
// - kid1(fan)
// - kid2(fan)
// ...
// - kidn(fan)
// pointer to ssg transform for this tile
ssgTransform *terra_transform;
ssgTransform *lights_transform;
// pointer to ssg range selector for this tile
ssgRangeSelector *terra_range;
ssgRangeSelector *lights_range;
// we create several preset brightness and can choose which one we
// want based on lighting conditions.
ssgSelector *lights_brightness;
ssgBranch* obj_load( const std::string& path,
ssgVertexArray* lights, bool is_base );
ssgLeaf* gen_lights( ssgVertexArray *lights, int inc, float bright );
public:
// Constructor
FGTileEntry( const SGBucket& b );
// Destructor
~FGTileEntry();
// Clean up the memory used by this tile and delete the arrays
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// 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() const { return offset; }
// Update the ssg transform node for this tile so it can be
// properly drawn relative to our (0,0,0) point
void prep_ssg_node( const Point3D& p, float vis);
/**
* Load tile data from a file.
* @param base name of directory containing tile data file.
* @param is_base is this a base terrain object for which we should generate
* random ground light points
*/
void load( SGPath& base, bool is_base );
};
#endif // _TILEENTRY_HXX