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flightgear/Simulator/Scenery/tile.hxx

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// tile.hxx -- routines to handle a scenery tile
//
// Written by Curtis Olson, started May 1998.
//
// Copyright (C) 1998 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.
//
// $Id$
#ifndef _TILE_HXX
#define _TILE_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>
#include <XGL/xgl.h>
#include <Include/compiler.h>
#include <vector>
#include STL_STRING
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#include <Bucket/newbucket.hxx>
#include <Math/mat3.h>
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#include <Math/point3d.hxx>
#include <Objects/fragment.hxx>
#ifdef FG_HAVE_NATIVE_SGI_COMPILERS
#include <strings.h>
#endif
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FG_USING_STD(string);
FG_USING_STD(vector);
// Scenery tile class
class fgTILE {
public:
typedef vector < fgFRAGMENT > container;
typedef container::iterator FragmentIterator;
typedef container::const_iterator FragmentConstIterator;
public:
// node list (the per fragment face lists reference this node list)
double (*nodes)[3];
int ncount;
// culling data for whole tile (course grain culling)
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Point3D center;
double bounding_radius;
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Point3D offset;
GLfloat model_view[16];
// this tile's official location in the world
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FGBucket tile_bucket;
// the tile cache will mark here if the tile is being used
bool used;
container fragment_list;
public:
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
// the fragment, until the list is empty.
void release_fragments();
// int ObjLoad( const string& path, const fgBUCKET& p );
// Constructor
fgTILE ( void );
// Destructor
~fgTILE ( void );
// Calculate this tile's offset
void SetOffset( const Point3D& off)
{
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offset = center - off;
}
// Return this tile's offset
inline Point3D GetOffset( void ) const { return offset; }
// Calculate the model_view transformation matrix for this tile
inline void
UpdateViewMatrix(GLfloat *MODEL_VIEW)
{
#if defined( USE_MEM ) || defined( WIN32 )
memcpy( model_view, MODEL_VIEW, 16*sizeof(GLfloat) );
#else
bcopy( MODEL_VIEW, model_view, 16*sizeof(GLfloat) );
#endif
// This is equivalent to doing a glTranslatef(x, y, z);
model_view[12] += (model_view[0]*offset.x() +
model_view[4]*offset.y() +
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model_view[8]*offset.z());
model_view[13] += (model_view[1]*offset.x() +
model_view[5]*offset.y() +
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model_view[9]*offset.z());
model_view[14] += (model_view[2]*offset.x() +
model_view[6]*offset.y() +
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model_view[10]*offset.z() );
// m[15] += (m[3]*x + m[7]*y + m[11]*z);
// m[3] m7[] m[11] are 0.0 see LookAt() in views.cxx
// so m[15] is unchanged
}
private:
// not defined
fgTILE( const fgTILE& );
fgTILE& operator = ( const fgTILE& );
};
#endif // _TILE_HXX