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flightgear/Simulator/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>
#include <XGL/xgl.h>
#include <Include/compiler.h>
#include <vector>
#include STL_STRING
#include <plib/sg.h>
#include <Bucket/newbucket.hxx>
#include <Math/mat3.h>
#include <Math/point3d.hxx>
#include <Objects/fragment.hxx>
#ifdef FG_HAVE_NATIVE_SGI_COMPILERS
#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 = 1,
Loaded = 2
};
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)
point_list nodes;
int ncount;
// global tile culling data
Point3D center;
double bounding_radius;
Point3D offset;
// model view matrix for this tile
GLfloat model_view[16];
// this tile's official location in the world
FGBucket tile_bucket;
// the tile cache will mark here if the tile is being used
tile_state state;
container fragment_list;
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
// the fragment, until the list is empty.
void release_fragments();
// Calculate this tile's offset
void SetOffset( const Point3D& off)
{
offset = center - off;
}
// Return this tile's offset
inline Point3D get_offset( void ) const { return offset; }
// Calculate the model_view transformation matrix for this tile
inline void update_view_matrix(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() +
model_view[8]*offset.z());
model_view[13] += (model_view[1]*offset.x() +
model_view[5]*offset.y() +
model_view[9]*offset.z());
model_view[14] += (model_view[2]*offset.x() +
model_view[6]*offset.y() +
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
}
inline bool is_unused() const { return state == Unused; }
inline bool is_loaded() const { return state == Loaded; }
inline void mark_unused() { state = Unused; }
inline void mark_scheduled() { state = Scheduled; }
inline void mark_loaded() { state = Loaded; }
};
typedef vector < FGTileEntry > tile_list;
typedef tile_list::iterator tile_list_iterator;
typedef tile_list::const_iterator const_tile_list_iterator;
#endif // _TILEENTRY_HXX