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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 - 2001 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
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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>
#include <simgear/misc/sg_path.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;
class FGTileEntry;
/**
* A class to hold deferred model loading info
*/
class FGDeferredModel {
private:
string model_path;
string texture_path;
FGTileEntry *tile;
ssgTransform *obj_trans;
public:
inline FGDeferredModel() { }
inline FGDeferredModel( const string mp, const string tp,
FGTileEntry *t, ssgTransform *ot )
{
model_path = mp;
texture_path = tp;
tile = t;
obj_trans = ot;
}
inline ~FGDeferredModel() { }
inline string get_model_path() const { return model_path; }
inline string get_texture_path() const { return texture_path; }
inline FGTileEntry *get_tile() const { return tile; }
inline ssgTransform *get_obj_trans() const { return obj_trans; }
};
/**
* A class to encapsulate everything we need to know about a scenery tile.
*/
class FGTileEntry {
public:
// 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;
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 *rwy_lights_transform;
ssgTransform *taxi_lights_transform;
ssgTransform *gnd_lights_transform;
// pointer to ssg range selector for this tile
ssgRangeSelector *terra_range;
ssgRangeSelector *gnd_lights_range;
// we create several preset brightness and can choose which one we
// want based on lighting conditions.
ssgSelector *gnd_lights_brightness;
/**
* Indicates this tile has been loaded from a file and connected
* into the scene graph. Note that this may be set asynchronously
* by another thread.
*/
volatile bool loaded;
/**
* Count of pending models to load for this tile. This tile
* cannot be removed until this number reaches zero (i.e. no
* pending models to load for this tile.)
*/
volatile int pending_models;
bool obj_load( const std::string& path,
ssgBranch* geometry,
ssgBranch* rwy_lights,
ssgBranch* taxi_lights,
ssgVertexArray* gound_lights,
bool is_base );
ssgLeaf* gen_lights( ssgVertexArray *lights, int inc, float bright );
From: "Jim Wilson" <jimw@kelcomaine.com> This is a new improved patch for the previous tile manager fixes. Rather than building dependencies between FGlocation or the viewer or fdm with tilemgr what I ended up doing was linking the pieces together in the Mainloop in main.cxx. You'll see what I mean...it's been commented fairly well. More than likely we should move that chunk somewhere...just not sure where yet. The changes seem clean now. As I get more ideas there could be some further improvement in organizing the update in tilemgr. You'll note that I left an override in there for the tilemgr::update() function to preserve earlier functionality if someone needs it (e.g. usage independent of an fdm or viewer), not to mention there are a few places in flightgear that call it directly that have not been changed to the new interface (and may not need to be). The code has been optimized to avoid duplicate traversals and seems to run generally quite well. Note that there can be a short delay reloading tiles that have been dropped from static views. We could call the tile scheduler on a view switch, but it's not a big deal and at the moment I'd like to get this in so people can try it and comment on it as it is. Everything has been resycned with CVS tonight and I've included the description submitted earlier (below). Best, Jim Changes synced with CVS approx 20:30EDT 2002-05-09 (after this evenings updates). Files: http://www.spiderbark.com/fgfs/viewer-update-20020516.tar.gz or http://www.spiderbark.com/fgfs/viewer-update-20020516.diffs.gz Description: In a nutshell, these patches begin to take what was one value for ground elevation and calculate ground elevation values seperately for the FDM and the viewer (eye position). Several outstanding view related bugs have been fixed. With the introduction of the new viewer code a lot of that Flight Gear code broke related to use of a global variable called "scenery.cur_elev". Therefore the ground_elevation and other associated items (like the current tile bucket) is maintained per FDM instance and per View. Each of these has a "point" or location that can be identified. See changes to FGLocation class and main.cxx. Most of the problems related to the new viewer in terms of sky, ground and runway lights, and tower views are fixed. There are four minor problems remaining. 1) The sun/moon spins when you pan the "lookat" tower view only (view #3). 2) Under stress (esp. magic carpet full speed with max visibility), there is a memory leak in the tile caching that was not introduced with these changes. 3) I have not tested these changes or made corrections to the ADA or External FDM interfaces. 4) The change view function doesn't call the time/light update (not a problem unless a tower is very far away). Details: FDM/flight.cxx, flight.hxx - FGInterface ties to FGAircraftModel so that it's location data can be accessed for runway (ground elevation under aircraft) elevation. FDM/larsim.cxx, larcsim.hxx - gets runway elevation from FGInterface now. Commented out function that is causing a namespace conflict, hasn't been called with recent code anyway. FDM/JSBSim/JSBSim.cxx, YASim/YASim.cxx - gets runway elevation from FGInterface now. Scenery/newcache.cxx, newcache.hxx - changed caching scheme to time based (oldest tiles discard). Scenery/tileentry.cxx, tileentry.hxx - added place to record time, changed rendering to reference viewer altitude in order to fix a problem with ground and runway lights. Scenery/tilemgr.cxx, tilemgr.hxx - Modified update() to accept values for multiple locations. Refresh function added in order to periodically make the tiles current for a non-moving view (like a tower). Main/fg_init.cxx - register event for making tiles current in a non-moving view (like a tower). Main/location.hxx - added support for current ground elevation data. Main/main.cxx - added second tilemgr call for fdm, fixed places where viewer position data was required for correct sky rendering. Main/options.cxx - fixed segfault reported by Curtis when using --view-offset command line parameter. Main/viewer.cxx, viewer.hxx - removed fudging of view position. Fixed numerous bugs that were causing eye and target values to get mixed up.
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double timestamp;
// this variable tracks the status of the incremental memory freeing.
enum {
NODES = 0x01,
VEC_PTRS = 0x02,
TERRA_NODE = 0x04,
GROUND_LIGHTS = 0x08,
RWY_LIGHTS = 0x10,
TAXI_LIGHTS = 0x20,
LIGHTMAPS = 0x40
};
int free_tracker;
public:
// Constructor
FGTileEntry( const SGBucket& b );
// Destructor
~FGTileEntry();
// Clean up the memory used by this tile and delete the arrays
// used by ssg as well as the whole ssg branch. This does a
// partial clean up and exits so we can spread the load across
// multiple frames. Returns false if work remaining to be done,
// true if dynamically allocated memory used by this tile is
// completely freed.
bool 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, sgVec3 up, 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( const SGPath& base, bool is_base );
/**
* Return true if the tile entry is loaded, otherwise return false
* indicating that the loading thread is still working on this.
*/
inline bool is_loaded() const { return loaded; }
/**
* decrement the pending models count
*/
inline void dec_pending_models() { pending_models--; }
/**
* return the number of remaining pending models for this tile
*/
inline int get_pending_models() const { return pending_models; }
/**
* Return the "bucket" for this tile
*/
inline SGBucket get_tile_bucket() const { return tile_bucket; }
/**
* Add terrain mesh and ground lighting to scene graph.
*/
void add_ssg_nodes( ssgBranch* terrain_branch,
ssgBranch* gnd_lights_branch,
ssgBranch* rwy_lights_branch,
ssgBranch* taxi_lights_branch );
/**
* disconnect terrain mesh and ground lighting nodes from scene
* graph for this tile.
*/
void disconnect_ssg_nodes();
/**
* return the SSG Transform node for the terrain
*/
inline ssgTransform *get_terra_transform() { return terra_transform; }
From: "Jim Wilson" <jimw@kelcomaine.com> This is a new improved patch for the previous tile manager fixes. Rather than building dependencies between FGlocation or the viewer or fdm with tilemgr what I ended up doing was linking the pieces together in the Mainloop in main.cxx. You'll see what I mean...it's been commented fairly well. More than likely we should move that chunk somewhere...just not sure where yet. The changes seem clean now. As I get more ideas there could be some further improvement in organizing the update in tilemgr. You'll note that I left an override in there for the tilemgr::update() function to preserve earlier functionality if someone needs it (e.g. usage independent of an fdm or viewer), not to mention there are a few places in flightgear that call it directly that have not been changed to the new interface (and may not need to be). The code has been optimized to avoid duplicate traversals and seems to run generally quite well. Note that there can be a short delay reloading tiles that have been dropped from static views. We could call the tile scheduler on a view switch, but it's not a big deal and at the moment I'd like to get this in so people can try it and comment on it as it is. Everything has been resycned with CVS tonight and I've included the description submitted earlier (below). Best, Jim Changes synced with CVS approx 20:30EDT 2002-05-09 (after this evenings updates). Files: http://www.spiderbark.com/fgfs/viewer-update-20020516.tar.gz or http://www.spiderbark.com/fgfs/viewer-update-20020516.diffs.gz Description: In a nutshell, these patches begin to take what was one value for ground elevation and calculate ground elevation values seperately for the FDM and the viewer (eye position). Several outstanding view related bugs have been fixed. With the introduction of the new viewer code a lot of that Flight Gear code broke related to use of a global variable called "scenery.cur_elev". Therefore the ground_elevation and other associated items (like the current tile bucket) is maintained per FDM instance and per View. Each of these has a "point" or location that can be identified. See changes to FGLocation class and main.cxx. Most of the problems related to the new viewer in terms of sky, ground and runway lights, and tower views are fixed. There are four minor problems remaining. 1) The sun/moon spins when you pan the "lookat" tower view only (view #3). 2) Under stress (esp. magic carpet full speed with max visibility), there is a memory leak in the tile caching that was not introduced with these changes. 3) I have not tested these changes or made corrections to the ADA or External FDM interfaces. 4) The change view function doesn't call the time/light update (not a problem unless a tower is very far away). Details: FDM/flight.cxx, flight.hxx - FGInterface ties to FGAircraftModel so that it's location data can be accessed for runway (ground elevation under aircraft) elevation. FDM/larsim.cxx, larcsim.hxx - gets runway elevation from FGInterface now. Commented out function that is causing a namespace conflict, hasn't been called with recent code anyway. FDM/JSBSim/JSBSim.cxx, YASim/YASim.cxx - gets runway elevation from FGInterface now. Scenery/newcache.cxx, newcache.hxx - changed caching scheme to time based (oldest tiles discard). Scenery/tileentry.cxx, tileentry.hxx - added place to record time, changed rendering to reference viewer altitude in order to fix a problem with ground and runway lights. Scenery/tilemgr.cxx, tilemgr.hxx - Modified update() to accept values for multiple locations. Refresh function added in order to periodically make the tiles current for a non-moving view (like a tower). Main/fg_init.cxx - register event for making tiles current in a non-moving view (like a tower). Main/location.hxx - added support for current ground elevation data. Main/main.cxx - added second tilemgr call for fdm, fixed places where viewer position data was required for correct sky rendering. Main/options.cxx - fixed segfault reported by Curtis when using --view-offset command line parameter. Main/viewer.cxx, viewer.hxx - removed fudging of view position. Fixed numerous bugs that were causing eye and target values to get mixed up.
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void set_timestamp(double time_ms) { timestamp = time_ms; }
inline double get_timestamp() const { return timestamp; }
};
#endif // _TILEENTRY_HXX