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flightgear/Objects/fragment.hxx

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1998-08-25 16:51:22 +00:00
// fragment.hxx -- routines to handle "atomic" display objects
//
// Written by Curtis Olson, started August 1998.
//
// Copyright (C) 1998 Curtis L. Olson - curt@me.umn.edu
//
// 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.
//
// $Id$
// (Log is kept at end of this file)
#ifndef _FRAGMENT_HXX
#define _FRAGMENT_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>
#if defined ( __sun__ )
extern "C" void *memmove(void *, const void *, size_t);
extern "C" void *memset(void *, int, size_t);
#endif
#include <list> // STL list
#include <Bucket/bucketutils.h>
#include <Include/fg_types.h>
#include <Math/mat3.h>
#ifdef NEEDNAMESPACESTD
using namespace std;
#endif
// Maximum nodes per tile
#define MAX_NODES 2000
// Forward declarations
class fgTILE;
class fgMATERIAL;
class fgFACE {
public:
int n1, n2, n3;
fgFACE();
~fgFACE();
fgFACE( const fgFACE & image );
bool operator < ( const fgFACE & rhs );
bool operator == ( const fgFACE & rhs );
};
// Object fragment data class
class fgFRAGMENT {
public:
// culling data for this object fragment (fine grain culling)
fgPoint3d center;
double bounding_radius;
// variable offset data for this object fragment for this frame
// fgCartesianPoint3d tile_offset;
// saved transformation matrix for this fragment (used by renderer)
// GLfloat matrix[16];
// tile_ptr & material_ptr are set so that when we traverse the
// list of fragments we can quickly reference back the tile or
// material property this fragment is assigned to.
// material property pointer
fgMATERIAL *material_ptr;
// tile pointer
fgTILE *tile_ptr;
// OpenGL display list for fragment data
GLint display_list;
// face list (this indexes into the master tile vertex list)
list < fgFACE > faces;
// number of faces in this fragment
int num_faces;
// Add a face to the face list
void add_face(int n1, int n2, int n3);
// test if line intesects with this fragment. p0 and p1 are the
// two line end points of the line. If side_flag is true, check
// to see that end points are on opposite sides of face. Returns
// 1 if it intersection found, 0 otherwise. If it intesects,
// result is the point of intersection
int intersect( fgPoint3d *end0, fgPoint3d *end1, int side_flag,
fgPoint3d *result);
// Constructors
fgFRAGMENT ();
fgFRAGMENT ( const fgFRAGMENT &image );
// Destructor
~fgFRAGMENT ( );
// operators
fgFRAGMENT & operator = ( const fgFRAGMENT & rhs );
bool operator == ( const fgFRAGMENT & rhs );
bool operator < ( const fgFRAGMENT & rhs );
};
#endif // _FRAGMENT_HXX
// $Log$
// Revision 1.1 1998/08/25 16:51:23 curt
// Moved from ../Scenery
//
//