Removed tilecache.cxx tilecache.hxx.
Tweaks to ground lighting.
This commit is contained in:
parent
6574e8f4f6
commit
65087c6b56
3 changed files with 8 additions and 451 deletions
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@ -157,19 +157,22 @@ static ssgLeaf *gen_lights( ssgVertexArray *lights, int inc, float bright ) {
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if ( i % inc == 0 ) {
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vl->add( lights->get(i) );
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// yellow = 1,1,0
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// factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
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float factor = sg_random();
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factor *= factor;
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if ( zombie > 0.5 ) {
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// 50% chance of yellowish
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sgSetVec4( color, 0.9, 0.9, 0.3, bright );
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sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 );
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} else if ( zombie > 0.15 ) {
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// 35% chance of whitish
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sgSetVec4( color, 0.9, 0.9, 0.8, bright );
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sgSetVec4( color, 0.9, 0.9, 0.8, bright - factor * 0.2 );
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} else if ( zombie > 0.05 ) {
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// 10% chance of orangish
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sgSetVec4( color, 0.9, 0.6, 0.2, bright );
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sgSetVec4( color, 0.9, 0.6, 0.2, bright - factor * 0.2 );
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} else {
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// 5% chance of redish
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sgSetVec4( color, 0.9, 0.2, 0.2, bright );
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sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 );
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}
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cl->add( color );
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}
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@ -1,349 +0,0 @@
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// tilecache.cxx -- routines to handle scenery tile caching
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//
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// Written by Curtis Olson, started January 1998.
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//
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// Copyright (C) 1998 - 2000 Curtis L. Olson - curt@flightgear.org
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include <GL/glut.h>
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#include <simgear/xgl/xgl.h>
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#include <plib/ssg.h> // plib include
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#include <simgear/bucket/newbucket.hxx>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/misc/fgstream.hxx>
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#include <simgear/misc/fgpath.hxx>
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#include <Main/globals.hxx>
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#include <Objects/obj.hxx>
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#include <Scenery/scenery.hxx> // for scenery.center
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#include "tilecache.hxx"
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#include "tileentry.hxx"
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FG_USING_NAMESPACE(std);
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// a cheesy hack (to be fixed later)
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extern ssgBranch *terrain;
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extern ssgEntity *penguin;
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// the tile cache
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FGTileCache global_tile_cache;
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// Constructor
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FGTileCache::FGTileCache( void ) {
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tile_cache.clear();
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}
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// Initialize the tile cache subsystem
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void
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FGTileCache::init( void )
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{
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int i;
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FG_LOG( FG_TERRAIN, FG_INFO, "Initializing the tile cache." );
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// expand cache if needed. For best results ... i.e. to avoid
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// tile load problems and blank areas:
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//
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// target_cache_size >= (current.options.tile_diameter + 1) ** 2
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//
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int side = globals->get_options()->get_tile_diameter() + 2;
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int target_cache_size = (side*side);
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FG_LOG( FG_TERRAIN, FG_DEBUG, " target cache size = "
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<< target_cache_size );
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FG_LOG( FG_TERRAIN, FG_DEBUG, " current cache size = "
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<< tile_cache.size() );
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FGTileEntry e;
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e.mark_unused();
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e.vec3_ptrs.clear();
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e.vec2_ptrs.clear();
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e.index_ptrs.clear();
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FG_LOG( FG_TERRAIN, FG_DEBUG, " size of tile = "
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<< sizeof( e ) );
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if ( target_cache_size > (int)tile_cache.size() ) {
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// FGTileEntry e;
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int expansion_amt = target_cache_size - (int)tile_cache.size();
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for ( i = 0; i < expansion_amt; ++i ) {
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tile_cache.push_back( e );
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FG_LOG( FG_TERRAIN, FG_DEBUG, " expanding cache size = "
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<< tile_cache.size() );
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}
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}
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FG_LOG( FG_TERRAIN, FG_DEBUG, " done expanding cache, size = "
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<< tile_cache.size() );
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for ( i = 0; i < (int)tile_cache.size(); i++ ) {
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if ( !tile_cache[i].is_unused() ) {
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entry_free(i);
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}
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tile_cache[i].mark_unused();
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tile_cache[i].tile_bucket.make_bad();
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}
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// and ... just in case we missed something ...
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terrain->removeAllKids();
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FG_LOG( FG_TERRAIN, FG_INFO, " done with init()" );
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}
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// Search for the specified "bucket" in the cache
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int
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FGTileCache::exists( const FGBucket& p )
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{
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int i;
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for ( i = 0; i < (int)tile_cache.size(); i++ ) {
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if ( tile_cache[i].tile_bucket == p ) {
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FG_LOG( FG_TERRAIN, FG_DEBUG,
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"TILE EXISTS in cache ... index = " << i );
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return( i );
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}
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}
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return( -1 );
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}
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#if 0
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static void print_refs( ssgSelector *sel, ssgTransform *trans,
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ssgRangeSelector *range)
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{
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cout << "selector -> " << sel->getRef()
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<< " transform -> " << trans->getRef()
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<< " range -> " << range->getRef() << endl;
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}
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#endif
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// Fill in a tile cache entry with real data for the specified bucket
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void
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FGTileCache::fill_in( int index, const FGBucket& p )
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{
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// cout << "FILL IN CACHE ENTRY = " << index << endl;
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tile_cache[index].center = Point3D( 0.0 );
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if ( tile_cache[index].vec3_ptrs.size() ||
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tile_cache[index].vec2_ptrs.size() ||
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tile_cache[index].index_ptrs.size() )
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{
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FG_LOG( FG_TERRAIN, FG_ALERT,
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"Attempting to overwrite existing or"
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<< " not properly freed leaf data." );
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exit(-1);
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}
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tile_cache[index].select_ptr = new ssgSelector;
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tile_cache[index].transform_ptr = new ssgTransform;
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tile_cache[index].range_ptr = new ssgRangeSelector;
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tile_cache[index].tile_bucket = p;
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FGPath tile_path;
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if ( globals->get_options()->get_fg_scenery() != "" ) {
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tile_path.set( globals->get_options()->get_fg_scenery() );
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} else {
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tile_path.set( globals->get_options()->get_fg_root() );
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tile_path.append( "Scenery" );
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}
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tile_path.append( p.gen_base_path() );
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// Load the appropriate data file
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FGPath tile_base = tile_path;
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tile_base.append( p.gen_index_str() );
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ssgBranch *new_tile = fgObjLoad( tile_base.str(), &tile_cache[index],
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true );
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if ( new_tile != NULL ) {
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tile_cache[index].range_ptr->addKid( new_tile );
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}
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// load custom objects
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cout << "CUSTOM OBJECTS" << endl;
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FGPath index_path = tile_path;
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index_path.append( p.gen_index_str() );
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index_path.concat( ".ind" );
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cout << "Looking in " << index_path.str() << endl;
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fg_gzifstream in( index_path.str() );
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if ( in.is_open() ) {
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string token, name;
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while ( ! in.eof() ) {
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in >> token;
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in >> name;
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#if defined ( macintosh ) || defined ( _MSC_VER )
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in >> ::skipws;
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#else
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in >> skipws;
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#endif
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cout << "token = " << token << " name = " << name << endl;
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FGPath custom_path = tile_path;
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custom_path.append( name );
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ssgBranch *custom_obj = fgObjLoad( custom_path.str(),
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&tile_cache[index], false );
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if ( (new_tile != NULL) && (custom_obj != NULL) ) {
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new_tile -> addKid( custom_obj );
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}
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}
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}
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tile_cache[index].transform_ptr->addKid( tile_cache[index].range_ptr );
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// calculate initial tile offset
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tile_cache[index].SetOffset( scenery.center );
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sgCoord sgcoord;
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sgSetCoord( &sgcoord,
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tile_cache[index].offset.x(),
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tile_cache[index].offset.y(), tile_cache[index].offset.z(),
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0.0, 0.0, 0.0 );
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tile_cache[index].transform_ptr->setTransform( &sgcoord );
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tile_cache[index].select_ptr->addKid( tile_cache[index].transform_ptr );
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terrain->addKid( tile_cache[index].select_ptr );
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if ( tile_cache[index].is_scheduled_for_cache() ) {
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// cout << "FOUND ONE SCHEDULED FOR CACHE" << endl;
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// load, but not needed now so disable
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tile_cache[index].mark_loaded();
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tile_cache[index].ssg_disable();
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tile_cache[index].select_ptr->select(0);
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} else {
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// cout << "FOUND ONE READY TO LOAD" << endl;
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tile_cache[index].mark_loaded();
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tile_cache[index].select_ptr->select(1);
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}
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}
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// Free a tile cache entry
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void
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FGTileCache::entry_free( int cache_index )
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{
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// cout << "FREEING CACHE ENTRY = " << cache_index << endl;
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tile_cache[cache_index].free_tile();
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}
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// Return index of next available slot in tile cache
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int
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FGTileCache::next_avail( void )
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{
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// Point3D delta;
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sgdVec3 abs_view_pos;
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int i;
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// float max, med, min, tmp;
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float dist, max_dist;
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int max_index;
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max_dist = 0.0;
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max_index = -1;
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for ( i = 0; i < (int)tile_cache.size(); i++ ) {
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// only look at freeing NON-scheduled (i.e. ready to load
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// cache entries. This assumes that the cache is always big
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// enough for our tile radius!
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if ( tile_cache[i].is_unused() ) {
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// favor unused cache slots
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return(i);
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} else if ( tile_cache[i].is_loaded() || tile_cache[i].is_cached() ) {
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// calculate approximate distance from view point
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sgdCopyVec3( abs_view_pos,
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globals->get_current_view()->get_abs_view_pos() );
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FG_LOG( FG_TERRAIN, FG_DEBUG, "DIST Abs view pos = "
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<< abs_view_pos[0] << ","
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<< abs_view_pos[1] << ","
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<< abs_view_pos[2] );
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FG_LOG( FG_TERRAIN, FG_DEBUG,
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" ref point = " << tile_cache[i].center );
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/*
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delta.setx( fabs(tile_cache[i].center.x() - abs_view_pos.x() ) );
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delta.sety( fabs(tile_cache[i].center.y() - abs_view_pos.y() ) );
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delta.setz( fabs(tile_cache[i].center.z() - abs_view_pos.z() ) );
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max = delta.x(); med = delta.y(); min = delta.z();
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if ( max < med ) {
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tmp = max; max = med; med = tmp;
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}
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if ( max < min ) {
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tmp = max; max = min; min = tmp;
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}
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dist = max + (med + min) / 4;
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*/
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sgdVec3 center;
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sgdSetVec3( center,
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tile_cache[i].center[0],
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tile_cache[i].center[1],
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tile_cache[i].center[2] );
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dist = sgdDistanceVec3( center, abs_view_pos );
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FG_LOG( FG_TERRAIN, FG_DEBUG, " distance = " << dist );
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if ( dist > max_dist ) {
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max_dist = dist;
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max_index = i;
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}
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}
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}
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// If we made it this far, then there were no open cache entries.
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// We will instead free the furthest cache entry and return it's
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// index.
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if ( max_index >=0 ) {
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FG_LOG( FG_TERRAIN, FG_DEBUG, " max_dist = " << max_dist );
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FG_LOG( FG_TERRAIN, FG_DEBUG, " index = " << max_index );
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entry_free( max_index );
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return( max_index );
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} else {
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FG_LOG( FG_TERRAIN, FG_ALERT, "WHOOPS!!! Dying in next_avail()" );
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exit( -1 );
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}
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// avoid a potential compiler warning
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return -1;
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}
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// Destructor
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FGTileCache::~FGTileCache( void ) {
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}
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@ -1,97 +0,0 @@
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// tilecache.hxx -- routines to handle scenery tile caching
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//
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// Written by Curtis Olson, started January 1998.
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//
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// Copyright (C) 1998 - 2000 Curtis L. Olson - curt@flightgear.org
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#ifndef _TILECACHE_HXX
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#define _TILECACHE_HXX
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#ifndef __cplusplus
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# error This library requires C++
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#endif
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include <GL/glut.h>
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#include <simgear/xgl/xgl.h>
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#include <vector>
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#include <simgear/bucket/newbucket.hxx>
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#include <simgear/math/point3d.hxx>
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#include "tileentry.hxx"
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FG_USING_STD(vector);
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// A class to store and manage a pile of tiles
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class FGTileCache {
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// cache storage space
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tile_list tile_cache;
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public:
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// Constructor
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FGTileCache( void );
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// Destructor
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~FGTileCache( void );
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// Initialize the tile cache subsystem
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void init( void );
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// Search for the specified "bucket" in the cache
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int exists( const FGBucket& p );
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// Return index of next available slot in tile cache
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int next_avail( void );
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// Free a tile cache entry
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void entry_free( int index );
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// Fill in a tile cache entry with real data for the specified bucket
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void fill_in( int index, const FGBucket& p );
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// Return a pointer to the specified tile cache entry
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FGTileEntry *get_tile( int index ) {
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return &tile_cache[index];
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}
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// Return the cache size
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inline size_t get_size() const { return tile_cache.size(); }
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};
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// the tile cache
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extern FGTileCache global_tile_cache;
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#endif // _TILECACHE_HXX
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