Bernie Bright <bbright@c031.aone.net.au> writes:
I've made some changes to the Scenery handling. Basically just tidy ups. The main difference is in tile.[ch]xx where I've changed list<fgFRAGMENT> to vector<fgFRAGMENT>. Studying our usage patterns this seems reasonable. Lists are good if you need to insert/delete elements randomly but we don't do that. All access seems to be sequential. Two additional benefits are smaller memory usage - each list element requires pointers to the next and previous elements, and faster access - vector iterators are smaller and faster than list iterators. This should also help Charlie Hotchkiss' problem when compiling with Borland and STLport. ./Lib/Bucket/bucketutils.hxx Convenience functions for fgBUCKET. ./Simulator/Scenery/tile.cxx ./Simulator/Scenery/tile.hxx Changed fragment list to a vector. Added some convenience member functions. ./Simulator/Scenery/tilecache.cxx ./Simulator/Scenery/tilecache.hxx use const fgBUCKET& instead of fgBUCKET* where appropriate. ./Simulator/Scenery/tilemgr.cxx ./Simulator/Scenery/tilemgr.hxx uses all the new convenience functions.
This commit is contained in:
parent
4fee7f9df2
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5 changed files with 281 additions and 559 deletions
463
Scenery/tile.cxx
463
Scenery/tile.cxx
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@ -22,432 +22,73 @@
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// (Log is kept at end of this file)
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#include <Include/fg_constants.h>
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#include <Math/mat3.h>
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// #include <Include/fg_constants.h>
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// #include <Math/mat3.h>
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#include <Debug/logstream.hxx>
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#include <Scenery/tile.hxx>
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#include "Bucket/bucketutils.hxx"
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#include "tile.hxx"
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#if 0
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// return the sign of a value
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#define FG_SIGN( x ) ((x) < 0 ? -1 : 1)
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// return min or max of two values
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#define FG_MIN(A,B) ((A) < (B) ? (A) : (B))
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#define FG_MAX(A,B) ((A) > (B) ? (A) : (B))
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fgFACE :: fgFACE () :
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n1(0), n2(0), n3(0)
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{
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}
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fgFACE :: ~fgFACE()
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{
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}
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fgFACE :: fgFACE( const fgFACE & image ) :
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n1( image.n1), n2( image.n2), n3( image.n3)
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{
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}
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bool fgFACE :: operator < (const fgFACE & rhs )
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{
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return ( n1 < rhs.n1 ? true : false);
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}
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bool fgFACE :: operator == (const fgFACE & rhs )
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{
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return ((n1 == rhs.n1) && (n2 == rhs.n2) && ( n3 == rhs.n3));
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}
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// Constructor
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fgFRAGMENT::fgFRAGMENT ( void ) {
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}
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// Copy constructor
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fgFRAGMENT :: fgFRAGMENT ( const fgFRAGMENT & rhs ) :
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center ( rhs.center ),
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bounding_radius( rhs.bounding_radius ),
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material_ptr ( rhs.material_ptr ),
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tile_ptr ( rhs.tile_ptr ),
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display_list ( rhs.display_list ),
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faces ( rhs.faces ),
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num_faces ( rhs.num_faces )
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fgTILE::fgTILE ( void )
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: nodes(new double[MAX_NODES][3]),
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ncount(0),
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used(false)
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{
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}
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fgFRAGMENT & fgFRAGMENT :: operator = ( const fgFRAGMENT & rhs )
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{
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if(!(this == &rhs )) {
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center = rhs.center;
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bounding_radius = rhs.bounding_radius;
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material_ptr = rhs.material_ptr;
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tile_ptr = rhs.tile_ptr;
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// display_list = rhs.display_list;
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faces = rhs.faces;
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}
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return *this;
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}
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// Add a face to the face list
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void fgFRAGMENT::add_face(int n1, int n2, int n3) {
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fgFACE face;
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face.n1 = n1;
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face.n2 = n2;
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face.n3 = n3;
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faces.push_back(face);
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num_faces++;
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}
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/*
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// return the sign of a value
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static int fg_sign( double x ) {
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if ( x >= 0 ) {
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return(1);
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} else {
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return(-1);
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}
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}
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// return the minimum of the three values
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static double fg_min( double a, double b, double c ) {
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double result;
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result = a;
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if (result > b) result = b;
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if (result > c) result = c;
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return(result);
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}
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// return the maximum of the three values
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static double fg_max( double a, double b, double c ) {
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double result;
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result = a;
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if (result < b) result = b;
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if (result < c) result = c;
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return(result);
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}
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*/
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// return the minimum of the three values
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static double fg_min3 (double a, double b, double c)
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{
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return (a > b ? FG_MIN (b, c) : FG_MIN (a, c));
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}
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// return the maximum of the three values
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static double fg_max3 (double a, double b, double c)
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{
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return (a < b ? FG_MAX (b, c) : FG_MAX (a, c));
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}
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// test if line intesects with this fragment. p0 and p1 are the two
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// line end points of the line. If side_flag is true, check to see
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// that end points are on opposite sides of face. Returns 1 if it
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// intersection found, 0 otherwise. If it intesects, result is the
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// point of intersection
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int fgFRAGMENT::intersect( const Point3D& end0, Point3D& end1, int side_flag,
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Point3D& result)
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{
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fgTILE *t;
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fgFACE face;
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MAT3vec v1, v2, n, center;
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double p1[3], p2[3], p3[3];
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double x, y, z; // temporary holding spot for result
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double a, b, c, d;
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double x0, y0, z0, x1, y1, z1, a1, b1, c1;
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double t1, t2, t3;
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double xmin, xmax, ymin, ymax, zmin, zmax;
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double dx, dy, dz, min_dim, x2, y2, x3, y3, rx, ry;
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int side1, side2;
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list < fgFACE > :: iterator current;
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list < fgFACE > :: iterator last;
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// find the associated tile
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t = tile_ptr;
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// printf("Intersecting\n");
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// traverse the face list for this fragment
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current = faces.begin();
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last = faces.end();
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while ( current != last ) {
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face = *current;
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current++;
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// printf(".");
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// get face vertex coordinates
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center[0] = t->center.x;
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center[1] = t->center.y;
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center[2] = t->center.z;
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MAT3_ADD_VEC(p1, t->nodes[face.n1], center);
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MAT3_ADD_VEC(p2, t->nodes[face.n2], center);
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MAT3_ADD_VEC(p3, t->nodes[face.n3], center);
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// printf("point 1 = %.2f %.2f %.2f\n", p1[0], p1[1], p1[2]);
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// printf("point 2 = %.2f %.2f %.2f\n", p2[0], p2[1], p2[2]);
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// printf("point 3 = %.2f %.2f %.2f\n", p3[0], p3[1], p3[2]);
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// calculate two edge vectors, and the face normal
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MAT3_SUB_VEC(v1, p2, p1);
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MAT3_SUB_VEC(v2, p3, p1);
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MAT3cross_product(n, v1, v2);
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// calculate the plane coefficients for the plane defined by
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// this face. If n is the normal vector, n = (a, b, c) and p1
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// is a point on the plane, p1 = (x0, y0, z0), then the
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// equation of the line is a(x-x0) + b(y-y0) + c(z-z0) = 0
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a = n[0];
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b = n[1];
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c = n[2];
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d = a * p1[0] + b * p1[1] + c * p1[2];
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// printf("a, b, c, d = %.2f %.2f %.2f %.2f\n", a, b, c, d);
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// printf("p1(d) = %.2f\n", a * p1[0] + b * p1[1] + c * p1[2]);
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// printf("p2(d) = %.2f\n", a * p2[0] + b * p2[1] + c * p2[2]);
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// printf("p3(d) = %.2f\n", a * p3[0] + b * p3[1] + c * p3[2]);
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// calculate the line coefficients for the specified line
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x0 = end0.x(); x1 = end1.x();
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y0 = end0.y(); y1 = end1.y();
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z0 = end0.z(); z1 = end1.z();
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if ( fabs(x1 - x0) > FG_EPSILON ) {
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a1 = 1.0 / (x1 - x0);
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} else {
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// we got a big divide by zero problem here
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a1 = 0.0;
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}
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b1 = y1 - y0;
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c1 = z1 - z0;
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// intersect the specified line with this plane
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t1 = b * b1 * a1;
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t2 = c * c1 * a1;
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// printf("a = %.2f t1 = %.2f t2 = %.2f\n", a, t1, t2);
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if ( fabs(a + t1 + t2) > FG_EPSILON ) {
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x = (t1*x0 - b*y0 + t2*x0 - c*z0 + d) / (a + t1 + t2);
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t3 = a1 * (x - x0);
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y = b1 * t3 + y0;
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z = c1 * t3 + z0;
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// printf("result(d) = %.2f\n", a * x + b * y + c * z);
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} else {
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// no intersection point
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continue;
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}
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if ( side_flag ) {
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// check to see if end0 and end1 are on opposite sides of
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// plane
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if ( (x - x0) > FG_EPSILON ) {
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t1 = x;
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t2 = x0;
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t3 = x1;
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} else if ( (y - y0) > FG_EPSILON ) {
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t1 = y;
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t2 = y0;
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t3 = y1;
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} else if ( (z - z0) > FG_EPSILON ) {
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t1 = z;
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t2 = z0;
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t3 = z1;
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} else {
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// everything is too close together to tell the difference
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// so the current intersection point should work as good
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// as any
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result->x = x;
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result->y = y;
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result->z = z;
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return(1);
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}
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side1 = FG_SIGN (t1 - t2);
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side2 = FG_SIGN (t1 - t3);
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if ( side1 == side2 ) {
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// same side, punt
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continue;
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}
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}
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// check to see if intersection point is in the bounding
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// cube of the face
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#ifdef XTRA_DEBUG_STUFF
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xmin = fg_min3 (p1[0], p2[0], p3[0]);
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xmax = fg_max3 (p1[0], p2[0], p3[0]);
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ymin = fg_min3 (p1[1], p2[1], p3[1]);
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ymax = fg_max3 (p1[1], p2[1], p3[1]);
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zmin = fg_min3 (p1[2], p2[2], p3[2]);
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zmax = fg_max3 (p1[2], p2[2], p3[2]);
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printf("bounding cube = %.2f,%.2f,%.2f %.2f,%.2f,%.2f\n",
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xmin, ymin, zmin, xmax, ymax, zmax);
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#endif
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// punt if outside bouding cube
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if ( x < (xmin = fg_min3 (p1[0], p2[0], p3[0])) ) {
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continue;
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} else if ( x > (xmax = fg_max3 (p1[0], p2[0], p3[0])) ) {
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continue;
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} else if ( y < (ymin = fg_min3 (p1[1], p2[1], p3[1])) ) {
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continue;
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} else if ( y > (ymax = fg_max3 (p1[1], p2[1], p3[1])) ) {
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continue;
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} else if ( z < (zmin = fg_min3 (p1[2], p2[2], p3[2])) ) {
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continue;
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} else if ( z > (zmax = fg_max3 (p1[2], p2[2], p3[2])) ) {
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continue;
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}
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// (finally) check to see if the intersection point is
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// actually inside this face
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//first, drop the smallest dimension so we only have to work
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//in 2d.
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dx = xmax - xmin;
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dy = ymax - ymin;
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dz = zmax - zmin;
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min_dim = fg_min3 (dx, dy, dz);
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if ( fabs(min_dim - dx) <= FG_EPSILON ) {
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// x is the smallest dimension
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x1 = p1[1];
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y1 = p1[2];
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x2 = p2[1];
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y2 = p2[2];
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x3 = p3[1];
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y3 = p3[2];
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rx = y;
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ry = z;
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} else if ( fabs(min_dim - dy) <= FG_EPSILON ) {
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// y is the smallest dimension
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x1 = p1[0];
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y1 = p1[2];
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x2 = p2[0];
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y2 = p2[2];
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x3 = p3[0];
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y3 = p3[2];
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rx = x;
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ry = z;
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} else if ( fabs(min_dim - dz) <= FG_EPSILON ) {
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// z is the smallest dimension
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x1 = p1[0];
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y1 = p1[1];
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x2 = p2[0];
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y2 = p2[1];
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x3 = p3[0];
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y3 = p3[1];
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rx = x;
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ry = y;
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} else {
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// all dimensions are really small so lets call it close
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// enough and return a successful match
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result->x = x;
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result->y = y;
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result->z = z;
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return(1);
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}
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// check if intersection point is on the same side of p1 <-> p2 as p3
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t1 = (y1 - y2) / (x1 - x2);
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side1 = FG_SIGN (t1 * ((x3) - x2) + y2 - (y3));
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side2 = FG_SIGN (t1 * ((rx) - x2) + y2 - (ry));
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if ( side1 != side2 ) {
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// printf("failed side 1 check\n");
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continue;
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}
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// check if intersection point is on correct side of p2 <-> p3 as p1
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t1 = (y2 - y3) / (x2 - x3);
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side1 = FG_SIGN (t1 * ((x1) - x3) + y3 - (y1));
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side2 = FG_SIGN (t1 * ((rx) - x3) + y3 - (ry));
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if ( side1 != side2 ) {
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// printf("failed side 2 check\n");
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continue;
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}
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// check if intersection point is on correct side of p1 <-> p3 as p2
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t1 = (y1 - y3) / (x1 - x3);
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side1 = FG_SIGN (t1 * ((x2) - x3) + y3 - (y2));
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side2 = FG_SIGN (t1 * ((rx) - x3) + y3 - (ry));
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if ( side1 != side2 ) {
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// printf("failed side 3 check\n");
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continue;
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}
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// printf( "intersection point = %.2f %.2f %.2f\n", x, y, z);
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result->x = x;
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result->y = y;
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result->z = z;
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return(1);
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}
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// printf("\n");
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return(0);
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}
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// Destructor
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fgFRAGMENT::~fgFRAGMENT ( void ) {
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// Step through the face list deleting the items until the list is
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// empty
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// printf("destructing a fragment with %d faces\n", faces.size());
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faces.erase( faces.begin(), faces.end() );
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}
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// equality operator
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bool fgFRAGMENT :: operator == ( const fgFRAGMENT & rhs)
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{
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if(( center.x - rhs.center.x ) < FG_EPSILON) {
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if(( center.y - rhs.center.y) < FG_EPSILON) {
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if(( center.z - rhs.center.z) < FG_EPSILON) {
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return true;
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}
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}
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}
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return false;
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}
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// comparison operator
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bool fgFRAGMENT :: operator < ( const fgFRAGMENT &rhs)
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{
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// This is completely arbitrary. It satisfies RW's STL implementation
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return bounding_radius < rhs.bounding_radius;
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}
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#endif
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// Constructor
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fgTILE::fgTILE ( void ) {
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nodes = new double[MAX_NODES][3];
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}
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// Destructor
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fgTILE::~fgTILE ( void ) {
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free(nodes);
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// free(nodes);
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delete[] nodes;
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}
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// Step through the fragment list, deleting the display list, then
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// the fragment, until the list is empty.
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void
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fgTILE::release_fragments()
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{
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FG_LOG( FG_TERRAIN, FG_DEBUG,
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"FREEING TILE = (" << tile_bucket << ")" );
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for_each( begin(), end(),
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mem_fun_ref( &fgFRAGMENT::deleteDisplayList ));
|
||||
fragment_list.erase( begin(), end() );
|
||||
used = false;
|
||||
}
|
||||
|
||||
|
||||
// $Log$
|
||||
// Revision 1.13 1998/11/09 23:40:46 curt
|
||||
// Bernie Bright <bbright@c031.aone.net.au> writes:
|
||||
// I've made some changes to the Scenery handling. Basically just tidy ups.
|
||||
// The main difference is in tile.[ch]xx where I've changed list<fgFRAGMENT> to
|
||||
// vector<fgFRAGMENT>. Studying our usage patterns this seems reasonable.
|
||||
// Lists are good if you need to insert/delete elements randomly but we
|
||||
// don't do that. All access seems to be sequential. Two additional
|
||||
// benefits are smaller memory usage - each list element requires pointers
|
||||
// to the next and previous elements, and faster access - vector iterators
|
||||
// are smaller and faster than list iterators. This should also help
|
||||
// Charlie Hotchkiss' problem when compiling with Borland and STLport.
|
||||
//
|
||||
// ./Lib/Bucket/bucketutils.hxx
|
||||
// Convenience functions for fgBUCKET.
|
||||
//
|
||||
// ./Simulator/Scenery/tile.cxx
|
||||
// ./Simulator/Scenery/tile.hxx
|
||||
// Changed fragment list to a vector.
|
||||
// Added some convenience member functions.
|
||||
//
|
||||
// ./Simulator/Scenery/tilecache.cxx
|
||||
// ./Simulator/Scenery/tilecache.hxx
|
||||
// use const fgBUCKET& instead of fgBUCKET* where appropriate.
|
||||
//
|
||||
// ./Simulator/Scenery/tilemgr.cxx
|
||||
// ./Simulator/Scenery/tilemgr.hxx
|
||||
// uses all the new convenience functions.
|
||||
//
|
||||
// Revision 1.12 1998/10/16 00:55:45 curt
|
||||
// Converted to Point3D class.
|
||||
//
|
||||
|
|
|
@ -41,29 +41,32 @@
|
|||
#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 <vector>
|
||||
#include <string>
|
||||
|
||||
#include <list> // STL list
|
||||
#include "Include/compiler.h"
|
||||
#include STL_FUNCTIONAL
|
||||
#include STL_ALGORITHM
|
||||
FG_USING_NAMESPACE(std);
|
||||
// FG_USING_STD(string);
|
||||
// FG_USING_STD(vector);
|
||||
|
||||
#include <Bucket/bucketutils.h>
|
||||
// #include <Include/fg_types.h>
|
||||
#include <Math/mat3.h>
|
||||
#include <Math/point3d.hxx>
|
||||
#include <Objects/fragment.hxx>
|
||||
|
||||
#ifdef NEEDNAMESPACESTD
|
||||
using namespace std;
|
||||
#endif
|
||||
|
||||
|
||||
// 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;
|
||||
|
@ -78,9 +81,33 @@ public:
|
|||
fgBUCKET tile_bucket;
|
||||
|
||||
// the tile cache will mark here if the tile is being used
|
||||
int used;
|
||||
bool used;
|
||||
|
||||
list < fgFRAGMENT > fragment_list;
|
||||
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 );
|
||||
|
@ -89,8 +116,7 @@ public:
|
|||
~fgTILE ( void );
|
||||
|
||||
// Calculate this tile's offset
|
||||
void
|
||||
fgTILE::SetOffset( const Point3D& off)
|
||||
void SetOffset( const Point3D& off)
|
||||
{
|
||||
offset = center - off;
|
||||
}
|
||||
|
@ -98,7 +124,7 @@ public:
|
|||
|
||||
// Calculate the model_view transformation matrix for this tile
|
||||
inline void
|
||||
fgTILE::UpdateViewMatrix(GLdouble *MODEL_VIEW)
|
||||
UpdateViewMatrix(GLdouble *MODEL_VIEW)
|
||||
{
|
||||
|
||||
#ifdef WIN32
|
||||
|
@ -108,17 +134,25 @@ public:
|
|||
#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[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[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[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
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
// not defined
|
||||
fgTILE( const fgTILE& );
|
||||
fgTILE& operator = ( const fgTILE& );
|
||||
};
|
||||
|
||||
|
||||
|
@ -126,6 +160,34 @@ public:
|
|||
|
||||
|
||||
// $Log$
|
||||
// Revision 1.21 1998/11/09 23:40:47 curt
|
||||
// Bernie Bright <bbright@c031.aone.net.au> writes:
|
||||
// I've made some changes to the Scenery handling. Basically just tidy ups.
|
||||
// The main difference is in tile.[ch]xx where I've changed list<fgFRAGMENT> to
|
||||
// vector<fgFRAGMENT>. Studying our usage patterns this seems reasonable.
|
||||
// Lists are good if you need to insert/delete elements randomly but we
|
||||
// don't do that. All access seems to be sequential. Two additional
|
||||
// benefits are smaller memory usage - each list element requires pointers
|
||||
// to the next and previous elements, and faster access - vector iterators
|
||||
// are smaller and faster than list iterators. This should also help
|
||||
// Charlie Hotchkiss' problem when compiling with Borland and STLport.
|
||||
//
|
||||
// ./Lib/Bucket/bucketutils.hxx
|
||||
// Convenience functions for fgBUCKET.
|
||||
//
|
||||
// ./Simulator/Scenery/tile.cxx
|
||||
// ./Simulator/Scenery/tile.hxx
|
||||
// Changed fragment list to a vector.
|
||||
// Added some convenience member functions.
|
||||
//
|
||||
// ./Simulator/Scenery/tilecache.cxx
|
||||
// ./Simulator/Scenery/tilecache.hxx
|
||||
// use const fgBUCKET& instead of fgBUCKET* where appropriate.
|
||||
//
|
||||
// ./Simulator/Scenery/tilemgr.cxx
|
||||
// ./Simulator/Scenery/tilemgr.hxx
|
||||
// uses all the new convenience functions.
|
||||
//
|
||||
// Revision 1.20 1998/10/16 00:55:46 curt
|
||||
// Converted to Point3D class.
|
||||
//
|
||||
|
|
|
@ -34,7 +34,7 @@
|
|||
#include <XGL/xgl.h>
|
||||
|
||||
#include <Airports/genapt.hxx>
|
||||
#include <Bucket/bucketutils.h>
|
||||
#include <Bucket/bucketutils.hxx>
|
||||
#include <Debug/logstream.hxx>
|
||||
#include <Main/options.hxx>
|
||||
#include <Main/views.hxx>
|
||||
|
@ -69,21 +69,15 @@ fgTILECACHE::init( void )
|
|||
|
||||
// Search for the specified "bucket" in the cache
|
||||
int
|
||||
fgTILECACHE::exists( fgBUCKET *p )
|
||||
fgTILECACHE::exists( const fgBUCKET& p )
|
||||
{
|
||||
int i;
|
||||
|
||||
for ( i = 0; i < FG_TILE_CACHE_SIZE; i++ ) {
|
||||
if ( tile_cache[i].tile_bucket.lon == p->lon ) {
|
||||
if ( tile_cache[i].tile_bucket.lat == p->lat ) {
|
||||
if ( tile_cache[i].tile_bucket.x == p->x ) {
|
||||
if ( tile_cache[i].tile_bucket.y == p->y ) {
|
||||
FG_LOG( FG_TERRAIN, FG_DEBUG,
|
||||
"TILE EXISTS in cache ... index = " << i );
|
||||
return( i );
|
||||
}
|
||||
}
|
||||
}
|
||||
if ( tile_cache[i].tile_bucket == p ) {
|
||||
FG_LOG( FG_TERRAIN, FG_DEBUG,
|
||||
"TILE EXISTS in cache ... index = " << i );
|
||||
return( i );
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -93,34 +87,22 @@ fgTILECACHE::exists( fgBUCKET *p )
|
|||
|
||||
// Fill in a tile cache entry with real data for the specified bucket
|
||||
void
|
||||
fgTILECACHE::fill_in( int index, fgBUCKET *p )
|
||||
fgTILECACHE::fill_in( int index, const fgBUCKET& p )
|
||||
{
|
||||
string root, tile_path, apt_path;
|
||||
char index_str[256];
|
||||
char base_path[256];
|
||||
// Load the appropriate data file and build tile fragment list
|
||||
string tile_path = current_options.get_fg_root() +
|
||||
"/Scenery/" + fgBucketGenBasePath(p) + "/" + fgBucketGenIndex(p);
|
||||
|
||||
// Mark this cache entry as used
|
||||
tile_cache[index].used = 1;
|
||||
|
||||
// Update the bucket
|
||||
tile_cache[index].tile_bucket.lon = p->lon;
|
||||
tile_cache[index].tile_bucket.lat = p->lat;
|
||||
tile_cache[index].tile_bucket.x = p->x;
|
||||
tile_cache[index].tile_bucket.y = p->y;
|
||||
|
||||
// Load the appropriate data file and built tile fragment list
|
||||
fgBucketGenBasePath(p, base_path);
|
||||
root = current_options.get_fg_root();
|
||||
sprintf( index_str, "%ld", fgBucketGenIndex(p) );
|
||||
|
||||
tile_path = root + "/Scenery/" + base_path + "/" + index_str;
|
||||
fgObjLoad( tile_path.c_str(), &tile_cache[index] );
|
||||
tile_cache[index].used = true;
|
||||
tile_cache[index].tile_bucket = p;
|
||||
fgObjLoad( tile_path, &tile_cache[index] );
|
||||
// tile_cache[ index ].ObjLoad( tile_path, p );
|
||||
|
||||
// cout << " ncount before = " << tile_cache[index].ncount << "\n";
|
||||
// cout << " fragments before = " << tile_cache[index].fragment_list.size()
|
||||
// << "\n";
|
||||
|
||||
apt_path = tile_path + ".apt";
|
||||
string apt_path = tile_path + ".apt";
|
||||
fgAptGenerate( apt_path, &tile_cache[index] );
|
||||
|
||||
// cout << " ncount after = " << tile_cache[index].ncount << "\n";
|
||||
|
@ -133,37 +115,7 @@ fgTILECACHE::fill_in( int index, fgBUCKET *p )
|
|||
void
|
||||
fgTILECACHE::entry_free( int index )
|
||||
{
|
||||
fgFRAGMENT *fragment;
|
||||
|
||||
// Mark this cache entry as un-used
|
||||
tile_cache[index].used = 0;
|
||||
|
||||
// Update the bucket
|
||||
FG_LOG( FG_TERRAIN, FG_DEBUG,
|
||||
"FREEING TILE = ("
|
||||
<< tile_cache[index].tile_bucket.lon << " "
|
||||
<< tile_cache[index].tile_bucket.lat << " "
|
||||
<< tile_cache[index].tile_bucket.x << " "
|
||||
<< tile_cache[index].tile_bucket.y << ")" );
|
||||
|
||||
// Step through the fragment list, deleting the display list, then
|
||||
// the fragment, until the list is empty.
|
||||
while ( tile_cache[index].fragment_list.size() ) {
|
||||
list < fgFRAGMENT > :: iterator current =
|
||||
tile_cache[index].fragment_list.begin();
|
||||
fragment = &(*current);
|
||||
xglDeleteLists( fragment->display_list, 1 );
|
||||
|
||||
tile_cache[index].fragment_list.pop_front();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Return the specified tile cache entry
|
||||
fgTILE *
|
||||
fgTILECACHE::get_tile( int index )
|
||||
{
|
||||
return ( &tile_cache[index] );
|
||||
tile_cache[index].release_fragments();
|
||||
}
|
||||
|
||||
|
||||
|
@ -184,20 +136,14 @@ fgTILECACHE::next_avail( void )
|
|||
max_index = 0;
|
||||
|
||||
for ( i = 0; i < FG_TILE_CACHE_SIZE; i++ ) {
|
||||
if ( tile_cache[i].used == 0 ) {
|
||||
if ( ! tile_cache[i].used ) {
|
||||
return(i);
|
||||
} else {
|
||||
// calculate approximate distance from view point
|
||||
FG_LOG( FG_TERRAIN, FG_DEBUG,
|
||||
"DIST Abs view pos = "
|
||||
<< v->abs_view_pos.x() << ", "
|
||||
<< v->abs_view_pos.y() << ", "
|
||||
<< v->abs_view_pos.z() );
|
||||
"DIST Abs view pos = " << v->abs_view_pos );
|
||||
FG_LOG( FG_TERRAIN, FG_DEBUG,
|
||||
" ref point = "
|
||||
<< tile_cache[i].center.x() << ", "
|
||||
<< tile_cache[i].center.y() << ", "
|
||||
<< tile_cache[i].center.z() );
|
||||
" ref point = " << tile_cache[i].center );
|
||||
|
||||
delta.setx( fabs(tile_cache[i].center.x() - v->abs_view_pos.x() ) );
|
||||
delta.sety( fabs(tile_cache[i].center.y() - v->abs_view_pos.y() ) );
|
||||
|
@ -236,6 +182,34 @@ fgTILECACHE::~fgTILECACHE( void ) {
|
|||
|
||||
|
||||
// $Log$
|
||||
// Revision 1.20 1998/11/09 23:40:49 curt
|
||||
// Bernie Bright <bbright@c031.aone.net.au> writes:
|
||||
// I've made some changes to the Scenery handling. Basically just tidy ups.
|
||||
// The main difference is in tile.[ch]xx where I've changed list<fgFRAGMENT> to
|
||||
// vector<fgFRAGMENT>. Studying our usage patterns this seems reasonable.
|
||||
// Lists are good if you need to insert/delete elements randomly but we
|
||||
// don't do that. All access seems to be sequential. Two additional
|
||||
// benefits are smaller memory usage - each list element requires pointers
|
||||
// to the next and previous elements, and faster access - vector iterators
|
||||
// are smaller and faster than list iterators. This should also help
|
||||
// Charlie Hotchkiss' problem when compiling with Borland and STLport.
|
||||
//
|
||||
// ./Lib/Bucket/bucketutils.hxx
|
||||
// Convenience functions for fgBUCKET.
|
||||
//
|
||||
// ./Simulator/Scenery/tile.cxx
|
||||
// ./Simulator/Scenery/tile.hxx
|
||||
// Changed fragment list to a vector.
|
||||
// Added some convenience member functions.
|
||||
//
|
||||
// ./Simulator/Scenery/tilecache.cxx
|
||||
// ./Simulator/Scenery/tilecache.hxx
|
||||
// use const fgBUCKET& instead of fgBUCKET* where appropriate.
|
||||
//
|
||||
// ./Simulator/Scenery/tilemgr.cxx
|
||||
// ./Simulator/Scenery/tilemgr.hxx
|
||||
// uses all the new convenience functions.
|
||||
//
|
||||
// Revision 1.19 1998/11/06 21:18:21 curt
|
||||
// Converted to new logstream debugging facility. This allows release
|
||||
// builds with no messages at all (and no performance impact) by using
|
||||
|
|
|
@ -43,7 +43,6 @@
|
|||
#include <XGL/xgl.h>
|
||||
|
||||
#include <Bucket/bucketutils.h>
|
||||
// #include <Include/fg_types.h>
|
||||
#include <Math/point3d.hxx>
|
||||
|
||||
#include "tile.hxx"
|
||||
|
@ -54,24 +53,18 @@
|
|||
// FG_TILE_CACHE_SIZE >= (o->tile_diameter + 1) ** 2
|
||||
#define FG_TILE_CACHE_SIZE 121
|
||||
|
||||
|
||||
/*
|
||||
// Tile cache record
|
||||
typedef struct {
|
||||
fgBUCKET tile_bucket;
|
||||
GLint display_list;
|
||||
fgCartesianPoint3d local_ref;
|
||||
double bounding_radius;
|
||||
int used;
|
||||
int priority;
|
||||
} fgTILE;
|
||||
*/
|
||||
|
||||
|
||||
// A class to store and manage a pile of tiles
|
||||
class fgTILECACHE {
|
||||
|
||||
// enum
|
||||
// {
|
||||
// // For best results... i.e. to avoid tile load problems and blank areas
|
||||
// // FG_TILE_CACHE_SIZE >= (o->tile_diameter + 1) ** 2
|
||||
// FG_TILE_CACHE_SIZE = 121
|
||||
// };
|
||||
|
||||
// cache storage space
|
||||
fgTILE tile_cache[FG_TILE_CACHE_SIZE];
|
||||
fgTILE tile_cache[ FG_TILE_CACHE_SIZE ];
|
||||
|
||||
public:
|
||||
|
||||
|
@ -82,7 +75,7 @@ public:
|
|||
void init( void );
|
||||
|
||||
// Search for the specified "bucket" in the cache
|
||||
int exists( fgBUCKET *p );
|
||||
int exists( const fgBUCKET& p );
|
||||
|
||||
// Return index of next available slot in tile cache
|
||||
int next_avail( void );
|
||||
|
@ -91,10 +84,12 @@ public:
|
|||
void entry_free( int index );
|
||||
|
||||
// Fill in a tile cache entry with real data for the specified bucket
|
||||
void fill_in( int index, fgBUCKET *p );
|
||||
void fill_in( int index, const fgBUCKET& p );
|
||||
|
||||
// Return a pointer to the specified tile cache entry
|
||||
fgTILE *get_tile( int index );
|
||||
fgTILE *get_tile( int index ) {
|
||||
return &tile_cache[index];
|
||||
}
|
||||
|
||||
// Destructor
|
||||
~fgTILECACHE( void );
|
||||
|
@ -109,6 +104,34 @@ extern fgTILECACHE global_tile_cache;
|
|||
|
||||
|
||||
// $Log$
|
||||
// Revision 1.13 1998/11/09 23:40:51 curt
|
||||
// Bernie Bright <bbright@c031.aone.net.au> writes:
|
||||
// I've made some changes to the Scenery handling. Basically just tidy ups.
|
||||
// The main difference is in tile.[ch]xx where I've changed list<fgFRAGMENT> to
|
||||
// vector<fgFRAGMENT>. Studying our usage patterns this seems reasonable.
|
||||
// Lists are good if you need to insert/delete elements randomly but we
|
||||
// don't do that. All access seems to be sequential. Two additional
|
||||
// benefits are smaller memory usage - each list element requires pointers
|
||||
// to the next and previous elements, and faster access - vector iterators
|
||||
// are smaller and faster than list iterators. This should also help
|
||||
// Charlie Hotchkiss' problem when compiling with Borland and STLport.
|
||||
//
|
||||
// ./Lib/Bucket/bucketutils.hxx
|
||||
// Convenience functions for fgBUCKET.
|
||||
//
|
||||
// ./Simulator/Scenery/tile.cxx
|
||||
// ./Simulator/Scenery/tile.hxx
|
||||
// Changed fragment list to a vector.
|
||||
// Added some convenience member functions.
|
||||
//
|
||||
// ./Simulator/Scenery/tilecache.cxx
|
||||
// ./Simulator/Scenery/tilecache.hxx
|
||||
// use const fgBUCKET& instead of fgBUCKET* where appropriate.
|
||||
//
|
||||
// ./Simulator/Scenery/tilemgr.cxx
|
||||
// ./Simulator/Scenery/tilemgr.hxx
|
||||
// uses all the new convenience functions.
|
||||
//
|
||||
// Revision 1.12 1998/10/16 00:55:49 curt
|
||||
// Converted to Point3D class.
|
||||
//
|
||||
|
|
|
@ -35,7 +35,7 @@
|
|||
|
||||
#include <Aircraft/aircraft.hxx>
|
||||
|
||||
#include <Bucket/bucketutils.h>
|
||||
#include <Bucket/bucketutils.hxx>
|
||||
#include <Debug/logstream.hxx>
|
||||
#include <Include/fg_constants.h>
|
||||
#include <Main/options.hxx>
|
||||
|
@ -88,22 +88,21 @@ int fgTileMgrInit( void ) {
|
|||
|
||||
|
||||
// load a tile
|
||||
void fgTileMgrLoadTile( fgBUCKET *p, int *index) {
|
||||
void fgTileMgrLoadTile( const fgBUCKET& p, int *index) {
|
||||
fgTILECACHE *c;
|
||||
|
||||
c = &global_tile_cache;
|
||||
|
||||
FG_LOG( FG_TERRAIN, FG_DEBUG,
|
||||
"Updating for bucket "
|
||||
<< p->lon << " " << p->lat << " " << p->x << " " << p->y );
|
||||
FG_LOG( FG_TERRAIN, FG_DEBUG, "Updating for bucket " << p );
|
||||
|
||||
// if not in cache, load tile into the next available slot
|
||||
if ( (*index = c->exists(p)) < 0 ) {
|
||||
*index = c->exists(p);
|
||||
if ( *index < 0 ) {
|
||||
*index = c->next_avail();
|
||||
c->fill_in(*index, p);
|
||||
}
|
||||
|
||||
FG_LOG( FG_TERRAIN, FG_DEBUG, "Selected cache index of " << *index);
|
||||
FG_LOG( FG_TERRAIN, FG_DEBUG, "Selected cache index: " << *index );
|
||||
}
|
||||
|
||||
|
||||
|
@ -126,8 +125,7 @@ int fgTileMgrUpdate( void ) {
|
|||
dw = tile_diameter / 2;
|
||||
dh = tile_diameter / 2;
|
||||
|
||||
if ( (p1.lon == p_last.lon) && (p1.lat == p_last.lat) &&
|
||||
(p1.x == p_last.x) && (p1.y == p_last.y) ) {
|
||||
if ( p1 == p_last ) {
|
||||
// same bucket as last time
|
||||
FG_LOG( FG_TERRAIN, FG_DEBUG, "Same bucket as last time" );
|
||||
} else if ( p_last.lon == -1000 ) {
|
||||
|
@ -135,12 +133,9 @@ int fgTileMgrUpdate( void ) {
|
|||
// relavant tiles
|
||||
|
||||
FG_LOG( FG_TERRAIN, FG_INFO, " First time through ... " );
|
||||
FG_LOG( FG_TERRAIN, FG_INFO,
|
||||
" Updating Tile list for "
|
||||
<< p1.lon << "," << p1.lat << " " << p1.x << "," << p1.y );
|
||||
FG_LOG( FG_TERRAIN, FG_INFO, " Updating Tile list for " << p1 );
|
||||
FG_LOG( FG_TERRAIN, FG_INFO, " Loading "
|
||||
<< tile_diameter * tile_diameter
|
||||
<< " tiles" );
|
||||
<< tile_diameter * tile_diameter << " tiles" );
|
||||
|
||||
// wipe/initialize tile cache
|
||||
c->init();
|
||||
|
@ -149,7 +144,7 @@ int fgTileMgrUpdate( void ) {
|
|||
for ( j = 0; j < tile_diameter; j++ ) {
|
||||
for ( i = 0; i < tile_diameter; i++ ) {
|
||||
fgBucketOffset(&p1, &p2, i - dw, j - dh);
|
||||
fgTileMgrLoadTile(&p2, &tiles[(j*tile_diameter) + i]);
|
||||
fgTileMgrLoadTile( p2, &tiles[(j*tile_diameter) + i]);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
|
@ -160,9 +155,7 @@ int fgTileMgrUpdate( void ) {
|
|||
// AT ULTRA HIGH SPEEDS THIS ASSUMPTION MAY NOT BE VALID IF
|
||||
// THE AIRCRAFT CAN SKIP A TILE IN A SINGLE ITERATION.
|
||||
|
||||
FG_LOG( FG_TERRAIN, FG_INFO,
|
||||
"Updating Tile list for "
|
||||
<< p1.lon << "," << p1.lat << " " << p1.x << "," << p1.y );
|
||||
FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << p1 );
|
||||
|
||||
if ( (p1.lon > p_last.lon) ||
|
||||
( (p1.lon == p_last.lon) && (p1.x > p_last.x) ) ) {
|
||||
|
@ -176,7 +169,7 @@ int fgTileMgrUpdate( void ) {
|
|||
}
|
||||
// load in new column
|
||||
fgBucketOffset(&p_last, &p2, dw + 1, j - dh);
|
||||
fgTileMgrLoadTile(&p2, &tiles[(j*tile_diameter) +
|
||||
fgTileMgrLoadTile( p2, &tiles[(j*tile_diameter) +
|
||||
tile_diameter - 1]);
|
||||
}
|
||||
} else if ( (p1.lon < p_last.lon) ||
|
||||
|
@ -191,7 +184,7 @@ int fgTileMgrUpdate( void ) {
|
|||
}
|
||||
// load in new column
|
||||
fgBucketOffset(&p_last, &p2, -dw - 1, j - dh);
|
||||
fgTileMgrLoadTile(&p2, &tiles[(j*tile_diameter) + 0]);
|
||||
fgTileMgrLoadTile( p2, &tiles[(j*tile_diameter) + 0]);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -207,7 +200,7 @@ int fgTileMgrUpdate( void ) {
|
|||
}
|
||||
// load in new column
|
||||
fgBucketOffset(&p_last, &p2, i - dw, dh + 1);
|
||||
fgTileMgrLoadTile(&p2, &tiles[((tile_diameter-1) *
|
||||
fgTileMgrLoadTile( p2, &tiles[((tile_diameter-1) *
|
||||
tile_diameter) + i]);
|
||||
}
|
||||
} else if ( (p1.lat < p_last.lat) ||
|
||||
|
@ -222,7 +215,7 @@ int fgTileMgrUpdate( void ) {
|
|||
}
|
||||
// load in new column
|
||||
fgBucketOffset(&p_last, &p2, i - dw, -dh - 1);
|
||||
fgTileMgrLoadTile(&p2, &tiles[0 + i]);
|
||||
fgTileMgrLoadTile( p2, &tiles[0 + i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -409,17 +402,16 @@ inrange( const double radius, const Point3D& center, const Point3D& vp,
|
|||
// render the scene, but we'd also like to be able to do this
|
||||
// explicitely. lat & lon are in radians. abs_view_pos in meters.
|
||||
// Returns result in meters.
|
||||
double fgTileMgrCurElev( double lon, double lat, const Point3D& abs_view_pos ) {
|
||||
double
|
||||
fgTileMgrCurElev( double lon, double lat, const Point3D& abs_view_pos ) {
|
||||
fgTILECACHE *c;
|
||||
fgTILE *t;
|
||||
// fgVIEW *v;
|
||||
fgFRAGMENT *frag_ptr;
|
||||
fgBUCKET p;
|
||||
Point3D earth_center, result;
|
||||
Point3D pp;
|
||||
Point3D earth_center(0.0);
|
||||
Point3D result;
|
||||
MAT3vec local_up;
|
||||
list < fgFRAGMENT > :: iterator current;
|
||||
list < fgFRAGMENT > :: iterator last;
|
||||
double dist, lat_geod, alt, sea_level_r;
|
||||
// double x, y, z;
|
||||
int index;
|
||||
|
@ -433,17 +425,21 @@ double fgTileMgrCurElev( double lon, double lat, const Point3D& abs_view_pos ) {
|
|||
|
||||
// Find current translation offset
|
||||
fgBucketFind(lon * RAD_TO_DEG, lat * RAD_TO_DEG, &p);
|
||||
index = c->exists(&p);
|
||||
index = c->exists(p);
|
||||
if ( index < 0 ) {
|
||||
FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" );
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
t = c->get_tile(index);
|
||||
|
||||
scenery.next_center = t->center;
|
||||
|
||||
earth_center = Point3D(0.0, 0.0, 0.0);
|
||||
// earth_center = Point3D(0.0, 0.0, 0.0);
|
||||
|
||||
FG_LOG( FG_TERRAIN, FG_DEBUG,
|
||||
"Pos = (" << lon * RAD_TO_DEG << ", " << lat * RAD_TO_DEG
|
||||
<< " Current bucket = "
|
||||
<< p.lon << " " << p.lat << " " << p.x << " " << p.y
|
||||
<< ") Current bucket = " << p
|
||||
<< " Index = " << fgBucketGenIndex(&p) );
|
||||
|
||||
// calculate tile offset
|
||||
|
@ -463,8 +459,8 @@ double fgTileMgrCurElev( double lon, double lat, const Point3D& abs_view_pos ) {
|
|||
if ( dist < FG_SQUARE(t->bounding_radius) ) {
|
||||
|
||||
// traverse fragment list for tile
|
||||
current = t->fragment_list.begin();
|
||||
last = t->fragment_list.end();
|
||||
fgTILE::FragmentIterator current = t->begin();
|
||||
fgTILE::FragmentIterator last = t->end();
|
||||
|
||||
for ( ; current != last; ++current ) {
|
||||
frag_ptr = &(*current);
|
||||
|
@ -480,7 +476,7 @@ double fgTileMgrCurElev( double lon, double lat, const Point3D& abs_view_pos ) {
|
|||
if ( frag_ptr->intersect( abs_view_pos,
|
||||
earth_center, 0, result ) ) {
|
||||
// compute geocentric coordinates of tile center
|
||||
pp = fgCartToPolar3d(result);
|
||||
Point3D pp = fgCartToPolar3d(result);
|
||||
// convert to geodetic coordinates
|
||||
fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod,
|
||||
&alt, &sea_level_r);
|
||||
|
@ -538,8 +534,6 @@ void fgTileMgrRender( void ) {
|
|||
Point3D frag_offset;
|
||||
fgFRAGMENT *frag_ptr;
|
||||
fgMATERIAL *mtl_ptr;
|
||||
list < fgFRAGMENT > :: iterator current;
|
||||
list < fgFRAGMENT > :: iterator last;
|
||||
int i;
|
||||
int tile_diameter;
|
||||
int index;
|
||||
|
@ -580,8 +574,8 @@ void fgTileMgrRender( void ) {
|
|||
// xglTranslatef(t->offset.x, t->offset.y, t->offset.z);
|
||||
|
||||
// traverse fragment list for tile
|
||||
current = t->fragment_list.begin();
|
||||
last = t->fragment_list.end();
|
||||
fgTILE::FragmentIterator current = t->begin();
|
||||
fgTILE::FragmentIterator last = t->end();
|
||||
|
||||
for ( ; current != last; ++current ) {
|
||||
frag_ptr = &(*current);
|
||||
|
@ -638,6 +632,34 @@ void fgTileMgrRender( void ) {
|
|||
|
||||
|
||||
// $Log$
|
||||
// Revision 1.43 1998/11/09 23:40:52 curt
|
||||
// Bernie Bright <bbright@c031.aone.net.au> writes:
|
||||
// I've made some changes to the Scenery handling. Basically just tidy ups.
|
||||
// The main difference is in tile.[ch]xx where I've changed list<fgFRAGMENT> to
|
||||
// vector<fgFRAGMENT>. Studying our usage patterns this seems reasonable.
|
||||
// Lists are good if you need to insert/delete elements randomly but we
|
||||
// don't do that. All access seems to be sequential. Two additional
|
||||
// benefits are smaller memory usage - each list element requires pointers
|
||||
// to the next and previous elements, and faster access - vector iterators
|
||||
// are smaller and faster than list iterators. This should also help
|
||||
// Charlie Hotchkiss' problem when compiling with Borland and STLport.
|
||||
//
|
||||
// ./Lib/Bucket/bucketutils.hxx
|
||||
// Convenience functions for fgBUCKET.
|
||||
//
|
||||
// ./Simulator/Scenery/tile.cxx
|
||||
// ./Simulator/Scenery/tile.hxx
|
||||
// Changed fragment list to a vector.
|
||||
// Added some convenience member functions.
|
||||
//
|
||||
// ./Simulator/Scenery/tilecache.cxx
|
||||
// ./Simulator/Scenery/tilecache.hxx
|
||||
// use const fgBUCKET& instead of fgBUCKET* where appropriate.
|
||||
//
|
||||
// ./Simulator/Scenery/tilemgr.cxx
|
||||
// ./Simulator/Scenery/tilemgr.hxx
|
||||
// uses all the new convenience functions.
|
||||
//
|
||||
// Revision 1.42 1998/11/06 21:18:23 curt
|
||||
// Converted to new logstream debugging facility. This allows release
|
||||
// builds with no messages at all (and no performance impact) by using
|
||||
|
|
Loading…
Add table
Reference in a new issue