// tile.hxx -- routines to handle a scenery tile // // Written by Curtis Olson, started May 1998. // // Copyright (C) 1998 Curtis L. Olson - curt@infoplane.com // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ #ifndef _TILE_HXX #define _TILE_HXX #ifndef __cplusplus # error This library requires C++ #endif #ifdef HAVE_CONFIG_H # include #endif #ifdef HAVE_WINDOWS_H # include #endif #include #include #include #include #include STL_STRING #include #include #include #include #ifdef FG_HAVE_NATIVE_SGI_COMPILERS #include #endif FG_USING_STD(string); FG_USING_STD(vector); // 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; // culling data for whole tile (course grain culling) Point3D center; double bounding_radius; Point3D offset; GLfloat model_view[16]; // this tile's official location in the world FGBucket tile_bucket; // the tile cache will mark here if the tile is being used bool used; 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 ); // Destructor ~fgTILE ( void ); // Calculate this tile's offset void SetOffset( const Point3D& off) { offset = center - off; } // Return this tile's offset inline Point3D GetOffset( void ) const { return offset; } // Calculate the model_view transformation matrix for this tile inline void UpdateViewMatrix(GLfloat *MODEL_VIEW) { #if defined( USE_MEM ) || defined( WIN32 ) memcpy( model_view, MODEL_VIEW, 16*sizeof(GLfloat) ); #else bcopy( MODEL_VIEW, model_view, 16*sizeof(GLfloat) ); #endif // This is equivalent to doing a glTranslatef(x, y, z); model_view[12] += (model_view[0]*offset.x() + model_view[4]*offset.y() + model_view[8]*offset.z()); model_view[13] += (model_view[1]*offset.x() + model_view[5]*offset.y() + model_view[9]*offset.z()); model_view[14] += (model_view[2]*offset.x() + model_view[6]*offset.y() + model_view[10]*offset.z() ); // m[15] += (m[3]*x + m[7]*y + m[11]*z); // m[3] m7[] m[11] are 0.0 see LookAt() in views.cxx // so m[15] is unchanged } private: // not defined fgTILE( const fgTILE& ); fgTILE& operator = ( const fgTILE& ); }; #endif // _TILE_HXX