// tileentry.hxx -- routines to handle an individual scenery tile // // Written by Curtis Olson, started May 1998. // // Copyright (C) 1998, 1999 Curtis L. Olson - curt@flightgear.org // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ #ifndef _TILEENTRY_HXX #define _TILEENTRY_HXX #ifndef __cplusplus # error This library requires C++ #endif #ifdef HAVE_CONFIG_H # include #endif #ifdef HAVE_WINDOWS_H # include #endif #include #include #include #include #include STL_STRING #include // plib includes #include #include #include #if defined( sgi ) #include #endif FG_USING_STD(string); FG_USING_STD(vector); typedef vector < Point3D > point_list; typedef point_list::iterator point_list_iterator; typedef point_list::const_iterator const_point_list_iterator; // Scenery tile class class FGTileEntry { private: // Tile state enum tile_state { Unused = 0, Scheduled_for_use = 1, Scheduled_for_cache = 2, Loaded = 3, Cached = 4 }; public: typedef vector < fgFRAGMENT > container; typedef container::iterator FragmentIterator; typedef container::const_iterator FragmentConstIterator; typedef vector < sgVec3 * > free_vec3_list; typedef vector < sgVec2 * > free_vec2_list; typedef vector < unsigned short * > free_index_list; public: // node list (the per fragment face lists reference this node list) point_list nodes; int ncount; // global tile culling data Point3D center; double bounding_radius; Point3D offset; // this tile's official location in the world FGBucket tile_bucket; // the tile cache will keep track here if the tile is being used tile_state state; container fragment_list; // ssg related structures // sgVec3 *vtlist; // sgVec3 *vnlist; // sgVec2 *tclist; // list of pointers to memory chunks that need to be freed when // tile entry goes away free_vec3_list vec3_ptrs; free_vec2_list vec2_ptrs; free_index_list index_ptrs; // ssg tree structure for this tile is as follows: // ssgRoot(scene) // - ssgBranch(terrain) // - ssgSelector(tile) // - ssgTransform(tile) // - ssgRangeSelector(tile) // - ssgEntity(tile) // - kid1(fan) // - kid2(fan) // ... // - kidn(fan) // selector (turn tile on/off) ssgSelector *select_ptr; // pointer to ssg transform for this tile ssgTransform *transform_ptr; // pointer to ssg range selector for this tile ssgRangeSelector *range_ptr; public: // Constructor FGTileEntry ( void ); // Destructor ~FGTileEntry ( void ); 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. Also delete the arrays // used by ssg as well as the whole ssg branch void free_tile(); // Calculate this tile's offset void SetOffset( const Point3D& p) { offset = center - p; } // Return this tile's offset inline Point3D get_offset( void ) const { return offset; } inline bool is_unused() const { return state == Unused; } inline bool is_scheduled_for_use() const { return state == Scheduled_for_use; } inline bool is_scheduled_for_cache() const { return state == Scheduled_for_cache; } inline bool is_loaded() const { return state == Loaded; } inline bool is_cached() const { return state == Cached; } inline void mark_unused() { state = Unused; } inline void mark_scheduled_for_use() { state = Scheduled_for_use; } inline void mark_scheduled_for_cache() { state = Scheduled_for_use; } inline void mark_loaded() { state = Loaded; } // when a tile is still in the cache, but not in the immediate // draw l ist, it can still remain in the scene graph, but we use // a range selector to disable it from ever being drawn. void ssg_disable(); }; typedef vector < FGTileEntry > tile_list; typedef tile_list::iterator tile_list_iterator; typedef tile_list::const_iterator const_tile_list_iterator; #endif // _TILEENTRY_HXX