// tile.cxx -- routines to handle a 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. // // $Id$ #include #ifdef FG_MATH_EXCEPTION_CLASH # include #endif #include STL_FUNCTIONAL #include STL_ALGORITHM #include #include #include "tileentry.hxx" FG_USING_STD(for_each); FG_USING_STD(mem_fun_ref); // Constructor FGTileEntry::FGTileEntry ( void ) : ncount(0), state(Unused), vtlist(NULL), vnlist(NULL), tclist(NULL) { nodes.clear(); } // Destructor FGTileEntry::~FGTileEntry ( void ) { // cout << "nodes = " << nodes.size() << endl;; // delete[] nodes; } // 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 FGTileEntry::free_tile() { FG_LOG( FG_TERRAIN, FG_DEBUG, "FREEING TILE = (" << tile_bucket << ")" ); // mark tile unused mark_unused(); // delete fragment list and node list FG_LOG( FG_TERRAIN, FG_DEBUG, " deleting " << fragment_list.size() << " fragments" ); fragment_list.clear(); FG_LOG( FG_TERRAIN, FG_DEBUG, " deleting " << nodes.size() << " nodes" ); nodes.clear(); // delete the ssg structures FG_LOG( FG_TERRAIN, FG_DEBUG, " deleting vertex, normal, and texture coordinate arrays" ); FG_LOG( FG_TERRAIN, FG_DEBUG, " deleting vertex array" ); if ( vtlist != NULL ) { delete vtlist; } FG_LOG( FG_TERRAIN, FG_DEBUG, " deleting normal array" ); if ( vnlist != NULL ) { delete vnlist; } FG_LOG( FG_TERRAIN, FG_DEBUG, " deleting texture coordinate array" ); if ( tclist != NULL ) { delete tclist; } // delete the ssg branch int pcount = select_ptr->getNumParents(); if ( pcount > 0 ) { // find the first parent (should only be one) ssgBranch *parent = select_ptr->getParent( 0 ) ; if( parent ) { parent->removeKid(select_ptr); } else { FG_LOG( FG_TERRAIN, FG_ALERT, "parent pointer is NULL! Dying" ); exit(-1); } #if 0 // find the number of kids this parent has int kcount = parent->getNumKids(); // find the kid that matches our original select_ptr bool found_kid = false; for ( int i = 0; i < kcount; ++i ) { ssgEntity *kid = parent->getKid( i ); if ( kid == select_ptr ) { FG_LOG( FG_TERRAIN, FG_DEBUG, "Found a kid to delete " << kid); found_kid = true; parent->removeKid( i ); } } if ( ! found_kid ) { FG_LOG( FG_TERRAIN, FG_ALERT, "Couldn't find the kid to delete! Dying" ); exit(-1); } #endif } else { FG_LOG( FG_TERRAIN, FG_ALERT, "Parent count is zero for an ssg tile! Dying" ); exit(-1); } } // when a tile is still in the cache, but not in the immediate draw // list, it can still remain in the scene graph, but we use a range // selector to disable it from ever being drawn. void FGTileEntry::ssg_disable() { // cout << "TILE STATE = " << state << endl; if ( state == Scheduled_for_use ) { state = Scheduled_for_cache; } else if ( state == Scheduled_for_cache ) { // do nothing } else if ( (state == Loaded) || (state == Cached) ) { state = Cached; // cout << "DISABLING SSG NODE" << endl; select_ptr->select(0); } else { FG_LOG( FG_TERRAIN, FG_ALERT, "Trying to disable an unused tile! Dying" ); exit(-1); } // cout << "TILE STATE = " << state << endl; }