// tileentry.hxx -- routines to handle an individual scenery tile // // Written by Curtis Olson, started May 1998. // // Copyright (C) 1998 - 2001 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 SG_USING_STD(string); SG_USING_STD(vector); typedef vector < Point3D > point_list; typedef point_list::iterator point_list_iterator; typedef point_list::const_iterator const_point_list_iterator; class FGTileEntry; /** * A class to hold deferred model loading info */ class FGDeferredModel { private: string model_path; string texture_path; FGTileEntry *tile; ssgTransform *obj_trans; public: inline FGDeferredModel() { } inline FGDeferredModel( const string mp, const string tp, FGTileEntry *t, ssgTransform *ot ) { model_path = mp; texture_path = tp; tile = t; obj_trans = ot; } inline ~FGDeferredModel() { } inline string get_model_path() const { return model_path; } inline string get_texture_path() const { return texture_path; } inline FGTileEntry *get_tile() const { return tile; } inline ssgTransform *get_obj_trans() const { return obj_trans; } }; /** * A class to encapsulate everything we need to know about a scenery tile. */ class FGTileEntry { public: typedef vector < sgVec3 * > free_vec3_list; typedef vector < sgVec2 * > free_vec2_list; typedef vector < unsigned short * > free_index_list; // 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 SGBucket tile_bucket; // 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; private: // ssg tree structure for this tile is as follows: // ssgRoot(scene) // - ssgBranch(terrain) // - ssgTransform(tile) // - ssgRangeSelector(tile) // - ssgEntity(tile) // - kid1(fan) // - kid2(fan) // ... // - kidn(fan) // pointer to ssg transform for this tile ssgTransform *terra_transform; ssgTransform *lights_transform; // pointer to ssg range selector for this tile ssgRangeSelector *terra_range; ssgRangeSelector *lights_range; // we create several preset brightness and can choose which one we // want based on lighting conditions. ssgSelector *lights_brightness; // ADA ---> // Runway centre coords. Point3D rway_center; // Reqd. for switching as function of distance from runway center //pointers for Runway lights ssgTransform *lightmaps_transform; // branch for runway lights ssgRangeSelector *lightmaps_range; // tried to maintain same structure as Curt's ground ssgSelector *lightmaps_brightness; // selector node for points/ lightmaps ssgSimpleState *lightmap_state; // OpenGL state of the polygons that make up runway lights ssgVertexArray *light_points; // array of runway light coords. // <--- ADA /** * Indicates this tile has been loaded from a file and connected * into the scene graph. Note that this may be set asynchronously * by another thread. */ volatile bool loaded; /** * Count of pending models to load for this tile. This tile * cannot be removed until this number reaches zero (i.e. no * pending models to load for this tile.) */ volatile int pending_models; ssgBranch* obj_load( const std::string& path, ssgVertexArray* lights, bool is_base ); ssgLeaf* gen_lights( ssgVertexArray *lights, int inc, float bright ); public: // ADA ---> ssgTransform *ols_transform; // transform node for flols simulation ssgSelector *lightmaps_sequence; // selector node for points/ lightmaps ssgBranch* gen_runway_lights(ssgVertexArray *points,ssgVertexArray *normal, ssgVertexArray *dir, int *type); // <--- ADA // Constructor FGTileEntry( const SGBucket& b ); // Destructor ~FGTileEntry(); #ifdef WISH_PLIB_WAS_THREADED // but it isn't // Schedule tile to be freed/removed void sched_removal(); #endif // Clean up the memory used by this tile and 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() const { return offset; } // Update the ssg transform node for this tile so it can be // properly drawn relative to our (0,0,0) point void prep_ssg_node( const Point3D& p, float vis); /** * Load tile data from a file. * @param base name of directory containing tile data file. * @param is_base is this a base terrain object for which we should generate * random ground light points */ void load( const SGPath& base, bool is_base ); /** * Return true if the tile entry is loaded, otherwise return false * indicating that the loading thread is still working on this. */ inline bool is_loaded() const { return loaded; } /** * decrement the pending models count */ inline void dec_pending_models() { pending_models--; } /** * return the number of remaining pending models for this tile */ inline int get_pending_models() const { return pending_models; } /** * Return the "bucket" for this tile */ inline SGBucket get_tile_bucket() const { return tile_bucket; } /** * Add terrain mesh and ground lighting to scene graph. */ void add_ssg_nodes( ssgBranch* terrain, ssgBranch* ground ); /** * disconnect terrain mesh and ground lighting nodes from scene * graph for this tile. */ void disconnect_ssg_nodes(); }; #endif // _TILEENTRY_HXX